The Planes
Beyond the mundane world lie vast realms known as the planes of existence. Each plane is a universe unto itself with its own natural laws, unique inhabitants, and fundamental character. Understanding planar traits is essential for running extraplanar adventures and adjudicating spells that interact with other planes.
Plane Types
The planes break down into several general types. Except for rare linking points, each plane is effectively its own universe.
Physical Traits
Physical traits determine the laws of physics — how gravity works, how time passes, and how easily the plane's nature can be altered.
Gravity
| Trait | Effect |
|---|---|
| Normal Gravity | Same as Material Plane. Default unless otherwise stated. |
| Heavy Gravity | −2 circumstance penalty on Acrobatics, Climb, Ride, Swim, and all attack rolls. Item weights doubled (may reduce speed). Weapon ranges halved. Falling damage: 1d10 per 10 ft (max 20d10). |
| Light Gravity | +2 circumstance bonus on attack rolls, Acrobatics, and Ride. Item weights halved; weapon ranges doubled. Falling damage: 1d4 per 10 ft (max 20d4). |
| No Gravity | Creatures float in space unless another resource provides directional pull. |
| Objective Directional | Normal strength, but “down” is a fixed non-standard direction (which may vary by location within the plane). |
| Subjective Directional | Each sentient creature chooses its own “down.” Unattended objects have no gravity. Changing direction requires a DC 16 Wisdom check (free action, once per round). Failure grants a +6 bonus on subsequent checks until success. Movement: 150 ft first round, 300 ft/round after. |
Time
| Trait | Effect | ||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Normal Time | 1 hour on this plane = 1 hour on the Material Plane. Default. | ||||||||||||||||||
| Erratic Time |
Time slows and speeds randomly. Roll d% each time a traveler moves between
this plane and another:
|
||||||||||||||||||
| Flowing Time | Consistently faster or slower than the Material Plane. A year here might equal 6 seconds there. Effects and conditions age normally for the traveler regardless of outside time. | ||||||||||||||||||
| Timeless | Time passes but its effects are suspended: hunger, thirst, aging, poison, diseases, and natural healing don't progress. When the traveler leaves, these conditions resume retroactively. Spell durations become permanent until dispelled on timeless-magic planes. |
Shape and Size
Morphic Traits
Measures how easily the basic nature of a plane can be changed.
| Trait | Effect |
|---|---|
| Alterable Morphic | Objects remain as-is unless affected by physical force or magic. Default. |
| Divinely Morphic | Specific unique beings (deities) can alter the landscape instantly and dramatically. Ordinary travelers find it similar to alterable. |
| Highly Morphic | Features change frequently and without warning. The plane may react to spells, sentient thought, or force of will — or change for no reason. |
| Magically Morphic | Only specific spells can alter the plane's basic material. |
| Sentient | Responds to the plane's own thoughts. The landscape may become more or less hospitable as the plane reacts to its visitors. |
| Static | Completely unchanging. Moving unattended objects requires a DC 16 Strength check. Spells affecting residents or their possessions have no effect, though spells cast before entering still function. |
Elemental and Energy Traits
Each Inner Plane is dominated by one element or energy type. Other planes may have elemental traits in specific areas. Traits are noted only when present — no elemental trait means balance.
Minor: 1d6 damage/round. At 0 hp → crumble to ash.
Major: DC 25 Fort each round or gain a negative level. Creature slain by level drain becomes a wraith. Death ward provides protection.
Minor: Fast healing 2 (extraordinary).
Major: DC 15 Fort or blinded 10 rounds. Fast healing 5; +5 temp hp/round over max. DC 20 Fort each round temp hp exceed normal total or creature explodes.
Alignment Traits
Alignment traits have two components — moral (good/evil) and ethical (law/chaos) — and two strengths: mildly aligned or strongly aligned.
| Trait | Penalty to Non-Aligned Creatures |
|---|---|
| Mildly Aligned | Creatures with the directly opposing alignment take a −2 circumstance penalty on all Charisma-based checks. Mildly neutral-aligned applies no penalty. |
| Strongly Aligned |
−2 circumstance penalty on all Intelligence-, Wisdom-, and
Charisma-based checks for all creatures not matching the plane's
alignment. Moral and ethical penalties stack. Strongly neutral: non-neutral creatures take −2; creatures lacking both components (LG, CG, LE, CE) take −4. |
Magic Traits
Magic traits describe how spells and spell-like abilities function compared to the Material Plane. Specific locations on a plane may have different local magic traits.
| Trait | Effect |
|---|---|
| Normal Magic | All spells and supernatural abilities function as written. Default. |
| Dead Magic | Functions as an antimagic field. Divination cannot detect subjects here; teleport and similar movement spells cannot enter or exit. Exception: permanent planar portals still function. |
| Enhanced Magic | Specified spells and spell-like abilities function as if caster level were 2 higher than normal. |
| Impeded Magic | Casting impeded spells requires a concentration check (DC 20 + spell level). Failure: spell lost. Success: normal function. |
| Limited Magic | Only spells meeting specific qualifications (school, descriptor, level) function. All others simply don't work. |
| Wild Magic | Each spell or spell-like ability requires a caster level check (DC 15 + spell level). Failure: roll d% on the Wild Magic Effects table below. |
Wild Magic Effects
| d% | Effect |
|---|---|
| 01–19 | The spell rebounds on its caster with normal effect. If it cannot affect the caster, it simply fails. |
| 20–23 | A circular pit 15 ft wide opens under the caster; 10 ft deep per caster level. |
| 24–27 | Spell fails; targets are pelted with small objects for 1 round — they are blinded and must make concentration checks (DC 15 + spell level) to cast. |
| 28–31 | Spell affects a random target or area within range (roll 1d8 for direction, 3d6 × range factor for distance). |
| 32–35 | Spell functions normally but material components are not consumed and spell slot is not expended. |
| 36–39 | Spell does not function; everyone within 30 ft (friend or foe) receives a heal spell. |
| 40–43 | Spell does not function; deeper darkness and silence cover a 30-ft radius for 2d4 rounds. |
| 44–47 | Spell does not function; reverse gravity covers a 30-ft radius for 1 round. |
| 48–51 | Spell functions, but shimmering colors swirl around caster for 1d4 rounds (as glitterdust, DC 10 + spell level). |
| 52–59 | Nothing happens. Spell does not function; all resources consumed. |
| 60–71 | Nothing happens. Spell does not function; no resources consumed. |
| 72–98 | Spell functions normally. |
| 99–100 | Spell functions strongly: saves take a −2 penalty; effect is maximized as per Maximize Spell. |
The Great Beyond
In the Pathfinder cosmology, planes nest in a vast sphere. At the heart lie the Material and Shadow Planes, bridged by the Ethereal. The elemental Inner Planes surround this heart. Beyond the Astral void sits the Outer Sphere, itself surrounded by the infinite layers of the Abyss.
Planes at a Glance
| Plane | Category | Alignment | Key Traits |
|---|---|---|---|
| Material Plane | Material | Mildly Neutral | Normal Gravity · Normal Time · Alterable Morphic · Normal Magic |
| Shadow Plane | Transitive | Mildly Neutral | Magically Morphic · Enhanced (shadow) · Impeded (light/fire) |
| Ethereal Plane | Transitive | Mildly Neutral | No Gravity · Alterable Morphic · Normal Magic |
| Astral Plane | Transitive | Mildly Neutral | Subjective Directional Gravity · Timeless · Enhanced (Quicken all spells) |
| Negative Energy Plane | Inner | — | Subjective Directional · Major Negative-Dominant · Enhanced (negative) · Impeded (positive) |
| Positive Energy Plane | Inner | — | Subjective Directional · Major Positive-Dominant · Enhanced (positive) · Impeded (negative) |
| Plane of Air | Inner | — | Subjective Directional · Air-Dominant · Enhanced (air) · Impeded (earth) |
| Plane of Earth | Inner | — | Earth-Dominant · Enhanced (earth) · Impeded (air) |
| Plane of Fire | Inner | — | Fire-Dominant · Enhanced (fire) · Impeded (water) |
| Plane of Water | Inner | — | Subjective Directional · Water-Dominant · Enhanced (water) · Impeded (fire) |
| Abaddon | Outer | Neutral Evil | Divinely Morphic · Strongly Evil · Enhanced (evil) · Impeded (good) |
| The Abyss | Outer | Chaotic Evil | Divinely Morphic & Sentient · Strongly Chaotic/Evil · Enhanced (chaotic, evil) · Impeded (lawful, good) |
| Elysium | Outer | Chaotic Good | Divinely Morphic · Strongly Chaotic/Good · Enhanced (chaotic, good) · Impeded (lawful, evil) |
| Heaven | Outer | Lawful Good | Divinely Morphic · Strongly Lawful/Good · Enhanced (lawful, good) · Impeded (chaotic, evil) |
| Hell | Outer | Lawful Evil | Divinely Morphic · Strongly Lawful/Evil · Enhanced (lawful, evil) · Impeded (chaotic, good) |
| Limbo | Outer | Chaotic Neutral | Subjective Directional (+ Normal on islands) · Erratic Time · Highly Morphic · Strongly Chaotic · Wild Magic (+ Normal on islands) |
| Nirvana | Outer | Neutral Good | Divinely Morphic · Strongly Good · Enhanced (good) · Impeded (evil) |
| Purgatory | Outer | True Neutral | Timeless · Divinely Morphic · Strongly Neutral · Enhanced (death/Repose) |
| Utopia | Outer | Lawful Neutral | Finite Shape · Divinely Morphic · Strongly Lawful · Enhanced (lawful) · Impeded (chaotic) |
Inner Planes
- Normal Gravity
- Normal Time
- Alterable Morphic
- No Elemental/Energy Traits (specific locations may)
- Mildly Neutral-Aligned
- Normal Magic
- Magically Morphic — flows onto other planes; altered by shadow spells
- Mildly Neutral-Aligned
- Enhanced Magic: Shadow descriptor spells; shadow conjuration 30% (not 20%), greater shadow conjuration 70%, shades 90%
- Impeded Magic: Light descriptor; light-producing spells have half range
- Subjective Directional Gravity
- Major Negative-Dominant (some islands minor)
- Enhanced Magic: Negative energy; channel negative energy +4 to save DC
- Impeded Magic: Positive energy (including cure spells); −10 penalty on saves vs. negative levels
- Subjective Directional Gravity
- Major Positive-Dominant (some islands minor)
- Enhanced Magic: Positive energy; channel positive energy +4 to save DC
- Impeded Magic: Negative energy (including inflict spells)
- Subjective Directional Gravity
- Air-Dominant
- Enhanced Magic: Air descriptor; Air domain; elemental [air] bloodline
- Impeded Magic: Earth descriptor; Earth domain; earth elementals
- Earth-Dominant
- Enhanced Magic: Earth descriptor; Earth domain; elemental [earth] bloodline
- Impeded Magic: Air descriptor; Air domain; air elementals
- Fire-Dominant
- Enhanced Magic: Fire descriptor; Fire domain; elemental [fire] bloodline
- Impeded Magic: Water descriptor; Water domain; water elementals
- Subjective Directional Gravity (slower than Air)
- Water-Dominant
- Enhanced Magic: Water descriptor; Water domain; elemental [water] bloodline
- Impeded Magic: Fire descriptor; Fire domain; fire elementals
Transitive Planes
- No Gravity
- Alterable Morphic (little to alter)
- Mildly Neutral-Aligned
- Normal Magic — force and abjuration effects affecting ethereal beings cross planes
- Subjective Directional Gravity
- Timeless — aging, hunger, thirst, afflictions, and natural healing suspended
- Mildly Neutral-Aligned
- Enhanced Magic: All spells may be cast as if Quickened (one quickened spell/round; doesn't affect already-quickened spells or item spells)
Outer Planes
- Divinely Morphic
- Strongly Evil-Aligned
- Enhanced (evil) · Impeded (good)
- Divinely Morphic & Sentient
- Strongly Chaotic-Aligned & Strongly Evil-Aligned
- Enhanced (chaotic, evil) · Impeded (lawful, good)
- Divinely Morphic
- Strongly Chaotic & Strongly Good
- Enhanced (chaotic, good) · Impeded (lawful, evil)
- Divinely Morphic
- Strongly Lawful & Strongly Good
- Enhanced (lawful, good) · Impeded (chaotic, evil)
- Divinely Morphic
- Strongly Lawful & Strongly Evil
- Enhanced (lawful, evil) · Impeded (chaotic, good)
- Subjective Directional (islands: Normal)
- Erratic Time
- Highly Morphic
- Strongly Chaotic
- Wild Magic (islands: Normal Magic)
- Divinely Morphic
- Strongly Good
- Enhanced (good) · Impeded (evil)
- Timeless
- Divinely Morphic
- Strongly Neutral
- Enhanced: death descriptor; Death/Repose domains
- Finite Shape
- Divinely Morphic
- Strongly Lawful
- Enhanced (lawful) · Impeded (chaotic)