Basic Information on Pocket Dimensions and Planes
For Every Rule, an Exception
One thing that can be counted upon in the Countless Worlds is that every rule is wrong at least once. With such a myriad number of worlds and universes, literally anything is possible.
It is hazardous to create an extradimensional space within an existing extradimensional space or to take an extradimensional space into an existing one.
Extra-dimensional spaces have more space inside then they should. Objects in Non-dimensional spaces have no dimensions.
Plane: A “level” of reality, reachable from other “levels” only by magic. A plane is a self-contained space with its own rules of physics.
World: A location not unlike the PCs’ home world, at least to some extent. While a world may not be an entire plane (technically), most of the time only one world exists per plane.
Dimension: Technically, the same thing as a plane, although normally used only when describing a particularly odd plane, such as a pocket dimension (a very small, usually artificially created plane), or a very specific plane, such as a character’s home dimension.
Realm: Another word for “plane” that suggests a place every unlike the PCs’ home world. Realms are usually strange, alien place.
The planes break down into a number of general types:
Material Planes, Transitive Planes, Inner Planes, Outer Planes, and demiplanes.
These types aren't exclusive (you may find deities on the Transitive Planes, for example), but most planes fall neatly into one category.
Material Planes: These planes are the ones most familiar to characters and are usually the setting for a standard D&D campaign. The Material Planes tend to be the most earthlike and operate under the same set of natural laws.
Transitive Planes: This mixed bag of planes are grouped together by a common use: getting from one place to another. The Astral Plane is used to reach other planes, while the Ethereal Plane and the Plane of Shadow are both used for transportation within the Material Plane they're connected to. These planes have the strongest regular interaction with the Material Plane andare often accessed by using various spells. They have native inhabitants as well
Inner Planes: Also called planes of power, these realities are incarnations of the basic building blocks of the universe. They are made up of a single energy or element thatoverwhelms all others. The natives of Inner Planes are made of these elements as well.
The Inner Planes can be divided into two groups:
- Elemental planes, which symbolize the physical properties of the universe (earth, air, fire, and water)
- Energy planes, which represent the creative and destructive forces of the universe (positive and negative energy).
The planes of power are hostile to planar travelers, who should take care when crossing them.
Outer Planes: The homes of beings of great power, these planes are also called the godly planes, spiritual planes, or divine planes. The deities themselves live here, as do creatures such as celestials, demons, and devils. The Outer Planes tend to have alignments, representing a particular moral or ethical outlook, and their inhabitants tend to behave in agreement with those alignments. The Outer Planes are also the final resting place of spirits from the Material Plane, whether that final rest is calm introspection or eternal damnation.
Demiplanes: This catch-all category covers all extradimensional spaces that function like planes but have measurable size and limited access. Other kinds of planes are theoretically infinite in size, but a demiplane might be only a few hundred feet across. Access to demiplanes may be limited to particular locations (such as a fixed gateway) or particular situations (such as a time of year or a weather condition). Some demiplanes are created by spells, some naturally evolve, and some appear according to the will of the deities.
Finally, the planes may be connected in different fashions; not every plane links to another directly.
Planar traits are broken down into a number of general areas. All planes have the following traits:
Physical Traits: These traits set the laws of nature, including gravity and time.
· Elemental and Energy Traits: These traits determine the dominance of particular elemental or energy forces.
· Alignment Traits: Just as characters may be lawful neutral or chaotic good, a plane might be tied to a particular moral or ethical outlook.
· Magic Traits: Magic works differently from plane to plane, and these traits set the boundaries for what it can and can’t do.
The two most important natural laws set by physical traits are how gravity works and how time passes. Other physical traits set the boundaries of the plane (if it has any) and the nature of its borders. Finally, a physical trait sets the nature of matter itself, ranging from static and unchanging to random and ever-shifting.
· Normal Gravity: Most planes have gravity similar to that of the Material Plane.
· Heavy Gravity: The gravity of this plane is much more intense than the Material Plane.
· Light Gravity: The gravity of this plane is less intense than on the Material Plane.
· No Gravity: Individuals in a plane without gravity merely float in space, unless other mechanisms (such as magic or force of will) are available to provide a direction for gravity's pull. An example of a plane with no gravity is the Astral Plane, where everyone gets around by simply imagining themselves moving in a particular direction.
· Objective Directional Gravity: The strength of gravity is the same as on the Material Plane, but the direction is not the traditional “down” toward the ground. It may be down toward any solid object, at an angle to the plane itself, or even upward, creating a chandelier like world where everyone has to hang on or be thrown out into the void.
In addition, objective directional gravity may change from place to place. The direction of “down” may vary, so individuals may suddenly find themselves falling upward (similar to the reverse gravity spell) or walking up walls.
· Subjective Directional Gravity: The strength of gravity is the same, but each individual chooses the direction of gravity's pull. Such a plane has no gravity for unattended objects and nonsentient creatures. This can be very disorienting to the newcomer, but is common on “weightless” planes such as the Plane of Air.
· Normal Time: This is the standard rate of time, compared to the Material Plane
· Flowing Time: On some planes, time can flow faster or slower. One may travel to another plane, spend a year there, and then return to the Material Plane to find that only six seconds have elapsed. Everything on that native plane is only a few seconds older. But for that traveller and the items, spells, and effects working on him, that year away was entirely real.
· Erratic Time: Some planes have time that slows down and speeds up, so an individual may lose or gain time as he moves between the two planes.
· Timeless: On these planes, time still passes, but the effects of time are diminished. Those effects should be specifically defined for timeless planes. Such conditions as hunger, thirst, and aging might not be affected in a timeless dimension. By the same token, natural healing may be affected, meaning that no wounds heal except by magic. If a plane is timeless with respect to magic, any spell cast with a no instantaneous duration is permanent until dispelled. Traditional tales of folklore tell of places where heroes live hundreds of years, only to crumble to dust as soon as they leave.
· Infinite: These planes go on forever, though they may have finite components within them, such as spherical worlds. Or they may consist of ongoing expanses in two directions, like maps that stretch out infinitely.
· Finite: Set borders and edges limit these planes. These edges may be borders with other planes or hard, finite borders such as the edge of the world or a great wall. Demiplanes are often finite.
· Self-Contained: Here the borders wrap in on themselves, depositing the traveller on the other side of the map. A spherical plane is an example of a self-contained, finite plane, but there can be cubes, trousers, and flat planes with magical edges that teleport the traveller to an opposite edge when he crosses them. Some demiplanes are self-contained.
The magic trait tells how a plane handles spells and supernatural abilities. As with other traits, the magic trait describes how magic works compared to how it works on the Material Plane. Particular locations on a plane (such as those under the direct control of deities) may be pockets where a different magic trait applies.
Normal Magic: This magic trait means that all the spells and supernatural abilities function as written.
Dead Magic: These planes have no magic at all. A plane with the dead magic trait functions in all respects like an anti-magic field spell. Divination spells cannot detect subjects within a dead magic plane, nor can a spellcaster use teleport or another spell to move in or out. The only exception to the “no magic” rule is permanent planar portals which still function normally. Spellcasters on a dead magic plane feel immediately uncomfortable and experience mild headaches.
Wild Magic: Spells and spell-like abilities function in wildly different and sometimes dangerous ways on planes with the wild magic trait. Any spell or spell-like ability used on a wild magic plane has a chance to go awry.
Impeded Magic: Particular spells and spell-like abilities are more difficult to cast on these planes, often because the nature of the plane interferes with the spell. Fireballspells may be cast on the Elemental Plane of Water, but the opposing natures of the spell and the plane makes it difficult.
Enhanced Magic: Particular spells and spell-like abilities are easier to use or more powerful in effect on these planes than they are on the Material Plane.
Natives of a plane with the enhanced magic trait are aware of which spells and spell-like abilities are enhanced, but planar travelers may have to discover this on their own. If a spell is enhanced, certain metamagic feats can be applied to it without changing the spell slot required or casting time. Spellcasters on that plane are considered to have that feat for the purpose of applying it to that spell.
Limited Magic: These planes only permit spells and spell-like abilities from certain schools, subschools, descriptors, or levels to be cast. Other spells and spell-like abilities simply don't work; for them, this plane functions like a dead magic plane
This trait measures how easily the basic nature of the plane can be changed. Some planes are responsive to sentient thought, while others can only be manipulated by extremely powerful creatures. And some planes respond to physical or magical efforts.
· Alterable Morphic: These planes are the norm. Objects remain where they are (and what they are) unless affected by physical force or magic. You can build a castle, animate a statue, or grow crops in an alterable plane, changing your immediate environment as a result of tangible effort.
· Static: These planes are unchanging. Visitors cannot affect living residents of the plane, nor objects that the denizens possess. Any spells that would affect those on the plane have no effect unless the plane's static trait is somehow removed or suppressed. This is similar to casting a time stop spell, but it's even harder to affect creatures or objects. Spells cast before entering a plane with the static trait remain in effect, however. Even moving an unattended object within a static plane requires a Strength check (DC 16). Particularly heavy objects may be impossible to move.
· Highly Morphic: On the opposite end of the spectrum are highly morphic planes, which change so frequently that it's difficult to keep a particular area stable. Such planes may react dramatically to specific spells, sentient thought, or the force of will. Others change for no reason. In the D&D cosmology, the Outer Plane of Limbo is a highly morphic plane.
· Magically Morphic: Specific spells can alter the basic material of these planes. The plane of Shadow, which can be drawn elsewhere and used to duplicate other spells, is a good example of a magically morphic plane.
· Divinely Morphic: Specific, unique beings (deities or similar great powers) have the ability to alter objects, creatures, and the landscape on these planes. Ordinary characters find these planes similar to alterable planes in that they may be affected by spells and physical effort. But the deities may cause these areas to change instantly and dramatically, creating great kingdoms for themselves. Divinely morphic planes are common on the Outer Planes, which is one reason deities live there.
· Sentient: These planes are ones that respond to a single thought—that of the plane itself. Travellers would find the plane's landscape changing as a result of what the plane thought of the travellers, either becoming more or less hospitable depending on its reaction
Sometimes scholars refer to the planes as islands in an ethereal sea. This is inaccurate, however, because islands don’t move. The planes—metaphysically speaking—move within their medium. A more apt analogy would be clouds in an infinite sky. As clouds drift, so do planes, although rather than moving in a three-dimensional space, they move in higher dimensions.
Remembering this makes it easier to understand that planes are sometimes closer to or farther apart from certain other planes. When two planes come close together, cosmologists call it a “planar conjunction.” Planes are continually coming into conjunction and going out of conjunction. Sometimes, conjunctions—or the lack thereof—lasts a while or only a very short time. Two planes might come into or go out of conjunction for a year, a month, a week, day, an hour, or even just a moment.
Some planes are in conjunction with only a few other planes, or even just one. Scholars call such realms “remote planes” because they are difficult to reach. Other planes have connections that change frequently and have earned the name “wandering planes.”
Getting from Plane to Plane
The planes may be connected to each other in a hundred different ways, some of which may be unique for those planes. The connections between planes can be divided into three categories: borders, spells, and magical portals.
Borders allow movement between the planes in a smooth, almost uneventful manner. Travellers may not be aware of the boundary and slip unaware over a planar border into a new dimension. Such borders may be patches of darkness, banks of fog, or driving rainstorms. Sometimes one plane gives way to another plane so gradually that it's impossible to tell where the border region starts and ends. Vision across a border may be limited by the nature of the plane or the border (such as being caught in a fog bank), but it is not inherently impeded. Firm borders have a set boundary between one plane and the next, such as a cliff in one plane hanging over a chasm in another plane, or farmland that suddenly gives way to jungle. Magic does not cross firm borders; nothing on the far side of the border can be targeted by a spell unless that spell specifically affects targets on other planes. Soft borders have less determinate edges, and often exist where similar portions of each plane connect. This forms a buffer zone or “quasi-plane” that belongs to both planes yet has an identity and planar traits of its own. Magic crosses the buffer zone into each of the planes. Soft borders normally exist only when there is similar terrain on both sides, so a plane of continual darkness would only have a soft border in situations where the other plane is also under a dark shroud.
Shifting borders are the most perilous to travellers because they move back and forth. Similar to the tidal zone of the seashore, sometimes the border area belongs to one plane, sometimes to the other. Magic treats a shifting border as a firm border, but there is a risk that the border will shift, stranding the traveller on the wrong side of the border and in a dangerous plane
Planar paths, unique to individual cosmologies, cross multiple borders to connect a number of planes. The change from plane to plane is not always obvious (similar to a soft border). Making the trip means little more than moving normally along the path—no spells or items are required.
The most common method of travel between planes of existence is through spells and magic items. Many spells use planar energies and the nature of the planes themselves
“Portal” is a general term for a stationary interplanar connection. Portals, which include such related items as vortices and gates, open at one location on the originating plane and at one location on the destination plane (or planes).
Portals are created by many sources. Some are simply large magic items, linking the two planes (or two locations within the same plane, in some cosmologies). Others exist naturally. And the deities themselves created some portals. Most portals, regardless of their nature and origin, share a number of properties. They provide instantaneous transportation from one location to another. If they pass through the Astral Plane, they form conduits, impenetrable tubes that burrow through that open plane
Portal keys are the particular situations, spells, items, or other circumstances required to “unlock” a portal so it functions. Portal keys can set almost any requirement, but here are some common examples:
· Time: The portal only functions at particular times—during a full moon on the Material Plane, or every ten days, or when the stars are in a particular position, for example. A time keyed portal only functions for a certain length of time. Such a portal might stay open for three days following the full moon, or for an hour, or for 1d4+1 rounds.
· Situation: The portal only functions if a particular condition is met. A situation-keyed portal might only open on a clear night, or when it rains, or when a wind blows out of the east
· Random: A random portal functions for a random period of time, then shuts down for a similarly random duration. Typically, such a portal allows 1d6+6 travellers to pass through, then shuts down for 1d6 days.
· Command Word: The portal only functions if a particular command word is spoken, similar to activating a magic item.
· Command Item: The portal functions if the traveller is holding a particular object; the item effectively acts as a key to a door. This command item may be a common object, or a particular key created for that portal. The latter is found more commonly with magical portals created by wizards who want to severely limit access through those portals.