APPENDIX IV: THE KNOWN PLANES OF EXISTENCE

D8.5

There exist an infinite number of parallel universes and planes of existence in the fantastic "multiverse" of ADVANCED DUNGEONS & DRAGONS.
All of these "worlds" co-exist,
but how "real" each is depends entirely upon the development of each by the campaign referee.
The chart and explanations which follow show only the various planes tied to that of normal existence.
The parallel universes are not shown, and their existence might or might not be actual.

THE INNER PLANES 1-8

1. The Prime Material Plane (or Physical Plane) houses the universe and
all of its parallels. It is the plane of Terra, and your campaign,
in all likelihood.

2. The Positive Material Plane is a place of energy and light, the place
which is the source of much that is vital and active, the power
supply for good.

3. The Negative Material Plane is the place of anti-matter and
negative force, the source of power for undead, the energy area
from which evil grows.

4. The Elemental Plane of Air.

5. The Elemental Plane of Fire.

6. The Elemental Plane of Earth.

7. The Elemental Plane of Water.

8. The Ethereal Plane is that which surrounds and touches all of the
other Inner Planes, the endless parallel worlds of the universe,
without being a part of any of them. Any creature able to become
ethereal and then return to material form can use this plane to
MOVE from one to another of the Inner Planes; this is explained
fully in the following paragraphs.

THE OUTER PLANES: 9-25

9. The Astral Plane radiates from the Prime Material to a non-space
where endless vortices spiral to the parallel PMPs
and to the Outer Planes as well. Thus, this plane can be used to
travel the universe(s) or to the Outer Planes which are the homes of
powerful beings, the source of alignment (religious/philosophical/ethical ideals),
the deities. Note the the Astral Plane touches
only the upper layers of the Outer Planes. Use of this plane is
explained later.

10. The Seven Heavens of absolute LG.

11. The Twin Paradises of neutral good lawfuls.

12. The planes of Elysium of NG.

13. The Happy Hunting Grounds of neutral good chaotics.

14. The planes of Olympus of absolute good chaotics.

15. The planes of Gladsheim (Asgard, Valhalla, Vanaheim, etc.) of
chaotic good neutrals.

16. The planes of Limbo of neutral (absolute) chaos (entropy).

17. The Planes of Pandemonium of chaotic evil neutrals.

18. The 666 layers of the Abyss of absolute CE.

19. The planes of Tarterus of evil chaotic neutrals.

20. Hades' "Three Glooms" of absolute (neutral) evil.

21. The furnaces of Gehenna of evil lawful neutrals. <corrected>

22. The Nine Hells of absolute LE.

23. The nether planes of Acheron of LE neutrals.

24. Nirvana of absolute (neutral) lawfuls.

25. The planes of Arcadia of NG lawfuls.


 

ETHEREAL TRAVEL

A character can achieve the ethereal state by various means which incl.
magical ointment (oil of etherealness), magical items, magic spells
and psionic discipline. It is psb. to MOVE to or about any plane which the
Ethereal Plane permeates, and it is also psb. to MOVE from plane to
plane ethereally.

All movement and travel in the Ethereal Plane is subject to certain hazards.
Some monsters are able to function partially in this plane. Some monsters
roam freely in the Ethereal Plane. The worst hazard, however, is the ether
cyclone, a strong moving force which can cause the individual to enter a
different world or plane or become lost in the ether for many, many days
when it blows across the stretches of this multi-plane.

Ethereal travel is tireless and rapid. Creatures in ethereal state need
neither food, drink, rest, or sleep.

Your referee has complete tables for encounters in the Ethereal Plane as
well as for movement of the ether cyclone and its results.
 

ASTRAL TRAVEL

Astral travel is psb. by various means incl. magic spells and
psionic discipline. The Astral Plane touches only the endless PMP
and the 16 "first levels" of the Outer Planes. The Astral
Plane does not touch any of the Inner Planes other than the PMP.
It is psb. to MOVE about in or to any of the universes or to the
first level of te Outer Planes by means of Astral Travel.

Travel on the Astral Plane can be dangerous due to the functioning or
presence of monsters in or upon the plane. The psychic wind is the most
dangerous, however, for it can either blow the traveller about so as to
cause him || her to become lost (thus coming to some undesired world ||
plane || be out of touch for many days) or snap the silver cord (cf. astral
spell, astral projection) and kill the individual irrevocably.

As with ethereal travel, movement through the Astral Plane is speedy, and
while there the individual needs no food, drink, rest, or even sleep.

Along with with ethereal encounter and travel tables, your DM has similiar
info pertaining to like activities on the Astral Plane.  This
info will be revealed to you through xperience (and psb. by
other means) as the need arises.
 

ETHEREAL AND ASTRAL COMBAT
It is possible to CAST spells, melee, etc. on either the Ethereal or Astral
Plane. These activities generally affect only others on the same plane, but
can affect other creatures who exist partially or function on either or both
planes. Magic spells can be CAST from the Ethereal to the Prime Material Plane,
but not from the Astral to the Prime Material, except as noted above.

Certain magic weapons will remain magical in either of these planes, but
some will not, so be prepared for the worst. Only very powerful creatures
(demon princes, arch devils, godlings, gods, etc.) can do more than
destroy the astral body, causing the silver cord to return to the material
body and preventing further astral travel for a period of time. Very
powerful beings might be able to snap the silver cord, thus killing the
astral and material bodies simultaneously. Ethereal combat damage is
actual damage. Note also that all is lost if the material body is destroyed
while the astral body is in that plane.