APPENDIX IV: THE KNOWN PLANES OF EXISTENCE
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.
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.
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.
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 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.