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Plane (Dungeons & Dragons) - Wikipedia. For the mystical concept, see Etheric plane. The planes of the Dungeons & Dragonsroleplaying game constitute the multiverse in which the game takes place. In the earliest versions of Dungeons & Dragons, the concept of the Inner, Ethereal, Prime Material, Astral, and Outer Planes was introduced; at the time there were only four Inner Planes and no set number of Outer Planes. This later evolved into the Great Wheel cosmology. The fifth edition has brought back a new version of the Great Wheel cosmology.
In addition, some Dungeons & Dragonssettings have cosmologies that are very different from the . For example, the Eberron setting has only seventeen planes in total, most of which are unique to Eberron. Great Wheel. The Shadow Plane and the Dimension of Time, if they are included, are separate from the others, and usually represented as being connected to the Material Plane.
Demiplanes, although most commonly connected to the Ethereal Plane, can be found attached to any plane. All planes, save the demiplanes, are infinite in extent. Inner Planes. They consist of the Elemental Planes and the Energy Planes. Material Planes. The Prime Material Plane is where the more 'normal' worlds exist, many of which resemble Earth. The 2nd edition Dungeon Master's Guide states there are several prime material planes, but several other 2nd edition products say there is only one Prime Material Plane rather than several. Introduced in the Spelljammer setting, the Phlogiston is a part of the Material plane. It is a highly flammable gaseous medium in which crystal spheres holding various Prime Material solar systems float, traversable by Spelljammer ships.
Outer Planes. The home of gods, dead souls, and raw philosophy and belief. Transitive planes. It is a barren place with only rare bits of solid matter. The Astral Plane is unique in that it is infinitesimal instead of infinite; there is no space or time here, though both catch up with you when you leave. The souls of the newly dead from the Prime Material Plane pass through here on their way to the afterlife or Outer Planes. The most common feature of the Astral Plane is the silver cords of travelers using an astral projection spell. These cords are the lifelines that keep travelers of the plane from becoming lost, stretching all the way back to the traveler's point of origin.
A god- isle is the immense petrified remains of a dead god that float on the Astral Plane, where githyanki and others often mine them for minerals and build communities on their stony surfaces. Tu'narath, the capital city of the githyanki, is built on the petrified corpse of a dead god known only as . God- isles are also the only locations on the Astral Plane that are known to possess gravity or normal time flows. Part of Baldur's Gate II: Shadows of Amn takes place on the Astral Plane. It consists of two parts: the Border Ethereal which connects to the Inner and Prime Material planes, and the Deep Ethereal plane which acts as the incubator to many potential demiplanes and other proto- magical realms. From a Border Ethereal plane a traveler can see a misty greyscale version of the plane from which they are traveling; however, each plane is only connected to its own Border Ethereal, which means inter- planar travel necessitates entering the Deep Ethereal and then exiting into the destination plane's own Border Ethereal plane.
Many demiplanes, such as that which houses the Ravenloft setting, can be found in the Deep Ethereal plane; most demiplanes are born here, and many fade back into nothingness here. Unlike the Astral Plane, in which solid objects can exist (though are extremely rare) anything and everything that goes to the Ethereal Plane becomes Ethereal. There is also something here called the Ether Cyclone that connects the Ethereal plane to the Astral Plane. In the 3rd Edition, each Material Plane is attached to its own unique Ethereal Plane; use of the Deep Ethereal connecting these Ethereal Planes together is an optional rule.
Plane of Shadow. A dimly lit dimension that is both conterminous to and coexistent with the Material Plane. It overlaps the Material Plane much as the Ethereal Plane does, so a planar traveler can use the Plane of Shadow to cover great distances quickly. The Plane of Shadow is also conterminous to other planes. With the right spell, a character can use the Plane of Shadow to visit other realities. It is magically morphic, and parts continually flow onto other planes. As a result, creating a precise map of the plane is next to impossible, despite the presence of landmarks. Publication history.
They are small planes that each connect to a group of mirrors that can be located in any other planes throughout the multiverse. A mirror plane takes the form of a long, winding corridor with the mirrors it attaches to hanging like windows along the walls. Mirror planes allow quick travel between the various mirrors that are linked to each, but each plane contains a mirror version of any traveler that enters it. This mirror version has an opposite alignment and will seek to slay his real self to take his place. All mirrors connect to a mirror plane, though each mirror plane usually has only five to twenty mirrors connecting to it. Temporal Plane. It is a plane where physical travel can result in time travel. In 3rd edition products, some of the detail of Temporal Prime became incorporated into the .
Dragon Magazine #3. They are commonly created by demigods and extremely powerful wizards and psions.
Naturally- occurring demiplanes are rare; most such demiplanes are actually fragments of other planes that have somehow split off from their parent plane. Demiplanes are often constructed to resemble the Material Plane, though a few — mostly those created by non- humans — are quite alien. Genesis, a 9th level arcane spell or psionic power, and the 9th- level arcane spell Demiplane Seed are among the few printed methods for a player character to create a demiplane. Among the most notable of demiplanes is the Demiplane of Dread, the setting of Ravenloft. Neth, the Demiplane That Lives, was first presented in A Guide to the Ethereal Plane, a sourcebook for the Planescape setting of AD& D Second Edition. Neth, the Plane That Lives, is a living, sentient plane of finite size that has an immense curiosity. The only access Neth has to the rest of the multiverse is through a single metallic, peach- colored pool on the Astral Plane.
Those who look into the pool from the Astral Plane might notice a huge eye flash into focus on its surface, which quickly fades. Sometimes, Neth will choose to encapsulate its visitors. Two folds of membrane will come together and ensnare and seal off the victims.
Neth will then flood the compartment with either preservative or absorptive fluid. The preservative fluid will put the victim in temporal stasis, and the victim can be revived if the fluid is drained away. If the compartment is flooded with absorptive fluid, the victim will dissolve and be absorbed into Neth itself, including the victim’s memories. Characteristics. It is folded upon itself and resembles an enormous paper ball with a radius of about twenty- five miles. The spaces between the membrane’s folds can be a hand’s span across or larger than a city. The spaces are filled with air- saturated fluid, but visitors can still breathe in them. If the plane were spread flat, it would be about five hundred miles in diameter, and the average thickness would be approximately thirty feet.
Air- and water- breathing visitors to Neth can breathe and speak in Neth’s fluid normally. If they swim around unnoticed, they might see organ buds larger than city blocks, beings behind membranous capsules, and the humanoid antibodies of Neth mindlessly going about their business. Every part of the living demiplane has a soft, pink glow. Neth can also flush the fluid wherever it wants, carrying visitors along with it, usually to the Visage Wall to be questioned.