Kryx RPGThemesMonsters

Planes

The Planes are the many realities that compose the cosmos. The Planes theme focuses on utility, protection, control, and summons related to interplanar travel.

Spells from the Planes theme allow you to hide objects in other planes, blink from reality, create planar havens, ban creatures from the worlds, travel through the planes, call for allies from the planes, bind outsiders to your will, create pocket dimensions, create interplanar gates, and imprison creatures in dimensional mazes or prison planes.

Power Sources

Arcane

Table of Contents

Planes feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

You have resistance to fire damage and cold damage.

You no longer need to breathe and you have advantage on saving throws to avoid being sent to another plane.

When you hit a creature with an attack and deal damage to it, you can also force it to make a Will saving throw.

On a failed save, the creature is magically banished to its native plane of existence if it’s currently not there.

On a successful save, the creature can’t be banished by this feature for 24 hours.

Planes spells

As an action, your open a minor rift to an elemental plane near a creature that you can touch or see within 18 meters. The target must make a Fortitude saving throw.

On a failed save, the target takes 1d8 damage. Choose a damage type: acid, cold, fire, or lightning.

Augment

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

As an action, you hide one object or weapon on the Ethereal Plane. The item must be in your possession and must weigh 4.5 kilograms or less. Until the object reappears, it is inaccessible, as are any of its properties. You can have only one object at a time affected in this way. You can summon the object or weapon to your hand as a bonus action. It reappears in your space if you are unconscious or dead.

As a bonus action, you can create two rifts in spaces you can see within 9 meters of you. The rifts are no more than 30 centimeters across and last until the end of your turn. A creature next to one rift is considered to be within 1.5 meters of the other rift and its surrounding area. Anything put through one rift emerges from the other and attacks through the rift are not enhanced or restricted by the rift in any way.

The rift is not stable enough for energy such as alchemical explosions or magic to pass through it, but you can expend 1 mana or psi when you cast this cantrip to stabilize the rift so energy can pass through it.

As a reaction, which you take when you are hit by an attack, you disappear from the world for a brief moment, entering the Astral Plane. The attack’s damage against you is halved and then you reappear at the space you occupied.

Augment

Astral Refuge. You can expend 1 additional mana to stay in the Astral Plane, returning to the space you occupied at the start of your next turn. You take advantage of the timeless nature of the Astral Plane, allowing you to take two actions that only affect you.

As an action, you detect the distance and direction to the closest planar portal within 1.6 kilometers of you.

See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals.

As a bonus action, you can shift between two worlds. You have advantage on your next attack roll before the end of your next turn. If that attack hits, add 2d10 damage to the attack’s damage roll.

Augment

You can increase the damage by 3d10 for each additional mana expended.

concentration, 5 minutes/mana

As a bonus action, a weapon you touch becomes ethereal. For the duration, if the weapon misses a creature, the weapon deals half as much damage.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

concentration, 5 minutes/mana

As an action, one willing creature you touch is surrounded in shimmering energy which protects it against creatures originating from beyond the Material Plane.

The protection grants several benefits. Creatures originating from beyond the Material Plane have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

As a bonus action, you create a whirling aurora of brilliant energy that swirls around you, protecting you from harm. Until the start of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 3 meters of you, it takes 2d6 damage. Choose a damage type: acid, cold, fire, or lightning.

Augment

You can increase the damage by 5d6 for each additional mana expended.

As you spend 1 minute to cast this spell, you shift up to five willing creatures of your choice that you can touch or see within 9 meters to the Astral Plane. Shifted creatures can gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you occupied when you used this ability, with no time having passed in the world.

During this short rest, the creatures you sequester can make use of any options available during a rest that only affect the creatures you sequester.

A character can’t benefit from a short rest more than once every four hours, can’t benefit from more than two short rests before they take a long rest, and a character must have at least 1 health at the start of the rest to gain its benefits.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

concentration, 1 minute/mana

As an action, one creature, or object weighing 225 kilograms or less, within 18 meters is sent to another plane of existence. An unwilling must succeed on a Will saving throw to avoid the effect.

If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. A creature who is native to the plane of existence you’re on can repeat the saving throw at the end of each turn, returning on a success.

If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before the duration ends, the target reappears within 9 meters of the space it left. Otherwise, the target doesn’t return.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

1 hour/mana

As an action, you touch a willing creature to grant it the ability to see into the Ethereal Plane for the duration. Ethereal creatures and objects appear ghostly and translucent.

1 hour/mana

As you spend 1 minute to cast this spell, you create a cylinder of magical energy twice as big as normal centered on a point on the ground that you can see within 9 meters. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

  • The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Will saving throw.
  • The creature has disadvantage on attack rolls against targets within the cylinder.
  • Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

M (jewel worth 1,000 sp, consumed); 8 hours/mana

As you spend 1 hour to cast this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within 18 meters for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Will saving throw.

On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell.

A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to change the duration to 30 days.

  • Continuous. You can expend 2 additional mana to change the duration to a year and a day.

1 hour/mana

As an action, you touch a length of rope that is up to 18 meters long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.

The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.

Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 90-centimeters-by-1.5-meters window centered on the rope.

Anything inside the extradimensional space drops out when the spell ends.

M (exquisite chest constructed from rare materials worth 1,000 sp, consumed)

As an action, you hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and a miniature replica. The chest can contain up to 0.34 cubic meters of nonliving material (90 centimeters by 60 centimeters by 60 centimeters).

While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 1.5 meters of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.

After 60 days, there is a cumulative 5% chance per day that the spell’s effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.

As you spend 1 hour to cast this spell, you project your astral body into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age.

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 30 centimeters. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut—something that can happen only when an effect specifically states that it does—your soul and body are separated, killing you instantly.

Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.

The spell ends when you use your action to dismiss it. When the spell ends, you returns to your physical body, and awaken.

The spell might also end early. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature’s original body or its astral form drops to 0 health, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation.

Augment

Up to four willing creatures can be transported with you for each additional mana expended. The creatures must be within 9 meters of each other when you target them. For each creature other than you that you affect with this spell, you must provide one jacinth worth at least 1,000 sp and one ornately carved bar of silver worth at least 100 sp, all of which the spell consumes.

If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 health.

1 minute/mana

As an action, you step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 18 meters away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so.

You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.

When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to 10 for every 1.5 meters you are moved.

This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target an additional willing creature for each additional mana expended. The creatures must be within 3 meters of you when you cast the spell.

  • You can expend 1 additional mana to cast the spell as a reaction, which you take when you are hit by an attack. The attacker must make an additional attack roll and use the worst result and the duration changes to the end of your next turn.

  • You can expend 1 additional mana to be able to move in any direction. If you move up or down, every foot of movement costs an extra foot.

  • Continuous. You can expend 1 additional mana to change the duration to 1 hour/mana.

8 hours/mana

As you spend 1 minute to cast this spell, you conjure an extradimensional dwelling within 90 meters that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 1.5 meters wide and 3 meters tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 9 meters of it. While closed, the portal is invisible.

Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 3 meters on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.

As you spend 10 minutes to cast this spell, you beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within 18 meters. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (GM’s choice).

When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.

Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.

As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 sp per minute. A task measured in hours requires 1,000 sp per hour. And a task measured in days (up to 10 days) requires 10,000 sp per day. The GM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift Creatures rarely accept tasks that seem suicidal.

After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.

A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.

As an action, you are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM’s discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

Augment

Up to four willing creatures can be transported with you for each additional mana expended. The creatures must link hands with you in a circle.

1 hour/mana

As an action, you create a door on a flat solid surface that you can see within 18 meters. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 9 meters in each dimension. The plane is generally flat and featureless, such as an earth, stone, water, or wood floor. The plane is filled with air or water (decided by you). The “walls” and “ceiling” of the plane may appear like solid earth, stone, wood, or water, or they may end in mist, a featureless void, or a similar unreal-looking border. The plane’s environmental conditions are those of a temperate spring day on the Material Plane. You determine the plane’s light level (bright, normal, dim, or darkness), which affects the entire plane.

There are no native creatures or plants on this plane, though you may bring some there (if the plane’s light is bright or normal, it counts as sunlight for growing plants). The environment of the plane counts as normal terrain for the purpose of effects that target earth, stone, wood, and so on. For example, you could use mold earth to create a small trench or fabricate to create a stone building.

Creatures can only enter the plane by the use of planar travel spells such as plane shift. You are considered “very familiar” with your entire demiplane.

When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.

Each time you cast this spell, you can create a new demiplane, or have the door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the door connect to its demiplane instead.

concentration, 5 minutes/mana

As an action, you banish a creature that you can touch or see within 18 meters into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.

The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds).

When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

As you spend 1 minute to cast this spell, you create a magical restraint to hold a creature that you can touch or see within 9 meters. The target must succeed on a Will saving throw or be transported into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. If it succeeds, it is immune to this spell if you cast it again.

While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.

Ending the Spell. During the casting of the spell, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or health.

When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

A dispel magic spell can end the spell only if it is cast using 5 mana.

M (a diamond worth 5,000 sp); concentration, 1 minute/mana

As an action, you conjure a portal linking an unoccupied space you can see within 18 meters to a precise location on a different plane of existence. The portal is a circular opening, which you can make 1.5 to 6 meters in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you.

Augment sizes

1 mana2 mana3 mana4 mana5 mana
Cone4.5 meters long9 meters long13.5 meters long18 meters long22.5 meters long
Cylinder1.5-meter-radius, 4.5 meters high3-meter-radius, 9 meters high4.5-meter-radius, 13.5 meters high6-meter-radius, 18 meters high7.5-meter-radius, 22.5 meters high
Line6 meters long, 1.5 meters wide12 meters long, 1.5 meters wide18 meters long, 1.5 meters wide24 meters long, 1.5 meters wide30.5 meters long, 1.5 meters wide
Sphere1.5-meter-radius3-meter-radius4.5-meter-radius6-meter-radius7.5-meter-radius
Wall4.5 meters long, 3 meters high, 30 centimeters thick9 meters long, 6 meters high, 60 centimeters thick13.5 meters long, 9 meters high, 90 centimeters thick18 meters long, 12 meters high, 120 centimeters thick22.5 meters long, 15 meters high, 150 centimeters thick