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Inner Planes and no set number of Outer Planes. This later evolved into the Great Wheel cosmology. The fourth edition of the game used a different, very simplified cosmology with just six main planes called the World Axis Cosmology. The fifth edition has brought back a new version of the Great Wheel cosmology. 5th edition reintroduced a modified version of the Great Wheel.

Demiplane of Shadow was promoted to the Plane of Shadow, the Prime Material Plane was shortened to the Material Plane, and it was stated that each Material Plane is connected to its own unique Ethereal Plane. Inner, Ethereal, Material, Astral, Outer Planes, and the Far Realm. 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. The Material Planes are worlds that balance between the philosophical forces of the Outer Planes and the physical forces of the Inner Planes—these are the standard worlds of fantasy RPG campaigns.

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. It is a highly flammable gaseous medium in which crystal spheres holding various Prime Material solar systems float, traversable by Spelljammer ships. The home of gods, dead souls, and raw philosophy and belief. The transitive planes connect the other planes and generally contain little, if any, solid matter or native life. It is a barren place with only rare bits of solid matter. 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. The One in the Void.

Essentially infinite and filled with few ‘solid locations’ or indigenous species, the Astral Plane should by rights be a dull place. Yet with some deft imaginative touches and sleight of logic, the guide transforms this dead zone into a wonderfully different ‘world’. He adds that “By expanding the accepted ‘physics’ of the Astral plane and applying classic Planescape thinking, the Silver Void is made solid and comprehensible. The Ethereal is often likened to an ocean, but rather than water it is a sea of boundless possibility. 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. Border Ethereal, which means inter-planar travel necessitates entering the Deep Ethereal and then exiting into the destination plane’s own Border Ethereal plane. There is also something here called the Ether Cyclone that connects the Ethereal plane to the Astral Plane.

Deep Ethereal connecting these Ethereal Planes together is an optional rule. 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. Plane of Shadow was the largest Demi-Plane of the Ethereal Plane.

A human-sized, two-headed lizard composed of dark shadow. Equine creatures that gallop across the Plane of Shadow in great herds. Dark trees at the heart of many a dangerous forest. Mirror planes were introduced in the Third Edition Manual of the Planes as an optional group of transitive planes. 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.