Planes of Existence

​Eberron spins within its own Material Plane, enfolded by three coexistent transitive planes: the Astral Plane, the Ethereal Plane, and the Plane of Shadow, just as in the core D&D cosmology (see Chapter 5 of the Dungeon Master’s Guide). Within Eberron’s Astral Plane, thirteen planes revolve in a complex orbit around the Material Plane. These planes are a combination of features of Inner Planes and Outer Planes: Some have an elemental nature, some have alignment tendencies, and others are simply alien worlds. These planes are home to all the extraplanar creatures detailed in the Monster Manual. In contrast to the core D&D cosmology, these planes are not the homes of the deities, and only one of them, Dolurrh, is a plane where mortal spirits go upon their death. The thirteen orbiting planes are separate from each other, with no connections between them. They are coexistent with the Astral Plane, but separate from the Ethereal Plane and the Plane of Shadow, so certain spells (ethereal jaunt and shadow walk, for example) aren’t available to casters on these planes. Each of them occasionally becomes coterminous with the Material Plane, allowing connections between the planes (see Planar Connections, below).​
  d% Plane 01–09 Daanvi, the Perfect Order 10 Dal Quor, the Region of Dreams 11–18 Dolurrh, the Realm of the Dead 19–27 Fernia, the Sea of Fire 28–36 Irian, the Eternal Day 37–45 Kythri, the Churning Chaos 46–54 Lamannia, the Twilight Forest 55–63 Mabar, the Endless Night 64–72 Risia, the Plain of Ice 73–80 Shavarath, the Battleground 81–88 Syrania, the Azure Sky 89–96 Thelanis, the Faerie Court 97–00 Xoriat, the Realm of Madness ​ ​Planar Connections: As the thirteen planes move through the Astral Plane, their paths take them closer to the Material Plane at times, and farther away at other times. A plane's distance from the Material Plane is described in three categories:​
  ​On rare occasions, a plane comes so near the Material Plane that it actually touches it. At these times, it is possible to move freely between the Material Plane and the coterminous plane at certain locations on each plane. For example, when Fernia is coterminous to the Material Plane, a character can travel to Fernia by means of a volcano or any extremely hot fire -- and the natives of Fernia can enter Eberron just as easily. Different planes' paths through the Astral Plane bring them into a coterminous relationship with varying frequency: Fernia draws near fairly often (one month every four years), while Xoriat has not done so in over 7,000 years. When a plane is coterminous with the Material Plane, certain of its traits may bleed over into the Material Plane, or at least certain regions of the Material Plane. For example, when Risia is coterminous to the Material Plane, spells with the cold descriptor are enhanced in certain areas of the Material Plane. Not all planes have traits that spill over to the Material Plane.​
  ​As a plane draws close to becoming coterminous it is called waxing, and as it moves away after a period of being coterminous it is waning. There are no special effects on the Material Plane when a plane is waxing or waning.​
  ​When a plane is remote, it is difficult to establish any connection at all between it and the Material Plane. When Fernia is remote, fire spells work less effectively, fire elementals are hard to summon, and it is nearly impossible to reach that plane via plane shift. Using plane shift to travel to a remote plane or using any spell to call or summon a native of that plane requires a Spellcraft check (DC 30 + spell level a character with 5 or more ranks in Knowledge (the planes) receives a +2 circumstance bonus on this check.​

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