The Astral Plane in Dungeons and Dragons is a vast plane of emptiness. It is the gap between the prime material plane and many other known planes of existence. The plane is virtually filled with emptiness. In some editions of the Dungeons and Dragons the astral plane is referred to as the astral sea.

Dangerous beings travel this plane

The only real physical contents of the plane are bits of floating debris. However, some of these bits of floating debris, are rather large. In some cases structures have been built on these floating islands. Castles, towers, Githyanki Outposts and other structures have been seen in this void. It has been said that this debris is actually the petrified remains of some dead gods that once lived in this plane.

One floats through this vast plane of existence

The Astral Plane is for Traveling

Few creatures live in the plane. But many creatures are known to travel through it from time to time. Powerful adventurers, demons, devils, demon lords, arch devils, kirin, and even gods themselves sometimes travel in this plane. With few actual inhabitants of the plane encounters are infrequent. Those encountered will generally be traveling either to or from their own plane of existence and some other.

The psychic wind can change travel plans quickly

The Appearance of the Astral Plane in Dungeons and Dragons

The astral plane appears as a blurred silvery color. Every thing in this plane is weightless and seems to float. Mists can sometimes be seen. And sometimes star like objects can be seen in the distance. What will be noticed most by the traveler, however, is the vast emptiness of this plane.

The Psychic Wind

The energy flow in the astral plane sometimes changes direction. This phenomena is known as the “Psychic Wind.” This wind is a danger to all who travel this plane. This wind can even sever the silver cords that connect the traveler to their physical presence on their home world.

The Astral Dreadnought is something you probably would prefer not to meet during your travels on this plane

Who Lives in the Astral Plane in Dungeons and Dragons?

It is said that some gods live there. There are suggestions regarding this in some of the early articles in the Dragon regarding this yet none are specified. It is known, however that the Githyanki dwell there. They build outposts and even castles on the floating islands of debris there. From these places they fight their endless war against the Githzerai and others that they hate.

The Githyanki are native to the astral plane and have outposts and castles on floating bits of debris

The Psychic wind is not like any wind that a human or humanoid traveler from the prime material plane will have encountered before. It will first appear as a rapid darkening of the entire plane. The traveler will then feel shaking. The storm ends as quickly as it arrives. But the effects of this wind can vary.

Travelers may find that their travel time has extended as they have been moved away from their intended destinations. They may become lost in the astral plane. They can be taken to the wrong color pool by the wind. And they can have their silver cord snapped.

Astral Projection

Traveling in the Astral Plane in Dungeons and Dragons

There are two ways to travel in this plane. One can use astral projection. Or one can travel physically within the plane. There no other known ways to travel in this plane of existence. Either method can be achieved by use of spells, magic items or even by using psionic abilities (in some Dungeons and Dragons Editions at least).

Astral Projection

This is the safest method of traveling this very dangerous plane of existence. Either by spell, device or psionic ability the traveler separates their astral self from their physical body. This astral self is what actually visits the plane. The physical body stays on the plane of existence where the traveler begins his or her journey. This astral self is connected to this physical body by a silver cord.

This is much safer than physical travel. The traveler can return to the physical body if a dangerous situation arises. And the person will return to this body if their astral self is slain or destroyed.

On the astral plane this astral self appears as a translucent humanoid form. Yet on this plane this astral self is a physical body. But springing from this body is the silver cord which connects that self to the physical body of the traveler. Only items that are magical in nature will travel with this astral form of the adventurer. Other equipment is left behind. It is often necessary to cast some kind of spell in order to make certain items magical to the extent that they can be taken along for the journey.

This process is not without risks. But it is less risky than physically traveling a plane where anyone encountered is likely to be extremely powerful. Only creatures with powerful magical abilities, psionic abilities or magic items are likely to be met on the plane. But those are not the only risks.

The astral plane has islands of debris floating in the void

For one, the physical body of the traveler on their home plane of existence must be cared for. After all….the adventurer is in another plane. What is happening to the body left behind? One best make sure that others are guarding this body on the home plane.

Another danger is possession. If the astral self is no longer in the body…then it is vacant and free for the taking. Some extradimensional creatures may see this as an opportunity. In particular there is a little used monster mentioned in the Fiend Folio called the Astral Searcher. These are relatively weak beings that inhabit the astral plane. They live their lives constantly searching for bodies to inhabit. It is said that they are created by violence that occurs in the astral plane. They are an extreme danger to an astrally projecting traveler as they might inhabit the physical body of that traveler once they are discovered in this plane.

And a more terrifying danger is the remote possibility that the silver cord of the traveler might be severed. This does not happen often. But there are ways that this can happen. The Psychic wind is the most likely culprit. But the Githyanki are known to sometimes have special swords which allow them to cut a traveler’s silver cord.

Without the silver cord the astral self will dissolve over time. Those magical items brought with the traveler will be found floating in the void. The body in the prime material plane will perish and will be unrecoverable (except by wish).

Astral projection can be accomplished using magical devices, psionic abilities and the astral spell.

The silver cord is the traveler’s link to their physical body

Physical Travel in the Astral Plane

The spell plane shift, as well as certain magical devices, can allow one to physically travel within the astral plane. The psionic ability “probability travel” will also allow this. Some creatures in the astral plane arrive there by being blown out of the ethereal plane by an ether cyclone.

The advantage of physical travel in the astral plane is that all items can be brought along. Another advantage is that there is no silver cord to be severed. But these advantages pale compared to the primary disadvantage. The traveler can be slain or destroyed on this plane as they are physically present.

On this plain the physical body appears normal. And it has no silver cord.

Color pools are portals to other planes of existence and can be reached by traveling the astral plane

Color Pools in the Astral Plane

Color pools are the portals to other prime material planes and the outer planes of existence. These color pools are pools of rippling colors. They are visible only from one side. It is possible that someone traveling through the astral plane might pass through a color pool without realizing that they have done so.

When one arrives in the astral plane they will find themselves near a pool of silvery color. Silvery colored pools always travel to the prime material plane. Those projecting into the astral plane will find that their silver cords lead back into that silvery pool of color. Gateways to other planes are identified by their color. These gateways are as follows:

Leather Brown = Plane of Concordant Opposition

Emerald = Happy Hunting Grounds

Sapphire = Olympus

Indigo = Gladsheim

Jet Black = Limbo

Magenta = Pandemonium

Amethyst = Abyss

Olive = Tarterus

Rust = Hades

Russet = Gehenna

Ruby = Nine Hells

Flame (bright orange red) = Archeron

Diamond (faceted blue) = Nirvana

Saffron = Arcadia

Gold = Seven Heavens

Amber = Twin Paradises

Opal = Elysium

Silver = Prime Material Plane

Other Metallic Colors = Other Prime Material Planes

Spiraling White = Ethereal Plane

It is possible for someone within the astral plane to view inside of another plane through one of these color pools. But doing so has risks of it’s own. For certain creatures can use their gaze weapons into other planes of existence. Basilisks, cockatrice, gorgons have the ability to see such viewing portals and attack those in the astral plane through them using their gaze weapons.

Lots of powerful beings travel this plane

Who Might One Find Traveling in the Astral Plane in Dungeons and Dragons?

Naturally most beings encountered there are likely to be fairly powerful. The magical items, spells and psionic abilities required to travel to the astral plane, or project into it, suggest beings with considerable power and resources. One is not likely to find a band of lowly kobolds floating in the plane.

Some creatures which are common to the astral plane include:

Vrocks

Lesser Demons

Cerebral Parasites

Succubus

Lesser Devils

Invisible Stalkers

Various colored Slaadi

Human and Humanoid Adventurers

Some less common creatures sometimes found in the astral plane include:

Aerial servants

Shedu

Titans

Rakshasha

Lammasu

Githyanki

Githyankee Generals planning their conquest

Of these…Githyanki are actually native to the astral plane. There are many citadels and outposts on the floating islands of debris on this plane.

Some rare encounters on the astral plane include these:

Greater Devils

Major Demons

Greater Daemons

Foo Dogs

Moon Dogs

Mind Flayers

Kirin

Intellect Devourers

Genies and Efreet

Grey and Death Slaad

Phoenix

Planetar

And some extremely rare creatures are sometimes encountered on this plane as well. Some of these include:

Slaad Lords

Solar

Bahamut (Platinum Dragon)

Tiamat (Chromatic Dragon)

Cat Lords

Charon

Demon Princes and Lords

Archdevils and Dukes of Hell

Greater Shedu

Foo Lions

While it has not been confirmed….it is believed that some deities travel this plane from time to time.

Ruins on the astral plane. Who could have lived here?

Movement Within the Astral Plane

There are basically two methods of moving within the astral plane. One is physical. And the other is mental.

To physically move within the plane one must push off from another object in the void. This is an uncommon method of travel on this plane. But should one do so both objects would move away from each other when it occurs. The object with more mass would imperceptibly move. The object with less mass would move away faster. There is little to push away from, in the astral plane, however. So this method is not commonly used.

The other method is by using one’s intellect. It takes concentration. One merely wills themselves to travel in a particular direction. And they will. The speeds and encumbrance issues involved in this form of travel vary depending upon which edition of Dungeons and Dragons is being played.

Islands of debris floating in the void

Living and Surviving in the Astral Plane

Certain issues requirements that we know and expect from life on our home plane do not apply on this plane.

Time is one of these issues. Time moves extremely slowly on this plane. It does move. But it moves so slowly that one might not believe that any time has elapsed at all after completing a journey though this plane. A thousand years might pass before traveler here will feel the effects of a single day passing. Certain attack forms such as aging have little effect here.

Directions do not seem to exist here. Everything is floating in the void here. There really are no specific directions and since things are all in motion nothing stays in the same direction for long.

Food and water are not needed here. As time moves so slowly it is unlikely that anyone could starve here.

Breathing is no longer an issue. As a result any attack forms involving respiration will not work here.

Vision on this plane is extremely clear. One can see thousands of yards in any direction. Large objects can easily be detected at great distances.

Sailing the astral seas

Combat in the Astral Plane

Combat in this plane is unlike combat taking place on other planes of existence. The weightless nature of the astral plane changes the way combat takes place. Intellect rather than strength is the dominant trait on this plane of existence. Intellect affects both movement and combat skill here. Unlike on other planes a person could find themselves being attacked from above or below just as easily as they could be attacked from the front or behind.

Whether the traveler is projecting into this plane or is physically present he is at risk from others here. A physical form can be slain here. But an astrally projecting traveler who is killed here will be put into a coma (and possibly death).

Armor and weapons work normally in this plane but magical items work differently entirely. These differences are system specific. Magic spells may also work differently in this plane. Missile weapons, however, will have no arch to their flight as they would on other planes. This will naturally affect the ability of one to fire such weapons until they become practiced in the techniques necessary to this plane. Such missiles, however, will travel infinitely in the direction fired until they strike something solid. One could potentially find themselves being struck by an arrow fired a thousand years earlier that is still traveling through the void of the astral plane.

Poison has no effect on this plane. Nor does any form of attack involving breathing air. Once a person who is poisoned leaves this plane, however, that poison will take effect. The saving throw should be made during the time the poisoning occurs but the slow effects of time on this plane make it nearly irrelevant until exiting the plane.

Fire, cold and other magical attacks will generally work here. But acid, water and liquids have an unusual effect on this plane. Because it is weightless such liquids will not splash in the manner that they would on other planes. Instead they will tend to flow over the object or person struck by them. This may result in double the normal damage from such things as holy water or acid to the appropriate targets. Such an individual struck by them would also not be able to open their mouths to speak or cast spells without getting some of this liquid in their mouths. They might ultimately drown from this should they try.

Natural healing does not take place normally on this plane. This is also because of the slow effects of time here. Magical healing will work as normal.

The astral dreadnought is a danger to anyone traveling here

Use of Magic in the Astral Plane

Most magic works normally in this plane. Other forms do not. One can speak, breath, communicate and spell cast normally in this plane. But dodging in this plane is impossible. One could easily be struck while casting spells here and that spell might be interrupted as a result. Should one move while casting spells they will continue moving in that same direction.

Spells that normally affect flat areas will instead affect spherical areas in this plane. Any kind of wall spell will make a spherical ball rather than a flat wall.

Spells and magical items that require or use an extra-dimensional space will not work properly in this plane. Portable holes, for example, will not function here. Nor would a bag of holding. Many magical summoning spells will not work either. Some spells involving movement, such as fly, would not work in the normal manner.

Again many of these changes are specific to the version of Dungeons and Dragons being played. What is important to note is that any spell cast in this plane should probably be checked against the lists of spells and effects in the edition that you are playing to ensure that they would work here. In 1st edition, 3rd edition and 4th edition one should consult the Manual of Planes for that edition. In 2nd edition one would consult the Guide to the Astral Plane from WOTC.

Astral Projection

The Astral Plane in Dungeons and Dragons 5E

The astral plane is discussed in the Dungeon Master Guide on pages 46-48. The rules for this plane are much shorter than for other editions of Dungeons and Dragons. Color pools and psychic wind still exist. And one astrally projecting into this plane still must be concerned with their silver cord. Specific rules about combat or spell casting are not discussed in the DMG. Presumably they would be treated the same as on the Prime Material Plane in this edition. Movement is discussed. The DMG merely states that movement speed is equal to 3X the intelligence score of the traveler.

One would probably be well advised to consult sources beyond the DMG for rules on using the astral plane if you want an experience similar to those discussed previously in this article. Or one could just go consult prior editions of the game for suggested rules.

The Astral Plane in Dungeons and Dragons is a Great Change of Pace for a Campaign

When characters start reaching high levels they become interested in visiting places beyond the norm: castles floating on a cloud, the city of brass on the plane of fire, the nine hells, sahuagin cities beneath the seas, mind flayer cities deep in the underdark and other such remote and dangerous places. The various planes of existence are a natural extension to a high level campaign. And the astral plane is the link to many of these places.

Combat in the astral plane