Planescape Planescape: Fantasy Taken to the Edge (5e conversion)

Quickleaf

Legend
[h=4]Backgrounds in Planescape[/h]
Acolyte:
Missionaries to Sigil, proxies-in-training, and failed priests all fit this background, as do orphans left on temple steps, thieves endentured to temples they tried to steal from, and Athar raised in the faction. For example, you could be the child of a defeated enemy of the faith raised in the temple so the priests could guide you to the light (and watch you for signs of darkness).

Charlatan: Deceitful touts (guides), larcenous jinkskirts (escorts), and general cony-catchers (con-artists) all fit this background, as do fixers, gold-diggers, and those who lie about their true nature to seek revenge. For example, you could have been part of a heist to land a major score in Dwarven Mountain or the Iron City of Dis only for the plan to have gone terribly wrong.

Criminal: Cross-traders come in many shades: Hinterlands bandits preying on caravans in the Outlands, smugglers of forbidden spell components, and rube-hitchers who specialize in stealing from a victim then ditching them thru a portal are just some of the colorful sorts of knights-of-the-cross-trade that frequent the planes. For example, you might be a former member of the Arcane Eye thieves' guild specializing in abducting magical specimens for the slave trade.
Variant - Spy: Replace one of your tool proficiencies with a language instead. Members of the Bytopian Spy Network, covert faction agents, and spies in the Blood War fit this variant background.

Entertainer: Storytellers with fabulous tales of their ventures across the planes, poets extolling the virtues of the Upper Planes or terror of the Lower Planes, and gypsies practicing strange fireside dances all fit this background,whether used to performing in the taverns of Sigil, the first halls of Arborea and Ysgard, or forced to sing panegyrics in a fiend's court. For example, you might be a dramatist who lampooned the wrong fiend only to find yourself forced into early retirement.
Variant - Gladiator: Brawlers in Hive ward fighting rings, slaves forced to kill each other for the amusement of fiends, and the more rowdy natives of Ysgard fit this variant background.

Folk Hero: Folk heroes can hail from the planes just as easily as they can from the Prime. Leaders of movements to keep a gate-town in the Outlands, those who outwitted vastly more powerful beings, and freedom-fighters against oppressors fit this background. For example, you may have been a simple Bytopian farmer who realized you were getting an unfair share of the profits due to a wicked Tradegate merchant who you promptly put out of business.

Guild Artisan: Guilds in Sigil include the Advocate's Guild, Builders Fellowship, Council of Innkeepers, Daylaborer's Guild, Doorsnoop's Guild, Escort and Touts Guild, Order of Master Clerks and Scribes, Runners and Messengers Guild, Teamster and Lightboy's Guild, Undertaker's Guild. For example, you might be a former Doorsnoop discovering gate keys for new or unknown portals who distanced yourself form your guild in the wake of a series of murders, the victims all Doorsnoops.
Variant - Guild Merchant: Members of the Planar Trade Consortium, traders of Bytopia, and Outlands caravan masters fit this variant background.
*Variant - Doorsnoop: Rather than proficiency with artisan's tools, gain an additional language. And instead of artisan's tools begin with a gate key to a portal that you know.

Hermit: Seekers of spiritual truth in the remote reaches of the planes, prisoners in extra-dimensional oubliettes, and those trying to forget darkness that has touched their lived fit this background. Suitable retreats might include githzerai monasteries in Limbo, Doomguard citadels at the edge of the Negative Energy Plane, or starry astrolabes in the Astral. For example, you might be atoning for a murder you committed by aiding the infirmed even though you committed the murder while under the compulsion of a charm spell that you haven't forgiven yourself for.

Noble: Hereditary nobility of towns like Excelsior, minor descendants of fiendish aristocracy, and the family of a Factol all fit this background, as do nobles of some Prime duchy or barony.
Variant - Knight: The knighthoods that exist on the planes are of limited geographic scope or only recognized within specific faiths, such as followers of Heironeous or St. Cuthbert. Sometimes knighthood may involve swearing fealty to a more powerful planar being who serves as your liege.

Outlander: While this background does indeed fit many natives of the Outlands, it is also well suited to natives of the Beastlands, Carceri, bariaur tribes, and raiders of mercenary troops turned stag. For example, you might be a part-time resident of Ironridge, a mountain town in the Outlands, trapping and scouting for resources to aid the town.

Sage: Academics full of wonder at the planes, accursed desperately searching for a way to end their curse, and amnesiacs seeking the truth of their identities all fit this background. Famous libraries and lore-keepers you may have visited include: Boccob's Library of Lore (Outlands), Deneir's Library of All Knowledge (Beastlands), the Cup of Freedom (Sigil), the Great Library (Outlands), the Hall of Records (Sigil), the Library of Ignorance (Carceri), the Katsudarma Library (Mount Celestia), the Library of Heart's Faith (Mount Celestia), the Libarary of Infernal Law (Baator), the Mirrored Library (Outlands), the Norns (Outlands), and many more.

Sailor: Sailors aboard astral vessels, crew serving on planar dromands docking at the City of Brass, and captains of longships navigating Elysium's seas all fit this background, as do oarsmen who ply the dark waters of the Styx or bright waters of the River Oceanus. Examples of planar oceans include the Sea of Thalasia (Elysium), the Sea of Timelessness (Water), Sea of Scorching Waves / Sea of Fire (Fire), the Amoebic Sea (Abyss), the Scalding Sea (Abyss), the Frozen Sea (Abyss), the Scarlet Sea (Abyss), the Sea of Stones (Acheron), the Living Sea (Astral), the Sparkling Sea (Arborea), Ossa (Arborea), the Waveless Sea (Ethereal), the Silver Sea (Mount Celestia), the Great Sea of Stygian (Baator), and the realms of several ocean gods.
Variant - Pirate: Demi-plane marauders who strike from the Ethereal, captains of Astral vessels pirating against the githyanki, and pirates slipping between worlds thru the Plane of Shadow fit this variant background.

Soldier: Brave guards defending Outlands towns from raiders, natives of Ysgard who fight alongside einherjar spirits of their ancestors, and foot soldiers in the armies of Arcadia fit this background. Mortal armies are generally small on the planes, with large armies made up of more powerful planar creatures. For example, you might be a rogue modron who once served in the modron's Army of the Blood War as a sapper.
*Variant - Mercenary: Blood War mercenaries, soldiers without cause on Acheron, and cutters fighting the battles that angels cannot to protect the Upper Planes for coin fit this variant background. Replace the "military rank" feature with "bad reputation" from the Pirate.

Urchin: Sadly, there are many urchins across the planes, whether unwanted tieflings abandoned to the cold streets of Sigil, slaves to the efreeti in the City of Brass, or runaways from insufferable homes.
*Variant - Lightboy: Lightboys are unique to Sigil, urchins who've acquired wands of light and serve as cheap guides to Sigil at night. Replace disguise kit proficiency with an additional language, and replace the 10 gold in your belt pouch with a wand of light that functions as a bullseye lantern with 3 charges (each charge acts as a pint of oil).
 

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Quickleaf

Legend
Are there any player rules folks want to see for Planescape that [MENTION=2067]Kamikaze Midget[/MENTION] hasn't already covered?

For example, any spells you want to see converted? Any class options you feel Planescape could really use?

Some class ideas I've been brainstorming...

Barbarian - A trance-based sub-class who channels their rage, possibly merged with a stealthier more Conan-esque build. Or maybe a Fury sub-class which can inspire rage in others. Not sure.

Bard - An Orphic Poet sub-class who knows how to make (un)dead spirits docile, sings eulogies and panegyrics with lasting effects, can interpret mysterious symbols, gains a magically protected memory, can construct some kind of literal memory palace, and has some kind of secret knowledge about escaping inescapable planes.

Ranger - A Planewalker sub-class who gains special abilities against certain types
of monsters, gets the ability to make their weapon attacks count as magical, and gains some kind of planar survival/navigation abilities.

Rogue - Possibly a Gatecrasher sub-class that specializes in learning and manipulating portals and gate keys, though it might be enough to convert some Planescape spells and let an Arcane Trickster pick them up.

Sorcerer - A "tattoo magic" based sorcerous origin, perhaps connected to the dabus Fell, the Codex of the Infinite Planes, or certain planar libraries/realms aligned with Law or Neutrality. Not sure how much this would just be a re-skin versus an actual new sorcerous origin.

Warlock - A "Great Githzerai" pact to either Zerthimon or the Wizard-King Zaerith Menyar Ag-Gith would be really interesting. Personally I think Zerths are better modelled as Fighter (Eldritch Knight), Fighter/Wizard, or Monk/Wizard, so maybe the Wizard-King would be interesting to explore as a warlock pact.
 

Quickleaf

Legend
Rogue Modrons are my next project for conversion.

In 5e the defining trait of Modrons is Truesight, which isn't a far cry from 2e's immunity to illusions.

However, Truesight is very very powerful... it lets you see in magic darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saves against them, perceive the true form of a shapechanger or creature transformed by magic, and see into the Ethereal.

By comparison, see invisibility is a 2nd level spell which grants just the ability to see invisible creatures and objects, and see into the Ethereal.

Tieflings get access to a 2nd level spell - darkness - once they reach 5th level. So rogue modron PCs with some version of Truesight would need to break the trait down into smaller chunks and distribute them across levels. Also, some of these powers granted by Truesight can be adventure-disruptive so will probably need to be dialed back a bit.

In 2e the original rogue modron gets:
  • +1 Con, +1 Int, -1 Dex, -1 Cha
  • Finding/detecting secret doors
  • 30% resist illusion, charm, fear 
  • Move 15
  • Natural AC 8
  • +1 save vs acid, cold, fire

So here's my rough draft version...

Rogue Modron
+2 Con and +1 Int, or +2 Int and +1 Con
Darkvision 60 ft
Medium

Vestige of Primus: Choose on of the following features:
  • Built-In Tools: You have a magnifying lens which you can activate as needed. In addition, choose two small pieces of equipment which are built into your construct, such as a hooded lantern and thieves's tools.
  • Hardened Shell: Gain a +1 bonus to AC.
  • Quadruple Arms: You can dual wield hand crossbows, wield a single crossbow and ignore its loading property, draw or stow two items for free, and perform other mundane tasks that might require multiple hands.
  • Supreme Logic: You gain proficiency in Investigation checks, and double your proficiency bonus to active and passive Investigation checks. You can solve multi-variable math problems in a fraction of the time it takes others.
  • Translator: Learn 3 additional languages.
  • Articulated Legs and Vestigal Wings: Your base speed is 35 feet. When you make a running jump, increasing the distance you cover by 10 feet.
Truesight: Your darkvision allows you to see in magical darkness as if it were dimlight. Once you reach 3rd level, you gain advantage on saving throws against visual illusions and Intelligence (Investigation) checks to detect a shapechanger or creature transformed by magic. Once you reach 5th level you can cast see invisibility once per day.
 
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Quickleaf

Legend
ROGUE MODRON
300px-Modron.JPG

Modrons are clockwork caretakers of the gears of Mechanus, virtually unthinking in their strict hierarchical order. No beings’ minds are as focused on law, stability, repetition and the security of harmonious repetition. But the multiverse isn’t perfect – not even in Mechanus – and sometimes things go wrong. Sometimes a modron receives conflicting orders from two or more superiors, or is confronted with incontrovertible proof that all is not orderly. Sometimes a modron’s mind just snaps. These circumstances create rogue modrons.

When modrons go rogue, they lose most of their special abilities and even the normal modron form that designates their position within the clockwork hierarchy. They find themselves cast out of Mechanus, the heart of law and the only world they have ever known, and plunged into the cold, lonely and (worst of all) chaotic multiverse. Rogue modrons have the forbidden and reprehensible glimmerings of self-awareness, the only thing that allows them to survive in this new sphere.

Rogue modrons are not crazed lunatics craving chaos and destruction. Most folks can’t tell a rogue modron from a “normal” one just by listening to it talk about the multiverse. It still is an extremely ordered being, with law at the center of all of its thoughts and ingrained in the way it feels, acts, and reacts. To another modron, the differences are obvious, and the rogue is some sort of chaotic wild-child; but to other folks, the rogue modron still seems like the epitome of order.

Rogue Modron Names: Clanker, Cubit, If-Then, Nines, Stripes, Three-by-Three, 2π r, Watcher.

Traits
Ability Score Adjustments: +2 Constitution and +1 Intelligence (or vice versa).
Age: Rogue modrons are effectively immortal.
Alignment: Rogue modrons tend toward the Lawful Neutral alignment.
Size: Rogue modrons measure 3 feet by 3 feet, weigh 500 pounds, and stand 6 feet tall. Your size is Medium.Speed: 30 feet.
Darkvision: You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.
Living Construct: You are both a construct and a humanoid. You are immune to disease, and you do not need to eat or breathe, though you can ingest food and drink if you wish.
Truesight: Your darkvision allows you to see in magical darkness as if it were dimlight. Once you reach 3rd level, you gain advantage on saving throws against visual illusions and Intelligence (Investigation) checks to detect a shapechanger or creature transformed by magic. Once you reach 5th level you can cast see invisibility once per day.
Vestige of Primus: Choose on of the following features:
  • Articulated Legs and Vestigal Wings:Your base speed is 35 feet. When you make a running jump, increasing the distance you cover by 10 feet.
  • Built-In Tools: Choose two small pieces of equipment which are built into your construct, such as a hooded lantern and thieves's tools. In addition, you have a small built-in storage space in which you can conceal a small object.
  • Hardened Shell: Gain a +1 bonus to AC.
  • Modron Investigator:You gain proficiency in Investigation checks, and double your proficiency bonus to active and passive Investigation checks. You also have a built in magnifying lens.
  • Quadruple Arms: You can interact with two objects or features of the environment for free on your turn (e.g. draw or stow two weapons).
  • Translator: Learn 3 additional languages.
Languages: You can speak, read, and write Common and Modron.
 
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jabelincoln

First Post
Thanks to Quickleaf and others for getting this ball rolling.

I too am eagerly prepping for a 5e planescape game I'll be running after the MM comes out, already have players lined up. I've been gleefully reading through all my old material, and the thing I've been pondering the most is spell restrictions/keys on the various planes. Back in second addition that level of mechanical minutia didn't seem clunky, it was completely par for the course. But now, I don't know, it seems not to jibe with the looser, more streamlined feel of 5e.

I'm not sure what I'm going to do yet. I might rule that any plane can mess with the effects of a spell or disallow the spell on DM whim based on the ideology of whatever plane we're talking about. No Tasha's Hideous Laughter on a serious plane like Baator and on Mechanus maybe a fireball explodes in a neat cube. I'd then do something like you need a spell key per school to be safe. I could do something similar for divine spells since they're all listed with schools, or something completely different I haven't thought of yet. Or, I might just leave things exactly the same as 2e to reinforce the flavor. I really have no clue at this point.

I also don't know how I'm going to handle restrictions on magic based on planer contact, i.e. casting etheral spells from the outer planes or priest casting level being affected by how many "steps" away he is from his god. Might hand wave a lot of that stuff, who knows. Anyway, any help or discussion on the matter is appreciated.


Cheers
 

Quickleaf

Legend
Thanks to Quickleaf and others for getting this ball rolling.
No worries, mate.

I too am eagerly prepping for a 5e planescape game I'll be running after the MM comes out, already have players lined up. I've been gleefully reading through all my old material, and the thing I've been pondering the most is spell restrictions/keys on the various planes. Back in second addition that level of mechanical minutia didn't seem clunky, it was completely par for the course. But now, I don't know, it seems not to jibe with the looser, more streamlined feel of 5e.
It's worth noting in the original Planescape material several realms had unique conditions that imposed additional constraints/variations on magic. So you'd be entirely justified winging it on a case by case basis.

That said, there's no reason you can't use the 2e rules almost verbatim. For example, take Gehenna...

Conjuration: Summoning spells can only summon creatures native to Gehenna. Additionally, summoned creatures must be bound under rigorous strictures that you can either roleplay, hand waive as requiring the spell be cast as a ritual (+10 minutes), or call for an Intelligence check from the caster.

Divination: Divination spells require the entrails of a freshly killed creature.

Enchantment: Enchantment spells function as if cast with a spell slot one level lower. Also, enchantment spells greater than 4th level fail outright.

Evocation: Evocation spells are harder to resist and gain +1 to their spell save DC.

Necromancy: Necromancy spells cast to cause pain or command/create undead function as if cast with a spell slot one level higher, while those cast to help function as if cast with a spell slot one level lower.

Elemental Spells: Fire and earth related spells function as if cast with a spell slot *two* levels higher; spells with either keyword usually incorporate lava in some way on Gehenna. There is also some variation by layer. Water related spells don't function on the 2nd and 3rd layers. On the cold 4th layer water functions, but Fire magic fails completely.

I'm not sure what I'm going to do yet. I might rule that any plane can mess with the effects of a spell or disallow the spell on DM whim based on the ideology of whatever plane we're talking about. No Tasha's Hideous Laughter on a serious plane like Baator and on Mechanus maybe a fireball explodes in a neat cube. I'd then do something like you need a spell key per school to be safe. I could do something similar for divine spells since they're all listed with schools, or something completely different I haven't thought of yet. Or, I might just leave things exactly the same as 2e to reinforce the flavor. I really have no clue at this point.
One thing I'm doing is adding a type of spell key that lets you adjust the spell slightly. For example, water breathing. Rather than do what 2e did with a bunch of different "breathing" spells for different environments, I'll let players use the spell key to change the element that water breathing let's them breathe.

I also don't know how I'm going to handle restrictions on magic based on planer contact, i.e. casting etheral spells from the outer planes or priest casting level being affected by how many "steps" away he is from his god. Might hand wave a lot of that stuff, who knows. Anyway, any help or discussion on the matter is appreciated.
Certain spells requiring connections to the Ethereal/Astral is still alive in 5e, though appears to be limited to the astral projection and etherealness spells. Whether you can cast, for example, rope trick in the Ethereal  Plane is up to you to decide. I'd just be careful if you have a transmuter or conjurer wizard, sin those are the two schools of magic that got most nerfed in 2e Planescape.
 

jabelincoln

First Post
Certain spells requiring connections to the Ethereal/Astral is still alive in 5e, though appears to be limited to the astral projection and etherealness spells. Whether you can cast, for example, rope trick in the Ethereal Plane is up to you to decide. I'd just be careful if you have a transmuter or conjurer wizard, sin those are the two schools of magic that got most nerfed in 2e Planescape.

That's a great example of why I'm wrestling with this. I want very much to keep the weird planar flavor of this strangely wound web of magic, but not at the expense of too much player creativity. Also I'm not terribly great at memorizing all the specific changes across planes so on a plane-hopping adventure do I want to keep stopping to refer to the books or have some lighter, easier to roll with rule more in keeping with the overall feel of this edition? There's good and bad to both sides and I'm sure I'll enjoy it either way, but right now I'm thinking of going more oldschool with it.


Cheers.
 

Thanks to Quickleaf and others for getting this ball rolling.

I too am eagerly prepping for a 5e planescape game I'll be running after the MM comes out, already have players lined up. I've been gleefully reading through all my old material, and the thing I've been pondering the most is spell restrictions/keys on the various planes. Back in second addition that level of mechanical minutia didn't seem clunky, it was completely par for the course. But now, I don't know, it seems not to jibe with the looser, more streamlined feel of 5e.

I'm not sure what I'm going to do yet. I might rule that any plane can mess with the effects of a spell or disallow the spell on DM whim based on the ideology of whatever plane we're talking about. No Tasha's Hideous Laughter on a serious plane like Baator and on Mechanus maybe a fireball explodes in a neat cube. I'd then do something like you need a spell key per school to be safe. I could do something similar for divine spells since they're all listed with schools, or something completely different I haven't thought of yet. Or, I might just leave things exactly the same as 2e to reinforce the flavor. I really have no clue at this point.

I also don't know how I'm going to handle restrictions on magic based on planer contact, i.e. casting etheral spells from the outer planes or priest casting level being affected by how many "steps" away he is from his god. Might hand wave a lot of that stuff, who knows. Anyway, any help or discussion on the matter is appreciated.


Cheers

Personally, I never liked the various "steps away" rules. They are onerous to keep track of. It can harshly limit only certain characters and not affect other ones at all. And the only benefit is conveying some extra flavor to the planar setting, but there are already a ton of ways to do that built in and many more that can be used.

In fact, I think non-mechanical effects might convey that flavor even more. The further away they are the quieter and more garbled the voice of their deity is with other voices creeping in, demanding your service or offering you power. If they are on a plane completely opposed according to the Great Wheel even have things like when they pray for spells they can't even make out the voice of their own deity as all of the other voices are so much clearer and louder and their own deity is like that kind of faint noise that you think might be a voice but you can't make out whether it is actually speaking words or is just random noise. I can even see on something like the Outlands feeling like a crowded room with a jumble of voices. Or Sigil being eerily silent as you didn't even realize the constant presence of your deity until they were suddenly gone. When you pray for spells or commune with your deity, you hear what sounds like a door opening and can make contact again, but once you are done, it slams shut and then there is silence again.

Or even other non-mechanical effects like an cleric of some good nature-focused elven deity casting a spell on the Lower Planes has grass and flowers sprout at their feet as they feel their deity trying to push their way onto the plane, and then the plants immediately shrivel and die and the cleric can feel their deity being violently forced back out of them.

Those sorts of things that don't even need to have any mechanical benefit at all could probably convey the ideas much better than "sorry, your spellcasting sucks now."

As for planar effects on magic, with 5e I think you can go a long way with just simple advantage/disadvantage (or maybe resistance/vulnerability as well). One thing I like about 5e is that with these simple mechanics, you can on the fly determine whether something fits with the plane or not and grant the bonus or penalty. No need to reference charts or know spell schools, or any of that. If their action aligns particularly well with the plane, then they get advantage (or target gets disadvantage if its a save). If they are working against the nature of the plane, then the opposite.

I might even expand it beyond just magic to other class abilities or even a whole variety of actions. Is a particular skill check working with or against the plane? The plane might boost or hinder your efforts. Executing an organized battle plan on Acheron? Then players can pick 1 or 2 key attacks that will have advantage. Charging into glorious battle on Ysgard gets advantage on initiative. Etc. No need to just let the spellcasters have all the fun.
 

Quickleaf

Legend
[MENTION=6779939]jabelincoln[/MENTION] [MENTION=40359]kenmarable[/MENTION]

I agree that the following rules should just be ignored outright:
  • Priest spell level loss by how far they are from their deity's home plane.
  • Weapon enchantment loss by how far from plane of construction.

Also I would keep the unique effects of each plane as described in the original Planescape books. Very little tweaking is needed to make these work in 5e. 

That leaves the more complex question of spells which required planar pathways in 2e. Traditionally, the Inner Planes are cut off from the Astral Plane (and thus the Outer Planes) while the Outer Planes are cut off from the Ethereal (and thus the Inner Planes). These spells generally came in four types:
  • Spells requiring access to the Astral.
  • Spells requiring access to the Ethereal.
  • "Dual" Spells potentially requiring access to either/or the Astral and Ethereal.
  • Spells creating extradimensional spaces (which don't work on the Astral).

Here's a list of those spells. Spells with 5e versions/equivalents are in bold face.

[sblock=Spells requiring an Astral connection]
Astral spell ( Astral projection)
Astral window
Divination
Duo-dimension
Find familiar
Identify
Join with astral traveler
Raise dead
Reincarnate
[/b]Resurrection[/b]
Speak with astral traveler
Speak with dead[/sblock]
Personally, the only one I would make require an Astral connection in 5e is the Astral projection spell, since it explicitly states so. 

[SBLOCK=Spells requiring an Ethereal connection]
Etherealness
Aerial servant
Chariot of Sustarre
Conjure elemental / Conjure minor elementals
Demishadow magic
Demishadow monsters
Distance distortion
Elemental swarm
Energy drain
Estate transference
Etherwalk
Invisible stalker
Khazid's procurement
Lorloveim's creeping shadow
Lorloveim's shadowy transformation
Major creation / Minor creation (Creation
Negative plane protection
Reflecting pool
Restoration (Lesser Restoration / Greater Restoration)
Shades
Shadowcat
Shadow engines
Shadow magic
Shadow monsters
Shadow walk
Summon shadow
Vanish
[/SBLOCK]
The only spells I would make require an ethereal connection are Etherealness, of course, and Conjure elemental / Conjure minor elemental, because in Planescape spell keys were often used to summon elementals on the Outer Planes and these elementals had personalities reflecting the plane summoned on.

[SBLOCK="Dual" spells requiring access to either/or the Astral or Ethereal]
Augury
Commune
Contact other plane
Dismissal (Banishment)
Divine inspiration
Drawmij's instant summons
Draw upon holy might
Ensnarement
Hornung's random dispatcher
Sanctify (Hallow)
Vision
[/SBLOCK]
Personally, I don't think any of these spells should be limited by Astral/Etheral access. In fact, Drawmij's instant summons explicitly states it works regardless of being on different planes, suggesting the design philosophy of 5e is to simplify such things.

The 5e Conjure fey spell should probably be on this list too. That one might require access to the Ethereal/Astral (meaning it can't be used on any layer below the 1st of an Outer Plane), but I'd be tempted to break that rule if in a thematically "fey" environment.

[SBLOCK=Spells creating extradimensional spaces]
Deep pockets
Extradimensional detection
Extradimensional manipulation
Extradimensional pocket
Leomund's secret chest
Maze
Mordenkainen's magnificent mansion
Rope trick
Seclusion
Transformation
[/SBLOCK]
These spells need to be considered on a case-by-case basis.

Leomund's secret chest in 5e explicitly requires an Ethereal connection.

Maze mentions "demiplane" but in the 5e cosmology demiplanes are not tied to the Ethereal, existing as their own things. Thus, Maze should work wherever you cast it.

Mordenkainen's magnificent mansion and Rope trick both mention "extradimensional" but in the 5e cosmology so far we don't know if that means it will work on the Astral or not.
 

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