planar spells on the planes

Voadam

Legend
Can you cast shadowwalk and ethereal jaunt on an outer plane?

The SRD is less than clear on where the ethereal and shadow planes actually go. Is it to the first layer of outer planes, to all of them, none?

It looks like astral is everywhere including on deep other planes so teleporting always works but I'm not clear on EJ or SW.

It says the ethereal is coexistant with the material and "often other planes as well." which means what, it sometimes is depending on celestial conjunctions or some other time table I create?

Shadow "is coterminous with other planes" but there is no list of what the other planes are, does it go to all of them? Just the "top" layers of the outer planes?

HOW PLANES INTERACT
Separate Planes: Two planes that are separate do not overlap or directly connect to each other. They are like planets in different orbits. The only way to get from one separate plane to the other is to go through a third plane.
Coterminous Planes: Planes that touch at specific points are coterminous. Where they touch, a connection exists, and travelers can leave one reality behind and enter the other.
Coexistent Planes: If a link between two planes can be created at any point, the two planes are coexistent. These planes overlap each other completely. A coexistent plane can be reached from anywhere on the plane it overlaps. When moving on a coexistent plane, it is often possible to see into or interact with the plane it coexists with.

Layered Planes
Infinities may be broken into smaller infinities, and planes into smaller, related planes. These layers are effectively separate planes of existence, and each layer can have its own planar traits. Layers are connected to each other through a variety of planar gates, natural vortices, paths, and shifting borders.
Access to a layered plane from elsewhere usually happens on a specific layer: the first layer of the plane, which can be either the top layer or the bottom layer, depending on the specific plane. Most fixed access points (such as portals and natural vortices) reach this layer, which makes it the gateway for other layers of the plane. The plane shift spell also deposits the spellcaster on the first layer of the plane.



THE ETHEREAL PLANE
The Ethereal Plane is coexistent with the Material Plane and often other planes as well. The Material Plane itself is visible from the Ethereal Plane, but it appears muted and indistinct, its colors blurring into each other and its edges turning fuzzy.
While it is possible to see into the Material Plane from the Ethereal Plane, the Ethereal Plane is usually invisible to those on the Material Plane. Normally, creatures on the Ethereal Plane cannot attack creatures on the Material Plane, and vice versa. A traveler on the Ethereal Plane is invisible, incorporeal, and utterly silent to someone on the Material Plane.
The Ethereal Plane is mostly empty of structures and impediments. However, the plane has its own inhabitants. Some of these are other ethereal travelers, but the ghosts found here pose a particular peril to those who walk the fog.
It has the following traits.
• No gravity.
• Alterable morphic. The plane contains little to alter, however.
• Mildly neutral-aligned.
• Normal magic. Spells function normally on the Ethereal Plane, though they do not cross into the Material Plane.
The only exceptions are spells and spell-like abilities that have the force descriptor and abjuration spells that affect ethereal beings. Spellcasters on the Material Plane must have some way to detect foes on the Ethereal Plane before targeting them with force-based spells, of course. While it’s possible to hit ethereal enemies with a force spell cast on the Material Plane, the reverse isn’t possible. No magical attacks cross from the Ethereal Plane to the Material Plane, including force attacks.

PLANE OF SHADOW
The Plane of Shadow is a dimly lit dimension that is both coterminous to and coexistent with the Material Plane. 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 coterminous to other planes. With the right spell, a character can use the Plane of Shadow to visit other realities.
The Plane of Shadow is a world of black and white; color itself has been bleached from the environment. It is otherwise appears similar to the Material Plane.
Despite the lack of light sources, various plants, animals, and humanoids call the Plane of Shadow home.
The Plane of Shadow 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.
The Plane of Shadow has the following traits.
• Magically morphic. Certain spells modify the base material of the Plane of Shadow. The utility and power of these spells within the Plane of Shadow make them particularly useful for explorers and natives alike.
• Mildly neutral-aligned.
• Enhanced magic. Spells with the shadow descriptor are enhanced on the Plane of Shadow. Such spells are cast as though they were prepared with the Maximize Spell feat, though they don’t require the higher spell slots.
Furthermore, specific spells become more powerful on the Plane of Shadow. Shadow conjuration and shadow evocation spells are 30% as powerful as the conjurations and evocations they mimic (as opposed to 20%). Greater shadow conjuration and greater shadow evocation are 70% as powerful (not 60%), and a shades spell conjures at 90% of the power of the original (not 80%).
• Impeded magic. Spells that use or generate light or fire may fizzle when cast on the Plane of Shadow. A spellcaster attempting a spell with the light or fire descriptor must succeed on a Spellcraft check (DC 20 + the level of the spell). Spells that produce light are less effective in general, because all light sources have their ranges halved on the Plane of Shadow.
Despite the dark nature of the Plane of Shadow, spells that produce, use, or manipulate darkness are unaffected by the plane.

THE ASTRAL PLANE
The Astral Plane is the space between the planes. When a character moves through an interplanar portal or projects her spirit to a different plane of existence, she travels through the Astral Plane. Even spells that allow instantaneous movement across a plane briefly touch the Astral Plane.
The Astral Plane is a great, endless sphere of clear silvery sky, both above and below. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain.
Both planar travelers and refugees from other planes call the Astral Plane home.
The Astral Plane has the following traits.
• Subjective directional gravity.
• Timeless. Age, hunger, thirst, poison, and natural healing don’t function in the Astral Plane, though they resume functioning when the traveler leaves the Astral Plane.
• Mildly neutral-aligned.
• Enhanced magic. All spells and spell-like abilities used within the Astral Plane may be employed as if they were improved by the Quicken Spell feat. Already quickened spells and spell-like abilities are unaffected, as are spells from magic items. Spells so quickened are still prepared and cast at their unmodified level. As with the Quicken Spell feat, only one quickened spell can be cast per round.

Ethereal Jaunt
Transmutation
Level: Clr 7, Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
You become ethereal, along with your equipment. For the duration of the spell, you are in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the spell expires, you return to material existence.
An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.
Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.
Treat other ethereal creatures and ethereal objects as if they were material.
If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.

Shadow Walk
Illusion (Shadow)
Level: Brd 5, Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Up to one touched creature/ level
Duration: 1 hour/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
To use the shadow walk spell, you must be in an area of shadowy illumination. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.
In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.
Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10x100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10x1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).
Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.
Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow.
They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful.
 

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Shadow and etheral is Coitermious (don't count on that spelling) with the matierial, meaning it overlaps, like layers of clothing. But they wouldn't work on other planes.

The outer planes are like shoes.
 


I don't believe it explicitly states which of the non-material planes have ethereal and/or shadow planes. In my mind it would be more the exception than the rule. Even if the other planes have ethereal & shadow planes they don't necessarily need to be connected to the conventional planes associated with the material plane. Sounds like a decision for the DM.

Does the plane have shadows(not the undead creature)? Give it a shadow plane. Does the plane have ghosts? Give it an ethereal plane.

Unless you want PCs traveling between planes via shadow/ether instead of the astral I wouldn't connect them to the planes associated with the material. The inner planes probably wouldn't have these, but the outer planes would be a case by case basis I think.

Obviously you need the planes associated with certain spells for those spells to function. Thats another consideration.
 
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I'm running a WotC module that will take the PCs at one point to the first layer of Acheron.

One of the PCs has shadow walk as a spell and uses it a lot but hasn't gone to other planes yet.

I'm also thinking of throwing a monster into the place on Acheron that can ethereal jaunt.

Trying to figure out what the default rules are here is frustrating.

Shadow is coterminous so it has specific entry points. So maybe shadow walk can enter in specific points and can't go from place to place there, only enter and leave at specific shadow gates.

Ethereal is "The Ethereal Plane is coexistent with the Material Plane and often other planes as well." coexistant means overlapping so ethereal jaunt would work if it is coexistant with the first layer of Acheron.
 

Voadam said:
The SRD is less than clear on where the ethereal and shadow planes actually go. Is it to the first layer of outer planes, to all of them, none?

Historically (definitely in 1st & 2nd Edition), the Ethereal connected all the Inner Planes, that is the Prime Material, Elemental, and Positive/Negative Energy Planes. It did not touch any of the Outer Planes.

Not sure if the current 3rd Ed. Manual of the Planes restates this. Of course, under the current "planar design is really up to the specific campaign" philosophy, the wiggle room in what you quoted is intentional, since DMs can decide whatever they what for their own game.
 

I'm saying that as far as I know the etheral and shadow planes lie on top of the prime (like a jumper on a shirt on your skin) but the outer planes, the ones you wan't to know about are outside that, the same way that shoes are never worn over jumpers.
 

They've really changed the Planes from the 2nd edition Planescape mantra, I believe. I don't know the details, because for the most part I just ignore the new rules... but as far as I understand it:

In 2nd edition You had the Inner Planes which were connected to the (Prime) Material through the (deep) Ethereal Plane. Then you had the Outer Planes which were connected to the (Prime) Material through the Astral Plane. The Plane of Shadow was actually a small demi-plane located in the Ethereal. You could only get to the Elemental Planes by passing through the Ethereal, and likewise the Outer Planes through the Astral.

Now, according to the MoP, you can get anywhere by going through the Astral, as it is connected to all Planes. The Ethereal, on the other hand is only connected with the Material Plane. This makes the Astral the conduit to travel, and the Ethereal into a addition to the Material. The Shadow Plane seems to be the ambiguous one of the lot. It can be reached through the Material, but it doesn't touch the Ethereal. And it might touch other Planes (that's basically what it says).

This leads to a few *cough* inconsistancies, but as far as I can see, that's how the MoP draws it out.

There is an Option allowing the "Deep Ethereal" which connects to other unspecified Planes through gates. There is another Option allowing each Plane to have its own Ethereal Plane coexistant with it.

Just for the sake of adding it, here's how I run my House Rules for the Planes. The Ethereal does not connect with the Outer Planes, but instead goes by 2nd edition ruling of the Ethereal connecting to the Inner Planes. However, spells and abilities that would access the Ethereal when it is otherwise not available will instead access the Shadow Plane, which in my game is coterminous with all other Planes. This leads to interesting side effects.

All in all, with the Options provided, you have some leeway as to how these abilities will work in your game if you so choose.
 

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