Astral Plane
Transitive Plane
Pathfinder 2e (Remaster)
The Astral Plane surrounds the planes of the Inner Sphere and separates them from those of the Outer Sphere, bordering every other plane in existence like the backstage of the cosmos.
- Subjective Gravity
- Timeless
- Category
- Transitive Plane
- Sphere
- Transitive Planes
- Planar traits
- Subjective Gravity, Timeless
- Native inhabitants
- shades (untethered), shining children
The Astral Plane surrounds the planes of the Inner Sphere and separates them from those of the Outer Sphere, bordering every other plane in existence like the backstage of the cosmos. It is far from an empty void: its silver substance churns with currents and storms driven by the metaphysical heat of the Plane of Fire, and where it touches the chaos of the Maelstrom the resulting eddies interact with the memories of the dead to produce fleeting simulacra and even demiplanes. Against this backdrop the river of souls flows out of the Universe toward the Outer Sphere for judgment.
That traffic draws soul-hunting daemons and opportunistic night hags. Psychopomps lead a defense drawn from nearly every kind of celestial and monitor in existence, along with some fiends. The plane is untouched by the passage of time, a property many mortals who fear old age have exploited, but the debt is not escaped so much as deferred: on leaving the Astral Plane a creature finds it catching up, potentially aging to dust in moments.
Planar traits
- Subjective Gravity
- All bodies of mass can be centers of gravity with the same force, but only if a non-mindless creature wills it. Unattended items and mindless creatures treat the plane as microgravity. A creature moves normally along a solid surface by imagining down near its feet; designating that direction is a free action with the concentration trait. Suspended in midair, a creature can replicate flight by choosing a down direction and falling in it, moving up to its Speed or fly Speed using the Fly action.
- Timeless
- Time passes but its effects are diminished. Creatures feel no hunger, thirst, aging or natural healing, and poison, disease and some healing may be diminished too. Spell durations still run normally. The danger is that on leaving for a plane with another time trait, everything the trait held back happens retroactively in the instant of transition, which can starve a creature outright or age it to death.
Source: Pathfinder GM Core, p. 177
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