d&d monsters of the etheral plane
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D&d monsters of the etheral plane best ethereum games

D&d monsters of the etheral plane

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You remain in the Border Ethereal for the Duration or until you use your Action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of Movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.

While on the Ethereal Plane , you can only affect and be affected by other Creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a Special ability or magic has given them the ability to do so. The Ethereal touched the Prime at all points that were located within crystal spheres through what was called the Border Ethereal.

It was unknown whether the Border Ethereal touched the Prime in the phlogiston. While in the Border Ethereal, a traveler could still see into the adjacent plane but only dimly and not very far, whereas those on the bordering plane could not see the traveler without magical detection. Verbal communication was not possible between the Border Ethereal and the bordered plane. The Ethereal was unique among the many planes in that an individual could exist in two planes simultaneously: the Border Ethereal and the adjacent plane.

When travelers crossed into the Border Ethereal, they and all their possessions were converted to their Ethereal equivalents—metal became ethereal metal, flesh became ethereal flesh, and so on [14] —allowing free movement in most cases in any direction through the solid matter of the adjacent plane.

However, not all in the adjacent plane was insubstantial. Living things larger than one-celled animals generated an aura that radiated around them and prevented passage to their interior, so an ethereal traveler could not place a weapon inside a living creature where it would materialize and cause damage.

A jungle would be an extremely torturous maze to navigate; it would be much easier to float above the vegetation or pass below its roots. Dense metals such as lead or gold also prevented passage of ethereal matter. And finally, some magic spells and alchemical mixtures could form an effective barrier.

There was a sense of up and down but no real gravity existed. Objects released from possession would hover where they were dropped; it was impossible to fall in the Ethereal plane. Each Inner plane and demiplane had a curtain with a unique color. The Prime Material plane's curtain was turquoise. For every ten hours spent in the Deep Ethereal only one hour passed on the other side of the curtain.

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Dungeons and Dragons: The Ethereal Planes

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