Generally speaking, spells and creatures that make use of the Astral Plane do so through the analog of the Dreaming. Should a spell effect be destructive (ie. maddening), however, or a creature malignant, then the analog of Limbo is used. For each unique instance, if it is necessary to know which Astral Plane is used, this is at the DM's discretion.It is here that the Taint takes physical form as a writhing, inky purple mass that shimmers, pulses, and continually grows. As the home of the HMDJVNW, Limbo is the ultimate plane of the Taint's origin; though it has long since spread into the Dreaming and even Vaynon. Many psionicists, students of psychic power and mystic arts, believe that Vaynon has been completely consumed.
Astral PoolsThe far reaches of the transitive planes contain gateways of energy that act as gateways to the worlds beyond. On the astral planes, these take the form of two-dimensional pools of rippling color, 1d6 x 10 feet in diameter. These gateways can be identified by color:
- White, Hierosphere (elemental plane of light) [Dreaming]
- Purple, Orvemondt (material plane)
- Electric Blue, Olympia [Dreaming]
- Blue, Aerosphere (elemental plane of air)
- Indigo / Navy Blue, Dis [Limbo]
- Teal, Fantasia
- Lime Green, Arcadia [Dreaming]
- Green, Hydrosphere (elemental plane of water)
- Forest Green, Tartarus [Limbo]
- Black, Necrosphere (elemental plane of void) [Limbo]
The DreamingSpheres/Elements: Aerosphere (Air), Hierosphere (Light), Hydrosphere (Water)
Temperaments: Altruism, Dynamism, Idealism
Inhabitants & Rulers: Thoughtforms, Muses
Alternate Names: Plane of Dreams, Plane of Thought, Plane of Conscious Thought, Plane of Sanity
Opposing Plane: the Abyss
Dominion: the Far Wandering Star
D&D Analog: Astral Plane (A), [The Outlands]
Wisps of cirrus, streaks of stratus, and clumps of cumulus matter ranging a myriad of pastel colors drift aimlessly and chaotic through ambient florescent light. This matter gravitates together most densely near the material plane, spreading further apart as a traveler gets closer to the Hierosphere and Hydrosphere. Vaynon passes between these clumps of matter on its journey to Limbo.
Independent thoughtforms and muses build estates and empires on these cloud-like islands; while lesser thoughtforms drift aimlessly about the plane.
The rules presented in chapter 2 of the Dungeon Master's Guide relating to the Astral Plane apply to the Dreaming; however, there are no astral color pools leading to outer planes. The optional rules presented in the same chapter for Arcadia and [D&D's] Limbo both also apply to the Dreaming: Power of the Mind and Planar Vitality.
LimboSpheres/Elements: Aerosphere (Air), Hydrosphere (Water), Necrosphere (Void)
Temperaments: Dynamism, Idealism, Nihilism
Inhabitants & Rulers: Aberrations, Great Old Ones (aka. HMDJVNW)
Alternate Names: Plane of Nightmares, Plane of Unconscious Thought, Plane of Madness
Opposing Plane: Faerie
Dominion: the Far Wandering Star
D&D Analog: Astral Plane (B), [Far Realm]
Where the Dreaming is composed of wispy matter, Limbo is filled with shards and clusters of crystalline formations--dark, smokey, and iridescent. These multi-hued rocks drift through a field of inky, starless night. Matter islands gathers near Orvemondt, and spreads near the Elemental Planes.
Here, aboleths and flumphs "swim" in the void between landmasses; while piercers and ropers cling to crystalline caves. While the seven HMDJVNW have migrated to Desolation on Orvemondt, other Great Old Ones can be found gathering thralls and building cults in Limbo.
The rules presented in chapter 2 of the Dungeon Master's Guide relating to the Astral Plane also apply to Limbo; however, there are no astral color pools leading to outer planes. The optional rules presented in the same chapter for Pandemonium and [D&D's] Limbo both also apply to the Dreaming: Power of the Mind and Mad Winds.