All Fiction Battles Wiki
All Fiction Battles Wiki
Dnd cosmology (1)

Intro[]

This blog will cover D&D's tiering and a few more terms. Consider a WIP for the time being.

Cosmology[]

The planes of existence are universes/realities with their own natural laws and interwoven connections:

Plane1

Material Plane[]

The Material Plane is the traditional fantasy world where the basic laws of physics work like the players expect them to. It houses the universe and all of its parallels:

Material Plane
Material Plane2
Material Plane4

There is an infinite number of Material Planes:

Material Plane3

Transitive Planes[]

Shadow Plane[]

The Plane of Shadow co-exists with the Material Plane, and is a result of the interaction of that plane and the Positive and Negative Material Planes:

Shadow plane

It is extensive enough to connect through the Prime Material Plane and its alternates:

Shadow plane2

It overlaps the Material Plane much as the Ethereal Plane does:

Shadow plane3

Ethereal Plane[]

The Ethereal Plane is a misty, fog-bound dimension that is coexistent with the Material Plane and often other planes as well. It is the plane of ghosts:

Ethereal plane1

There are as much Ethereal Planes as Material Planes:

Ethereal plane2

It surrounds, touches and permeates all of the Inner Planes and the endless parallel worlds of the universe without being a part of them:

Ethereal plane3

Astral Plane[]

The Astral Plane is the plane between the planes. It is where you are when you aren't anywhere else.

Imagem 2023-10-23 094500552

This plane radiates from the Prime Material to a non-space where endless vortices spiral to the parallel Prime Material Planes, and to the Outer Planes as well:

Astral plane1

The Astral Plane is omnipresent, it connects everywhere, permeating through all known planes of existence:

Imagem 2023-10-23 095448096
Astral plane3

Its is the realm of thought and dream:

Astral plane4

Inner Planes[]

The Inner Planes consist of four Elemental Planes (Earth, Air, Fire, and Water) and two Energy Planes (Positive, the moving spirit of all life, and Negative, the force of decay and entropy). They are all of infinite size.

Elemental Plane of Air[]

The Elemental Plane of Air is an empty plane, consisting of sky above and sky below. Clouds billow up in bank after bank, swelling into grand thunderheads and dissipating into wisps like cotton candy. It is the most comfortable and survivable of the Inner Planes, and it is the home of all manner of airborne creatures:

Air plane1

Elemental Plane of Earth[]

The Elemental Plane of Earth is a solid place made of rock, soil, and stone:

Earth plane1
Earth plane2

Despite its solid, unyielding nature, the Elemental Plane of Earth is varied in its consistency, ranging from relatively soft soil to veins of heavier and more valuable metal:

Earth plane3

Elemental Plane of Fire[]

Everything is alight on the Elemental Plane of Fire. It is a crematorium for the unprepared traveler and an uncomfortable spot even for the dedicated adventurer. Fire survives here without need for fuel or air to bum:

Fire plane1

Elemental Plane of Water[]

The Elemental Plane of Water is a sea without a floor or a surface, an entirely fluid environment lit by a diffuse glow. It is one of the more hospitable of the Inner Planes once a traveler gets past the problem of breathing the local medium:

Water plane1

Negative Energy Plane[]

The Negative Energy Plane is a barren, empty place, a void without end, and a place of empty, endless night. It is a needy, greedy plane, sucking the life out of anything that is vulnerable. It is the most hostile of the Inner Planes, and the most uncaring and intolerant of life:

Negative plane2

The Negative Energy Plane is a hospitable home for the undead, especially undead that drain life energies from their opponents:

Negative plane3

In some locations on the Negative Energy Plane, the collapsing intensity of the plane is so great that the negative energy folds in on itself, stabilizing into solid chunks of utterly black matter that instantly destroys targets upon contact, akin to the Sphere of Annihilation:

Negative plane4

Positive Energy Plane[]

The Positive Energy Plane is a continual furnace of creation, a domain of brilliance beyond the ability of monal eyes to comprehend. Its very being wavers and ripples as new matter and energy is born and swells to full power like a bursting fruit. It is a vibrant plane, so alive with itself that travelers themselves are empowered by visiting it:

Positive plane2

Despite the beneficial effects of the plane, it is one of the most hostile of the Inner Planes. An unprotected character on this plane swells with power as positive energy is forcefed into them, until they eventually immolate as a small planet caught at the edge of a supernova:

Positive plane3

Outer Planes[]

Outer Planes are best known as the homes of deities. Gods may live elsewhere, but they thrive on the Outer Planes. Other creatures inhabit the Outer Planes too, some that are the servants of deities and others that fiercely guard their independence. The Outer Planes are all infinite in size, and in the same way the Material Plane is. The concept of distance is also meaningless here.

Abyss[]

Abyss is the home of demons, creatures devoted to death and destruction. Demon lords and deities also inhabit this place:

Abyss1

It has an infinite number of layers:

Abyss2
Abyss3
Abyss4

Each layer is its own reality:

Abyss5

Nine Hells of Baator[]

It is the home of devils. It is the ultimate plane of law and evil, the epitome of premeditated, crafted cruelty:

Ninehells1

As its name implies, it contains nine layers, and all of them are infinite:

Ninehells2


Ninehells3

Seven Mounting Heavens of Celestia[]

The Seven Mounting Heavens are the planar home for mortal souls of kindness and empathy for their fellow creatures. It is the land of splendor, where ultimate goodness is realized:

Seven heavens1

As its name implies, it has seven layers:

Seven heavens2

Each layer is infinite, but here is the catch: each layer is but a portion of the higher layer, each bigger than the last

Seven heavens3

Higher Dimensions[]

There is a sixth and a seventh dimensional plane:

Dimension2


Dimension3

According to the Immortals' math, there is an infinite hierarchy of higher dimensions:

Dimension4
Dimension5
Dimension6

The Old Ones perceive the infinite higher dimensions as just a figment of their imagination, or a dream. They are as powerful as literal DMs:

Old ones

Far Realm[]

The Far Realm is beyond the know multiverse, and it might be its own multiverse:

Far realm1

The entities that abide in the Far Realm are too alien for a normal mind to accept without damage. The Far Realm is also implied to be a realm of nothingness:

Far realm2

In the Far Realm, the rules of dimensionality hold no meaning:

Far realm3

It is outside time and beyond geometry:

Far realm4

It is beyond all concepts:

Far realm5

The Plane of Dreams[]

The Plane of Dreams is a vast repository where dreams go when they are dreamt, a realm formed by millions of creative minds over the past ages of the world:

Dream plane

Everything that is native to this plane is made of dreams:

Dream plane2

Magic and the Weave[]

All of existence is infused with magical power, and potential energy lies untapped in every rock, every stream, every living creature, even the air itself:

Magic1
Magic2

All known worlds and planes swarm with the ever-present magic. Large and small, free-flowing or bound by physical barriers or magical effects, these surges and dissipations of magical energy give light, life, and movement to everything:

Magic5

Mortals cannot directly shape raw magic. Instead, most who wield magic use the Weave, which is the manifestation of raw magic, a kind of interface between the will of the spellcaster and the stuff of raw magic:

Magic3

The Weave is also the body of Mystra, the goddess of magic:

Magic4

Terminology[]

Demons[]

Demons were the most widespread type of fiends. They were chaotic evil by nature, and were native to the Abyss. Their abilities include:

Demon Lords[]

Demon lords, also known as Abyssal lords, were archfiends who gained great power and established a position of preeminence among demonkind. Over millennia, these demons had amassed tremendous power and authority over their domain.

Their abilities include:

Dragons[]

Dragons (or wyrms) were very powerful magical creatures and an ancient, winged reptilian race. They are known and feared for their size, physical prowess, and magical abilities. The oldest dragons are among the most powerful creatures in the world. Most dragons are identified by the color of their scales. There were several types of dragons, the most common of which were chromatic and metallic, which were evil and good respectively. Standard dragon abilities include:

Devils[]

Devils were a lawful evil race of fiends who hailed from the Nine Hells of Baator. They personify tyranny, with a totalitarian society dedicated to the domination of mortal life. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Their abilities include:

General[]

Archdevils[]

The archdevils were unique devils and the most powerful of them all. The most powerful archdevils were the Lords of the Nine. Other archdevils were dukes, ruling portions of a layer, generals, or bureaucrats of various sorts. The power of an archdevil is comparable to that of a deity. Their abilities include:

Angels[]

Angels are celestial agents sent forth into the planes to further their god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope. Before the beginning itself and even Time, angels fought against infinite hordes of demons. Their abilities include:

General[]

Devas[]

Planetar[]

Solar[]

A solar is godlike in its glory and power. It is said that only twenty-four solars exist. The few solars that are known are stewards of specific deities. The others rest in a state of contemplation, waiting for the time when their services are needed to stave off some cosmic threat to the cause of good. Their abilities include:

Deities[]

A deity is a divine being of great power. Most deities, particularly those that were of intermediate ranks, control aspects of mortal affairs, referred to as the god's portfolio. Some gods are more powerful than others. They are divided into several different statures: Demigods, Lesser, Intermediate, Greater, and Overdeity. All Gods possess innate abilities and powers, which are outlined below:

Standard[]

Demigods (Rank 1 to 5)[]

Lesser Gods (Rank 6 to 10)[]

Intermediate Gods (Rank 11 to 15)[]

Greater Gods (Rank 16 to 21)[]

Overdeity (Rank 21+)[]

  • All previous

Saving Throws[]

In D&D, all characters can resist spells to certain degrees.

Saves are, in essence, a set of statistics held by every single character in Dungeons and Dragons, ranging from the typical housecat and even simple insects, to powerful demons, angels, and the titular dragons, to even stranger beings such as the Aboleth Sovereignity or the strange beholder species.

The Save system is based around three statistics (as set by 3rd Edition D&D). Fortitude (listed as Fort in short hand), Reflex, and Will.

Fortitude saves are those that allow you to resist certain effects by right of sheer strength of body- common examples include sickness and poison, even magical examples of this. On a more extreme example, this allows you fully resist instant-death spells.

Will saves are those that allow you to resist certain effects by right of sheer force of will. This includes more metaphysical attacks of the verse, such as attempts to mind control, force subjects into a temporal stasis, or even alter their fates.

Reflex saves are not considered resistances in this context- as it is merely an act of dodging, it doesn't offer any actual resistances. It can be used for speed feats (and in fact is currently the basis of the speed feats of the verse, through dodging explosions and lightning) but not really much else.

Now, what would Fortitude, Will and Reflex include power-wise? Just a few abilities:

Ability Checks[]

In D&D, all characters can attempt ability checks which tests a character's or monster's innate talent and training in an effort to overcome a challenge.

Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect.

Every task that a character or monster might attempt in the game is covered by one of the six abilities.

Strength[]

A Strength check can model any attempt to lift, push, pull, or break something, to force the character's body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks.

Strength (Athletics) check covers difficult situations a character can encounter while climbing, jumping, or swimming. Examples include the following activities:

  • They attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock them off.
  • They try to jump an unusually long distance or pull off a stunt midjump.

The Strength Check gives characters the following P&A:

Dexterity[]

A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing.

Dexterity (Acrobatics) check covers their attempt to stay on their feet in a tricky situation.

Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket.

Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.

The Dexterity Check gives characters the following P&A:

Constitution[]

A Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. A Constitution check can model your attempt to push beyond normal limits, however.

Examples of Constitution Check situations:

  • Hold your breath
  • March or labor for hours without rest
  • Go without sleep
  • Survive without food or water
  • Quaff an entire stein of ale in one go

The Constitution Check gives characters the following P&A:

Intelligence[]

A Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning.

Intelligence (Arcana) check measures a character's ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.

Intelligence (History) check measures a character's ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.

Intelligence (Nature) check measures a character's ability to recall lore about terrain, plants and animals, the weather, and natural cycles.

Intelligence (Religion) check measures a character's ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.

Examples of Constitution Check situations:

  • Communicate with a creature without using words
  • Estimate the value of a precious item
  • Pull together a disguise to pass as a city guard
  • Forge a document
  • Recall lore about a craft or trade
  • Win a game of skill

The Intelligence Check gives characters the following P&A:

Wisdom[]

A Wisdom check might reflect an effort to read body language, understand someone’s feelings, notice things about the environment, or care for an injured person.

Wisdom (Animal Handling) check to control their mount when you attempt a risky maneuver. They can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions.

Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move.

Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.

Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses.

Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.

The Wisdom Check gives characters the following P&A:

Charisma[]

A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation.

Charisma (Deception) check determines whether they can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies.

Charisma (Intimidation) check determines whether they can attempt to influence someone through overt threats, hostile actions, and physical violence.

Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.

Charisma (Persuasion) check determines whether they attempt to influence someone or a group of people with tact, social graces, or good nature.

The Charisma Check gives characters the following P&A: