I have not tried to AT via going back in time. Going back in time via AT is something I would like to eventually do.
Transitive planes[ edit ] The transitive planes connect the other planes and generally contain little, if any, solid matter or native life. Astral Plane[ edit ] The Astral Plane is the plane of thought, memory, and psychic energy; it is where gods go when they die or are forgotten or, most likely, both.
It is a barren place with only rare bits of solid matter. The Astral Plane is unique in that it is infinitesimal instead of infinite; there is no space or time here, though both catch up with you when you leave. The souls of the newly dead from the Prime Material Plane pass through here on their way to the afterlife or Outer Planes.
The most common feature of the Astral Plane is the silver cords of travelers using an astral projection spell. These cords are the lifelines that keep travelers of the plane from becoming lost, stretching all the way back to the traveler's point of origin.
A god-isle is the immense petrified remains of a dead god that float on the Astral Plane, where githyanki and others often mine them for minerals and build communities on their stony surfaces.
Tu'naraththe capital city of the githyanki, is built on the petrified corpse of a dead god known only as "The One in the Void. God-isles are also the only locations on the Astral Plane that are known to possess gravity or normal time flows.
Part of Baldur's Gate II: Shadows of Amn takes place on the Astral Plane. Essentially infinite and filled with few 'solid locations' or indigenous species, the Astral Plane should by rights be a dull place.
Yet with some deft imaginative touches and sleight of logic, the guide transforms this dead zone into a wonderfully different 'world'.
It consists of two parts: From a Border Ethereal plane a traveler can see a misty greyscale version of the plane from which they are traveling; however, each plane is only connected to its own Border Ethereal, which means inter-planar travel necessitates entering the Deep Ethereal and then exiting into the destination plane's own Border Ethereal plane.
Many demiplanes, such as that which houses the Ravenloft setting, can be found in the Deep Ethereal plane; most demiplanes are born here, and many fade back into nothingness here.
Unlike the Astral Plane, in which solid objects can exist though are extremely rare anything and everything that goes to the Ethereal Plane becomes Ethereal. There is also something here called the Ether Cyclone that connects the Ethereal plane to the Astral Plane.
In the 3rd Edition, each Material Plane is attached to its own unique Ethereal Plane; use of the Deep Ethereal connecting these Ethereal Planes together is an optional rule. A dimly lit dimension that is both conterminous 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 conterminous to other planes. With the right spell, a character can use the Plane of Shadow to visit other realities.
It 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. A human-sized, two-headed lizard composed of dark shadow.
Equine creatures that gallop across the Plane of Shadow in great herds. Dark trees at the heart of many a dangerous forest. Mirror Planes[ edit ] Mirror planes were introduced in the Third Edition Manual of the Planes as an optional group of transitive planes.
They are small planes that each connect to a group of mirrors that can be located in any other planes throughout the multiverse. A mirror plane takes the form of a long, winding corridor with the mirrors it attaches to hanging like windows along the walls.
Mirror planes allow quick travel between the various mirrors that are linked to each, but each plane contains a mirror version of any traveler that enters it. This mirror version has an opposite alignment and will seek to slay his real self to take his place. All mirrors connect to a mirror plane, though each mirror plane usually has only five to twenty mirrors connecting to it.
It is a plane where physical travel can result in time travel. In 3rd edition products, some of the detail of Temporal Prime became incorporated into the "Temporal Energy Plane" mentioned in the 3rd edition Manual of the Planes.Formerly a renowned surgeon, Doctor Stephen Strange now serves as the Sorcerer Supreme—Earth’s foremost protector against magical and mystical threats.
Astral Projection Questions and Answers. Everything you ever wanted to know about astral projection (OBE, out-of-body experience) is answered here. Astral projection is something that can be learned. While the amount of effort to reach a lucid out-of-body experience can change from person to person, a bit of theory and selecting the right approach can make a world of difference.
Edit Article How to Perform Astral Projection. In this Article: Article Summary Preparing Moving the Soul From the Body Exploring the Astral Plane Community Q&A Astral projection refers to an out-of-body-experience (OBE) during which the astral body leaves the physical body and travels to the astral plane.
Astral Time Travel is not a game. Be Careful. Be careful with these above techniques, the mind and spirit are very powerful and induced astral projection is not a game.
It is okay on one side for it to happen by accident, but on another . Mar 11, · Time travel is science fiction, not even the astral grants that kind of exaggerated feat.
Note that in Akashic records you can interact and change things from how the record is supposed to play out, but this is not changing the past, this is just manipulating the record.