Cosmology – Planescape and the Great Wheel

Toril is a crystal sphere of many in the Prime Material Plane in the center of the Great Wheel. The Great Wheel is the prevalent cosmological model in which the world of Toril is said to exist. In the later part of the 14th century some philosphers and astrologers began to postulate a different cosmic model called the World Tree, but these theorists are, in the words of any seasoned planeswalker, “clueless berks who think the cosmos revolves solely around their sodding planet and none other.”

The Great Wheel is a complex, comparatively cosmopolitan place which houses many other worlds and their gods, each in their own crystal sphere. A cosmos in which the gods of many worlds and pantheons mingle, the beliefs of many faiths and peoples bleeding together in a set of Outer Planes shaped predominantly by the polar forces of Law, Chaos, Good, and Evil. Thus it was that Lliira and the Greek goddess Hecate could feud over the love of the Sumerian god Enki and work at a pleasure palace operated by the Aztec gods Xochipilli and Tlazoteotl. In fact, a number of alliances existed between the gods of Toril and those of other worlds, for example, between Mystra and Wee Jas of Oerth, as well as a plot by a god of Toril ending up involving the gods of Krynn, and at least in some theological postulates, the same deity exists and is worshipped in two disparate spheres, such as Tyr — sometimes worshipped as aspects with different names, such as Tiamat and Takhisis.

These deities have their own divine realms within each of the planes of existence — cosmologists liken this as a sort of demiplane within the plane, sometimes inheriting the plane’s characteristics, and other times being a stark contrast, such as the ordered and structured cities of the Githzerai amidst the swirling chaos of Limbo.

The Great Wheel cosmology consists of a series of somewhat concentric spheres. In the center is the Prime Material plane  with the crystal spheres and worlds within — Toril being one of these — surrounded by the Ethereal plane.Occupying the same space as Toril’s crystal sphere, and surrounded by the inner planes, are the transitive planes. The Shadow Plane, and the Faerie Realm each are overlaying mimics of the realm of Toril — Faerie being a wild, untamed echo and the world of the fey, while the Shadow Plane is a twisted, darkened mirror image of Toril and every landscape that is (or was) and home to many creatures of the shadow. Also transitive to Toril, but only over the lands of Kara-Tur, is the Celestial Empire, which is home to the many deific powers of the eastern reaches of Toril.

The Great Wheel cosmology consisted of a series of somewhat concentric spheres. In the center was the Prime Material plane  with the crystal spheres and worlds within, surrounded by an Ethereal plane. Outside of the Prime and Ethereal were the Inner planes, also called the Elemental planes, which had their own structure based on a sphere. Then came the Astral plane which connected the worlds in the Prime Material plane to each other (bypassing the phlogiston) and also to the last sphere, the Outer planes.[15][note 4] The Prime Material plane touched both the Astral plane and its Ethereal plane, though these planes did not touch one another.[16] The Outer planes, also called the Planes of Power, were 16 planes arranged in a circle (the Great Wheel) defined mainly by alignment and surrounding a 17th neutral plane known as the Outlands. The Outlands form a connection between each of the alignment planes thru border towns; these border towns hold the entry point their corresponding plane, and also typically reflect the general alignment and demanor of its connected plane.

In the center of the Outlands there is a large spire, at the pinnacle of which is the hollow cylindrical realm of Sigil. Sigil, or the Cage, as its residends call it, is an eclectic, eccentric city that’s a melting pot of cultures, alignments, and races and outsiders of all climes, presided over by an enigmatic ruler known as the Lady of Pain.

Overlapping it all, is the Dimension of Time, which touches all of the planes of existence in the cosmos, though various realms are more or less connected to that of time, which explains why some planes have different laws of time/space than the prime. Some planes and demiplanes will even seem to be static, never seeming to progress or evolve from one day to the next. So the time you spend on one plane of existence, likely won’t line up when you return back home.

Can’t follow it all? Good luck, berk. Maps are two dimensional; you are three dimensional; planes are ∞ dimensional. Start planeswalking and just get good.

The Transitive Planes

Ethereal Plane (Transitive)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

  • Basic Your senses are sharp and attuned. You gain a +3 bonus on Perception checks on the Ethereal Plane, against creatures native to the Ethereal Plane, or against creatures on the Material Plane that are ethereal. When on the Ethereal Plane, you can see twice as far (clearly to 600 feet, and indistinctly to 1,800 feet).
  • Improved Your sense of sight on the Ethereal Plane improves greatly, and you can see clearly while there. You can gain nourishment and water from ectoplasm as if it were a tasteless food, and once per day you can use ectoplasmic snare as a spell-like ability.
  • Greater You can step from reality into the In-Between to travel and explore. Once per day you can use ethereal jaunt as a spell-like ability.

Shadow Plane (Transitive)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

  • Basic You can see clearly in shadowy conditions to a short range. In every square in your space, and in all squares adjacent to your space, you treat conditions of dim light as normal light.
  • Improved You have the ability to use shadow conjuration once per day as a spell-like ability.
  • Greater The essence of shadow so infuses your being that you sometimes exist only partially when subjected to damage. As an immediate action when you would take damage from an attack, spell, or other effect, you can reflexively dissolve the portion of your body that would be injured into quasireal shadowstuff to gain a 50% chance to ignore all the damage from the effect. You can successfully ignore damage in this way up to three times per day—if you activate this ability and it fails to prevent damage, it does not count against your limited daily uses of the ability.

Astral Plane (Transitive)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

  • Basic You gain a +2 bonus on saves against curses, diseases, and poisons. You also gain a +4 bonus on Wisdom checks to maneuver in subjective directional gravity.
  • Improved You always succeed at Wisdom checks to maneuver in subjective directional gravity. Increase your maximum lifespan and the number of years you must age to reach each age category by 10%. You can act under the effects of haste as a free action for 1 round; you can activate this ability a number of times per day equal to your Hit Dice divided by 4 (minimum of 1 round per day). These rounds need not be consecutive.
  • Greater Select one of the following afflictions: curses, diseases, or poisons. You become immune to the effects of that affliction. Increase your maximum lifespan and the number of years you must age to reach each age category by an additional 10% (20% total when combined with the improved infusion above), and you do not retroactively age or hunger when departing a plane with the timeless planar trait. You gain a fly speed of 60 feet (perfect) on the Astral Plane.

Dimension of Time (Transitive)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

  • Basic Once per day, you can roll twice for initiative and take the higher roll as your actual result. When you gain the improved infusion, you can use this basic infusion twice per day. When you gain the greater infusion, you can use this ability three times per day.
  • Improved Once per day, you can touch an object that was once alive, such as wood, paper, or a dead body. That object is protected from time, as if you had used a dose of unguent of timelessness on the object. You can maintain this effect on a number of objects equal to your Intelligence modifier (minimum of 1) at any one time. If you exceed this limit, the oldest existing effect immediately ceases.
  • Greater You are immune to temporal stasis. In addition, once per day, when a creature within 30 feet of you casts time stop, you are treated as if you were under the effects of time stop as well and are free to act for as long as the spell effect allows. This ability activates automatically, whether you notice the casting of the spell or not.

Faerie (Transitive)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

  • Basic Traveling in the constantly changing Fey realm has taught you to be ever ready for situations to shift in unpredictable ways. You gain a +2 bonus on Perception checks, initiative checks, and Charisma checks to shape the Fey realm.
  • Improved Once per day, you can summon a fey creature from the Fey realms to serve you, as if using summon nature’s ally IV as a spell-like ability. When you use this ability, you can choose to summon 1 boggart, 1 calpina, 1 huldra (a summoned huldra’s manipulate luck ability’s duration lasts only as long as the summoned huldra persists), 1 satyr, 1d3 liminal sprites, 1d3 pookas, 1d4+1 atomies, 1d4+1 brownies, 1d4+1 fauns, 1d4+1 grigs, or 1d4+1 mockingfeys.
  • Greater You can use fey form III as a spell-like ability once per day.

The Spirit Realm/Celestial Empire (Transitive, Kara-Tur)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

  • Basic The Empire’s perspectives of adaptation and balance have become your own. You gain a +1 bonus on Will saves, a +1 bonus on Diplomacy checks for each step a creature’s alignment differs from your own. Diplomacy also becomes a class skill if it is not already. Note that you cannot call upon this infusion and gain any of its benefits if you have no non-neutral component in your alignment.
  • Improved You have learned to mitigate the powers of extremes. Once per day, after meditating on the principles of Enlightenment for 1 hour, you gain the protection of the spirits of the realm as a meditative spell-like ability. Against any attacks from a creature with a single non-neutral alignment component you gain DR 5/- and 5 resistance to acid, cold, electricity, and fire. Against the attacks of creatures with no neutral alignment component these resistances and damage reduction increase to 10. Against one of these attacks that would reduce you to 0 hp or less, you may expend this effect to negate the damage suffered.
  • Greater You have made allies with the very winds of the Spirit Realm, and may ride them from one to the next. Once per day you may meditate for an hour to gain the benefits of Enlightened Step as a meditative spell-like ability, using your character level as your caster level, and when you do, you have the option to cast it communally upon others in your party.

The Inner Planes

Positive Energy Plane (Inner Plane)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

  • Basic You’ve been infused with raw life force, and whenever you’re healed by a positive energy effect (including all cure spells), you regain an additional number of hit points equal to your total Hit Dice. You gain a +4 bonus on Constitution checks to stabilize while dying.
  • Improved Thanks to your deeper understanding of positive energy, you can call upon it to restore yourself or others. Once per day you can touch a creature to create one of the following effects as a spell-like ability: cure serious wounds, lesser restoration, remove blindness/deafnessremove disease, or remove paralysis. If you use the ability on yourself, this ability requires only a move action to activate.
  • Greater Once per day as a spell-like ability, you can use raise dead as a spell-like ability. If you use this ability on a creature that has been dead no longer than 1 minute per Hit Die you have, the creature restored to life does not incur any negative levels and does not lose its prepared spells or spell slots, nor does this ability require an expensive material component. If you use this ability on a creature that has been dead longer than 1 minute per Hit Die you have, you must supply the material component as usual, and the target is subject to the normal side effects for raise dead.

Elemental Plane of Fire (Inner Plane)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

Elemental Plane of Earth (Inner Plane)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

Negative Energy Plane (Inner Plane)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

  • Basic You have been infused with unlife and are affected by positive and negative energy as if you were undead. Undead creatures who gain this ability instead gain a +2 bonus to their channel resistance.
  • Improved You can use enervation once per day as a spell-like ability.
  • Greater Negative energy suffuses your being and can be unleashed in a devastating burst once per day as an immediate action when are reduced to 0 or fewer hit points. This creates an explosion of negative energy in a 20-foot burst, centered on you, that deals 1d6 points of negative energy damage per Hit Die you have (maximum 20d6) to all creatures in the area of effect. Each affected creature can attempt a Reflex save (DC = 10 + half your Hit Dice + your Charisma modifier) to take half damage. This negative energy damage does not heal undead. When this effect is triggered, you regain a number of hit points equal to your total Hit Dice; this healing applies immediately, and if it brings your hit point total above a negative number equal to your Constitution (or above 0 if you are undead), then the healing prevents your death.

Elemental Plane of Water (Inner Plane)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

Elemental Plane of Air (Inner Plane)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

  • Basic Your flying maneuverability improves by one steop, and you gain a +2 bonus on saving throws against air or electricity effects.
  • Improved You can use air walk once per day as a spell-like ability.
  • Greater You can use wind walk once per day as a spell-like ability.

The Outer Planes

The Seven Heavens/Mt. Celestia (Lawful Good)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

  • Basic Your acceptance of Celestia has fortified your physical endurance and bolsters your presence. You gain a +1 bonus on Fortitude saves, a +2 bonus on Diplomacy checks against good creatures, and a +2 bonus on Intimidate checks against evil creatures.
  • Improved You can call down Heaven’s divine fury as a standard action, channeling it through your own body and expelling it all around you. Once per day, you can release this divine energy in a 30-foot-radius burst centered on you. Each evil creature within the area takes 1d8 points of damage per character level you have (maximum 10d8) and is blinded for a number of rounds equal to your Charisma modifier (minimum 1 round). On a successful Will save, an affected creature takes only half damage and negates the blindness.
  • Greater You can keep Heaven’s champions from being called home before their work is complete. Twice per day, you can use breath of life as a spell-like ability. If the target is lawful good, you can use this ability as a move action. If the target is evil, it becomes staggered for 10 minutes unless it vows to repent for its evil ways.

Twin Paradises/Bytopia (Neutral Good-Lawful)

Elysium (Neutral Good)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

  • Basic Elysium’s influence has enlightened your mind. You gain a +1 bonus on Will saves, a +1 bonus on Perception checks, and a +2 bonus on Sense Motive checks to avoid being bluffed.
  • Improved You can focus on Elysium’s serenity, allowing you to restore a creature’s sense of self with a touch. This functions as restoration, but it cannot cure ability damage or drain to Strength, Dexterity, or Constitution, nor can it eliminate fatigue or exhaustion. You can use this ability once per day. As a spell-like ability, it does not require a diamond dust component unless the target is nongood, in which case you must supply the 100 gp or 1,000 gp of diamond dust as if you had cast the spell normally.
  • Greater You gain truespeech and can speak with any creature that has a language, as though you were using the tongues spell. You gain a +4 bonus on all saving throws against language-dependent effects, and any language-dependent effect you create that allows a saving throw has its save DC increased by 1.

The Beastlands (Neutral Good-Chaotic)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

 

Olympus/Arborea (Chaotic Good)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

  • Basic Arborea has inspired your artistic sense and quickened your agility. You gain a +1 bonus on Reflex saves, a +2 bonus on Acrobatics checks to avoid provoking attacks of opportunity, and a +2 bonus on a single type of Perform check of your choice.
  • Improved You can use confusion once per day as a spell-like ability. Lawful or evil targets take a –1 penalty on saves against this effect, while lawful evil targets take a –2 penalty on saves.
  • Greater Arborea’s blessing bolsters your bravery and sense of self. Whenever you are under the effects of an ongoing fear effect, a possession effect, or an effect that grants mental control over you (such as dominate person), at the beginning of each of your turns, you can attempt a new saving throw against that effect as though you were initially exposed to it. On a success, the effect immediately ends. You can attempt a number of additional saves this way each day equal to 3 + your Charisma modifier (minimum 4/day).

Ysgard (Chaotic Neutral-Good)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

  • Basic Valhalla has awakened the spark of eternal heroism within you. You gain a +1 bonus on Fortitude saves, a +2 bonus on CMD against being restrained or removed from combat, and a +2 bonus on a skill check of your choice between Fly, Intimidate, or Perform.
  • Improved You are imbued with the flight of the valorous valkyrie. So long as you are below half your total hit points you may, as a swift action, manifest a pair of magical wings appropriate to your nature. These wings grant you the effects of overland flight for up to one hour per level each day.
  • Greater You rise from defeat the first time your hit points fall below 0 each day. Treat this as though a breath of life spell had just been cast on you with a caster level equal to your character level. This effect can return you to life even if you are dead under the normal rules of the spell though you are staggered for one round after returning to life in this manner.

Limbo (Chaotic Neutral)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

  • Basic Limbo grants you the ability to react to unpredictable situations, while also helping you to be more unpredictable. You gain a +1 bonus on initiative checks, a +1 bonus on Reflex saves, and a +2 bonus on Bluff checks to feint in combat.
  • Improved The whimsical entropy of Limbo runs through your veins. Once per day, you can use confusion as a spell-like ability.
  • Greater You can invoke the pure chaos of Limbo with a word. Once per day, you can use word of chaos as a spell-like ability.

Pandemonium (Chaotic Neutral-Evil)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

The Abyss (Chaotic Evil)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

  • Basic The horrific fecundity of the Abyss and its entropic drive to expand and consume have bolstered your body and enhanced your capacities for cruelty. You gain a +1 bonus on Fortitude saves, a +2 bonus on Intimidate checks to demoralize a foe, and a +2 bonus on attack rolls to confirm critical hits.
  • Improved You can call upon the Abyss to infect and transform the surrounding terrain, afflicting it with horrors and nightmares. You can use curse terrain as a spell-like ability once per day.
  • Greater You can flood a creature’s mind with horrific truths and the overwhelming chaos and evil from the Abyss. You can use insanity as a spell-like ability once per day.

Carceri (Neutral Evil-Chaotic)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

  • Basic Your link to Carceri enhances your skill in hunting prey while avoiding being hunted yourself. You gain a +1 bonus on Reflex saves, you can move at full speed while hiding your tracks, and you a gain a +2 bonus on Survival checks to follow tracks.
  • Improved You tap further into the incarcerating forces of the prison realm. You can use dimensional anchor as a spell-like ability once per day.
  • Greater You can use forcecage as a spell-like ability once per day, but only to create a windowless cell.

Hades (Neutral Evil)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

  • Basic Tapping into the energies of Hades without succumbing to the greying hatred and subsequent entrapping of the plane has strengthened your resolve against such effects upon your mind. You gain +2 on saving throws against emotion effects and against charm and compulsion effects.
  • Improved Mirroring Hades’ hunger for and mastery over souls, you gain a +4 bonus on all saving throws against possession effects and effects that tamper with your soul, such as soul trap or an astradaemon’s devour soul ability. Furthermore, you can consume a soul gem created by a cacodaemon as a standard action. Immediately thereafter, for a number of rounds equal to your Hit Dice, you are treated as an evil outsider and gain fast healing 2.
  • Greater The waters of the River Styx infuse you. You are immune to effects that cause amnesia or otherwise alter your memory, including the effect of the Styx itself. Your touch can affect the memories of others as well. Three times per day, you can use mindwipe as a spell-like ability.

Gehenna (Neutral Evil-Lawful)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

The Nine Hells (Lawful Evil)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

  • Basic Hell’s influence grants you a silvered tongue and bolsters your arrogance. You gain a +1 bonus on Will saves, a +2 bonus on Bluff checks to lie to or fool someone, and a +2 bonus on Diplomacy checks to adjust a creature’s attitude.
  • Improved Whenever you deal fire damage, you can instead deal hellfire damage (only half of the damage is fire, while the other half is profane damage not subject to resistance). Secondary fires lit by your initial fire attack deal normal fire damage (including burn damage, if such damage occurs).
  • Greater You can inflict the agonizing pain of eternal damnation on the masses for a brief instant. You can use mass inflict pain once per day as a spell-like ability.

Acheron (Lawful Neutral-Evil)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

Mechanus/Nirvana (Lawful Neutral)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

  • Basic The rigidity and order of Mechanus bolsters you physically, enhances your ability to notice tiny imperfections, and inspires your ability to create. You gain a +1 bonus on Fortitude saves, a +2 bonus on one Craft skill of your choice, and a +2 bonus on Perception checks to find secret doors or hidden traps.
  • Improved You are never far from the comforts and safety of urban life. You can use secure shelter once per day as a spell-like ability.
  • Greater You can transform yourself into a whirling cloud of glowing glyphs and symbols as a standard action. While in this form, you gain a fly speed of 60 feet with perfect maneuverability and can move through small cracks as per gaseous form (but you are not prohibited from entering water). You gain DR 10/chaos and regeneration 5/chaos and are immune to precision damage and critical hits while in glyph form. You can remain in this form for up to 1 minute per level each day, but these minutes need not be used consecutively.

Demiplanes

The Fugue (Demiplane)

The Fugue Plane is a neutral-aligned plane within the realm of Hades; it is the domain of Kelemvor, Lord of the Dead and his senechal Jergal. The fugue is the purgatory of the crystal sphere of Toril. Any mortal soul who perishes in this crystal sphere ends up here as their interment, thus it is one of three typical methods of arriving in the Fugue. Another is on the part of a divine servant of one of the gods of Toril who comes to gather said interred souls of their lord’s faithful. The final means is via the lower planes; there are ever-shifting portals from the planes between the Nine Hells and the Abyss, and from Hades via the River Styx — if one is willing (or desperate enough) to pay the price to Charon to ferry them.

The vast majority of this plane is much like the plane that hosts it — flat, gray, bland and nondescript, with no notable topographical features, even the sky above is gray. The plane’s only significant feature is the City of Judgment, in the middle of which stands the Crystal Spire where Kelemvor and Jergal reside. This landmark used to be made of bone in darker times, when Jergal was of a different mindset and ruled over the realm in its anqituity, and when he later handed the throne to Myrkul, then conquered by Cyric. The present Lord of the Dead changed the nature of the castle as a symbol of the transparency and fair judgement of the dead that would come to be as he sits on the throne.

Among the petitioners of the realm are the faithful and servants of these two gods, as well as the Faithless and the False. The Faithless — those who went through their lives indifferent to the gods and paid little reverence, and of whom no deity comes to claim as being a reflection of their faith — spend their herafter in the Fugue as do Kelemvor and Jergal’s faithful. Old stories of the Wall of the Faithless in which the faithless became bricks to spend eternity in oblivion, if they were once true in the times of less merciful Lords, are not to be proven in Kelemvor’s version of the realm. The sage Zeboaster has espoused that such likely never existed and was merely a boogeyman used by mothers to scare their children to revere the gods.

The False however, are tormented for their deceptions in the face of the gods. Beings from the lower planes are allowed to come and go into the realm to torment these souls, and in some cases, take them for barter back to their realm. As much as the Throne of the Dead in Faerun judges fairly, it also judges harshly.

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

  • Basic The knowledge that The Fugue awaits us all bolsters your ability to resist the pull of death and to aid others in doing the same. You gain a +1 bonus on Will saves, a +2 bonus on Heal checks to stabilize a dying creature, and a +4 bonus on Constitution checks to stabilize yourself when your hit points are reduced below 0.
  • Improved You can use death ward once per day as a spell-like ability.
  • Greater Once per day, you can attempt to revoke the unnatural energies that empower an undead creature’s animation. This spell-like ability functions as destruction, save that it is not a death effect and can target only undead creatures. As a spell-like ability, it does not require an expensive focus to function.

Star Realm (Demiplane)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

  • Basic You remain alert as you sleep and have more control over effects that force you to slumber. Perception check DCs are not modified for you when you are asleep, and you gain a +4 bonus on all saving throws against sleep effects.
  • Improved You can use air walk once per day as a spell-like ability.
  • Greater You can use dream travel once per day as a spell-like ability. When you do so, you roll twice to determine how accurate your arrival is at the end of the journey and take the better of the two results as your actual result.

Woven Tapestry (Demiplane)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

  • Basic You become sensitive to the reality-warping presence of extradimensional spaces and magical portals. You can use Perception or Knowledge (planes) in place of Spellcraft to identify magic items, spells, and magical effects associated with such effects as if using detect magic.
  • Improved You can use dimension door once per day as a spell-like ability.
  • Greater You can use mage’s magnificent mansion once per day as a spell-like ability.

Akashic Record (Demiplane)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

  • Basic Your memories have been infused with energies from the Akashic Record, but it’s difficult to keep them all at the forefront of your thoughts. Once per day (typically when you wake from sleep), select one Knowledge skill. You gain a +2 bonus on checks using that skill for the remainder of the day. If you have at least 10 ranks in that skill, you instead gain a +4 bonus on checks using that skill.
  • Improved You can use divination once per day as a spell-like ability.
  • Greater You can use retrocognition once per day as a spell-like ability.

Shra’kt’lor (Githzerai, Demiplane)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

  • Basic The power of the of the holiest city infuses your being, granting you resistance against entropy. You gain a +4 bonus on saving throws against effects that disjoin your body (such as destruction or disintegrate) and against confusion effects and spells with the chaos descriptor.
  • Improved You can use order’s wrath once per day as a spell-like ability.
  • Greater You can use dictum once per day as a spell-like ability.

Dimension of Dreams (Demiplane†)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

  • Basic You gain a +4 bonus on Charisma checks to arrive in the Dimension of Dreams at an advantage, and you can attempt one additional impossible action beyond the normal limit during a visit to a Dreamscape.
  • Improved You can use dream as a spell-like ability once per day.
  • Greater You can use dream council as a spell-like ability once per day.

Harrowed Lands (Demiplane)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

  • Basic Once per day, you can draw a card from a Harrow deck to randomly choose one of the six ability scores. (Players who don’t have an actual Harrow deck can instead roll 1d6 to randomly determine an ability score.) At any point during the next 24 hours, you can gain a +2 bonus on a single d20 roll modified by that ability score. You can add this bonus after the die is rolled, but must do so before you learn the outcome of the roll.
  • Improved The bonus granted by your basic infusion is now +4, and you can apply the bonus on two different d20 rolls during the day.
  • Greater The bonus granted by your basic infusion is now +6, and you can apply the bonus on three different d20 rolls during the day. Alternatively, you can expend all three uses for the day to apply the bonus on a d20 roll after you’ve learned the outcome of the roll.

Leng (Demiplane)

Planar Infusions The following are the infusions gained from either the Planar Infusion feat or the Bestow Planar Infusion spells:

  • Basic You can infuse the menace of Leng into everything you do. You gain a +2 bonus on Intimidate checks to demoralize foes, and you increase the save DC of supernatural fear effects you create by 1.
  • Improved You can use phantasmal killer as a spell-like ability once per day.
  • Greater You can use contact entity IV once per day as a spell-like ability but must still supply the required material component.