PLANAR & DIMENSIONAL TRAVEL
Starfinder 2nd Edition Compatible Supplement
Adapted rules for planar travel, alternate dimensions, and how technology interacts with metaphysical realms
TABLE OF CONTENTS
- The Planes in Starfinder
- The Drift (Primary FTL Plane)
- Planar Traits & Technology Interactions
- Planar Travel Methods
- Dimensional Hazards
- Transitive Planes (Ethereal, Shadow, Astral)
- Outer Planes & Technology
- Planar Creatures in Sci-Fi Context
- Planar Equipment & Defenses
- Demiplane Creation & Exploration
THE PLANES IN STARFINDER
The multiverse of Starfinder contains all the traditional planes from fantasy settings, but they interact with technology and spacefaring civilizations in unique ways.
Major Planes Overview
Material Plane
The "normal" universe containing physical space, stars, planets, and starships. This is where most starship travel occurs.
The Drift (Unique to Starfinder)
A transitive plane created by the god Triune specifically for faster-than-light travel. See dedicated section below.
Transitive Planes
Planes used to travel between other planes:
- Astral Plane: Infinite silvery void; traditional planar travel highway
- Ethereal Plane: Ghostly reflection of Material Plane
- Shadow Plane: Dark mirror of Material Plane; also called the Netherworld
- First World: Primal realm of the fey; rarely used for travel
Inner Planes (Elemental)
Planes of pure elemental matter and energy:
- Plane of Air: Endless skies and breathable atmosphere
- Plane of Earth: Solid matter and crushing pressure
- Plane of Fire: Eternal flames and scorching heat
- Plane of Water: Infinite ocean depths
- Plane of Metal: Technological plane of living machines (unique to Starfinder)
- Plane of Wood: Organic growth and living forests
- Elemental Vortices: Border regions mixing multiple elements
Outer Planes (Alignment-Based)
Planes shaped by philosophy and alignment:
- Axis: Lawful Neutral plane of perfect order
- Boneyard: True Neutral plane of judgment and death
- Elysium: Neutral Good plane of pastoral paradise
- Heaven: Lawful Good plane of righteous perfection
- Hell: Lawful Evil plane of tyranny and contracts
- Maelstrom: Chaotic Neutral plane of pure chaos
- Nirvana: Neutral Good plane of enlightenment
- The Abyss: Chaotic Evil plane of endless corruption
- Plus many demiplanes and pocket dimensions
Positive and Negative Energy Planes
Pure life energy (Positive) and death energy (Negative).
THE DRIFT (PRIMARY FTL PLANE)
The Drift is the most important plane for starship travel, created in recent history by the deity Triune.
Drift Fundamentals
Nature of the Drift
- Artificial transitive plane overlaying normal space
- Contains stolen fragments from other planes
- Time flows strangely; allows FTL travel
- Shaped by consciousness and technology
- Constantly growing as more ships use it
Visual Appearance
Travelers in the Drift see:
- Swirling colors and probability storms
- Floating fragments of other planes
- Ghost images of other ships traveling nearby
- Strange geometries that shouldn't exist
- Occasional glimpses of Drift natives
Drift Travel Rules
See Additional Starship Rules (pages 855-928) for complete Drift travel mechanics. Key points:
Basic Drift Travel
Travel Time = Base Time ÷ Drift Engine Rating
| Destination | Base Time | Encounter Chance |
|---|---|---|
| In-System | 1d6 days | 1% per day |
| Near Space | 3d6 days | 5% per day |
| The Vast | 5d6 days | 10% per day |
Drift Beacons
- The Starstone (Absalom Station): Permanent beacon; always 1d6 days ÷ rating
- Major Beacons: Reduce travel time by 1d6 days
- Minor Beacons: Reduce encounter chance by half
Drift Navigation
Piloting Check:
- Familiar: Trained DC 15
- Unfamiliar: Expert DC 20
- Uncharted: Master DC 25
| Result | Effect |
|---|---|
| Critical Success | Reduce travel time by 1 day |
| Success | Normal travel time |
| Failure | Lost; +1d6 days travel time |
| Critical Failure | Severely lost; +2d6 days and complications |
Drift Complications (d20)
| Roll | Complication |
|---|---|
| 1-5 | Drift creatures attack |
| 6-8 | Planar fragment collision; 4d6 damage |
| 9-11 | Navigation error; arrive 1d6 hexes off-target |
| 12-14 | Time dilation; 1d4 extra days pass in real space |
| 15-17 | Engine strain; Drift engine becomes Glitching |
| 18-19 | Pulled into planar fragment; must escape |
| 20 | Arrive at wrong destination or wrong plane |
Drift Plane Traits
Subjective Directional Gravity
No inherent gravity; ships create their own through artificial systems.
Timeless
Creatures don't age, hunger, or thirst while in the Drift (but ship resources still deplete).
Mildly Neutral-Aligned
No alignment-based effects.
Enhanced Magic (Technology)
Technology functions better in the Drift:
- +1 circumstance bonus to Computers checks
- Sensors have +2 hex range
- Communication devices have unlimited range within the Drift
Planar Fragments
The Drift constantly absorbs chunks of other planes:
- Random encounters with planar environments
- Fragments retain their original plane's traits
- Can be hazardous to navigate
PLANAR TRAITS & TECHNOLOGY INTERACTIONS
Different planes have unique traits that affect how technology functions.
Technology Functionality by Plane
Technology-Friendly Planes
These planes allow normal technology operation:
- Material Plane: All technology functions normally
- The Drift: Technology enhanced (see above)
- Plane of Metal: Technology enhanced; +2 to Crafting/Repair
- Axis: Technology functions with perfect reliability
- Astral Plane: Technology functions normally
Technology-Impaired Planes
These planes interfere with advanced technology:
| Plane | Effect on Technology |
|---|---|
| First World | -2 circumstance penalty to Computers; unpredictable glitches |
| The Abyss | Technology corrupts over time; -2 to all tech-based checks |
| Maelstrom | Random malfunctions; roll 1d20 each use (1 = malfunction) |
| Positive Energy | Power cores overcharge; double PCU consumption |
| Negative Energy | Power drains rapidly; half PCU capacity |
Magic vs. Technology
Most planes don't distinguish between "magic" and "technology" in SF2E:
- Hybrid items function normally on all planes
- Pure magic items may work better on magic-rich planes
- Pure tech may struggle on magic-saturated planes
Common Planar Traits
Gravity
| Trait | Effect |
|---|---|
| Normal Gravity | Standard rules apply |
| Heavy Gravity | Speed halved; jump distances halved; see Space Environment Rules |
| Light Gravity | Speed +10 feet; jump distances tripled |
| No Gravity | Zero-G rules apply (see Space Environment Rules) |
| Subjective Gravity | Creatures choose their own "down" (DC 15 Athletics to change) |
Time
| Trait | Effect |
|---|---|
| Normal Time | 1 hour = 1 hour on Material Plane |
| Erratic Time | Roll 1d6: 1-2 = half speed, 3-4 = normal, 5-6 = double speed |
| Flowing Time | 1 hour = 1 day on Material Plane |
| Timeless | No aging, hunger, or natural healing; magic/tech healing works |
Elemental Traits
Planes with elemental dominance:
| Element | Environment Effect |
|---|---|
| Air-Dominant | Breathable air everywhere; +2 to Piloting (flying) |
| Earth-Dominant | No open spaces; must dig or find tunnels |
| Fire-Dominant | Extreme heat; 4d6 fire damage per round without protection |
| Water-Dominant | Everything submerged; swimming required |
| Negative-Dominant | 1d6 negative damage per round; healing halved |
| Positive-Dominant | Fast healing 2; overchannel risk (see below) |
Morphic Traits
How easily the plane's environment changes:
| Trait | Effect |
|---|---|
| Alterable | Normal; permanent changes require significant effort |
| Highly Morphic | Landscape shifts naturally; -2 to Survival (navigate) |
| Sentient | Plane responds to thought; DC 20 Will to shape environment |
| Static | Unchangeable by mortals; god-level power required |
PLANAR TRAVEL METHODS
Multiple methods exist for traveling to other planes.
Starship-Based Planar Travel
Planar Aperture Drive
Specialized starship system that creates portals to other planes.
System Requirements:
- BP Cost: 10 × ship's size category (Tiny = 1, Small = 2, etc.)
- PCU Cost: 20
- Expansion Bay: Requires 2 expansion bays
Activation:
- Piloting DC: Master DC 30 (familiar plane) to Legendary DC 40 (unknown plane)
- Time: 3 rounds of charging
- Duration: Portal remains open for 1d4 rounds
| Result | Effect |
|---|---|
| Critical Success | Portal opens to exact intended location |
| Success | Portal opens to intended plane; 1d6 hexes off-target |
| Failure | Portal fails to open; 2d6 energy backlash damage |
| Critical Failure | Portal opens to wrong plane; ship pulled through |
Drift-to-Plane Navigation
Ships in the Drift can navigate to planar fragments and potentially exit into other planes.
Sensors Check: Expert DC 20 to locate planar fragment
Piloting Check: Master DC 30 to navigate into fragment safely
Risk: May exit into hostile planar environment; no guaranteed return method
Personal Planar Travel
Spells
Traditional magical transportation:
- Plane Shift (7th-level): Transport up to 8 creatures to another plane
- Gate (10th-level): Create portal between planes
- Shadow Walk (5th-level): Travel via Shadow Plane
- Ethereal Jaunt (7th-level): Shift to Ethereal Plane
Technology Items
Technological alternatives to magical travel:
| Item | Level | Effect | Price |
|---|---|---|---|
| Planar Beacon Transmitter | 10 | Call for extraction from plane | 1,500 gp |
| Phase Disruptor | 12 | Shift to Ethereal for 1 minute | 3,500 gp |
| Dimension Door Generator | 8 | Teleport 400 feet (1/day) | 800 gp |
| Planar Compass | 6 | +2 to navigate on other planes | 300 gp |
Natural Portals
Permanent or temporary connections between planes:
- Often found near ley lines or magical phenomena
- May be one-way or two-way
- Can be unstable or unpredictable
- Some require specific conditions (time, ritual, key item)
Emergency Planar Exit
When stranded on another plane:
Option 1: Find a Portal
Survival or Occultism DC: Expert DC 20 + plane's level (1-25)
Time: 1d4 days of searching
| Result | Effect |
|---|---|
| Critical Success | Find stable, safe portal to Material Plane |
| Success | Find portal (may be unstable or distant) |
| Failure | No portal found; can retry after 1 day |
| Critical Failure | Find trapped or guarded portal; encounter hostile entity |
Option 2: Signal for Rescue
Using technological beacons or magical sending:
- Planar Beacon: Broadcasts distress signal (DC 25 Computers to receive)
- Sending Spell: Contact known ally on Material Plane
- Drift Resonance: Some ships can detect distress in nearby planes
Rescue Time: 2d6 days (if someone is looking for you)
DIMENSIONAL HAZARDS
Planar environments present unique dangers beyond normal environmental hazards.
Reality Bleed
When two planes overlap or boundaries weaken:
Effects
- Random plane traits manifest unpredictably
- Technology and magic may malfunction
- Creatures from both planes can interact
Reality Bleed Check
Every hour in a reality bleed zone:
Flat Check DC 11:
- Success: No effect
- Failure: Exposed to random plane trait for 1 hour
- Critical Failure: Randomly teleported 1d6 hexes in any direction
Stabilizing Reality
Occultism or Mysticism DC: Master DC 30
Time: 1 hour of ritual work
| Result | Effect |
|---|---|
| Critical Success | Seal breach permanently (for mortals) |
| Success | Stabilize for 1 week |
| Failure | Stabilize for 1 day |
| Critical Failure | Breach widens; reality bleed intensifies |
Planar Storms
Violent disruptions in planar fabric:
| Storm Type | Damage | Additional Effect | Fort DC |
|---|---|---|---|
| Chaos Storm | 3d6 untyped | Random condition (1 round) | 20 |
| Elemental Maelstrom | 5d6 (element) | Pushed 1d4 hexes | 22 |
| Negative Energy Vortex | 4d6 negative | Drained 1 on critical failure | 25 |
| Temporal Flux | 2d6 mental | Slowed 1 or Hasted 1 (random) | 20 |
| Entropy Wave | 6d6 untyped | Equipment damaged (see below) | 28 |
Equipment Damage from Planar Storms
On failed save, roll 1d20:
- 1-5: Minor damage; item loses 1 charge or takes -1 status penalty
- 6-19: No equipment damage
- 20: Major damage; item becomes broken until repaired
Dimensional Anchors
Areas where planar travel is impossible:
Anchor Types
| Type | Radius | Effect |
|---|---|---|
| Natural Anchor | 1 mile | Dimensional travel fails automatically |
| Technological Anchor | 100 feet | +10 to DC for dimensional travel |
| Magical Anchor | 500 feet | Dimensional travel requires counteract check |
| Divine Anchor | 10 miles | Deities only can override |
Detecting Anchors
Occultism or Sensors DC: Expert DC 20
- Success: Detect presence of anchor
- Critical Success: Identify type and radius
Planar Rifts
Tears in reality connecting two planes:
Rift Instability
Rifts are categorized by stability:
| Stability | Duration | Random Events |
|---|---|---|
| Stable | Permanent | None |
| Fluctuating | 1d6 months | 10% chance daily of closing for 1d4 hours |
| Unstable | 1d20 days | Roll on Rift Events table daily |
| Collapsing | 1d6 hours | Roll on Rift Events every hour; permanent closure imminent |
Rift Events Table (d20)
| Roll | Event |
|---|---|
| 1-5 | Minor energy surge; 2d6 damage (plane's energy type) |
| 6-10 | Planar creature emerges from rift |
| 11-13 | Gravity reversal near rift (DC 18 Reflex or fall "up") |
| 14-16 | Rift moves 1d6 hexes in random direction |
| 17-18 | Rift expands; doubles in size |
| 19 | Rift contracts; halves in size |
| 20 | Rift connects to third plane for 1 hour |
Closing Rifts
Occultism or Mysticism DC: Master DC 30 + rift's instability modifier
Time: 1 hour ritual
Instability Modifier: Stable +0, Fluctuating +5, Unstable +10, Collapsing +15
| Result | Effect |
|---|---|
| Critical Success | Rift closed permanently |
| Success | Rift reduced by one stability category |
| Failure | No progress |
| Critical Failure | Rift expands; increases stability by one category (worse) |
Overchannel (Positive Energy Planes)
Exposure to excessive positive energy:
Overchannel Effects
When healed while on Positive-Dominant plane:
Fortitude Save DC: 15 + (HP restored ÷ 5)
| Result | Effect |
|---|---|
| Critical Success | Normal healing |
| Success | Normal healing |
| Failure | Overchanneled: Sickened 1 for 1 hour |
| Critical Failure | Overchanneled: Sickened 2 + Stupefied 1 for 1 hour |
Continuous Overchannel
Spending more than 24 hours on Positive-Dominant plane:
Daily Fort Save DC 20:
- Failure: Permanently gain Positive Energy Sensitivity (see below)
Positive Energy Sensitivity: Take 1d6 positive damage whenever you would normally heal from positive energy.
TRANSITIVE PLANES
Planes used for travel and transit between other planes.
Astral Plane
Infinite silvery void serving as highway between planes.
Astral Plane Traits
- Subjective Directional Gravity: Choose your own orientation
- Timeless: No aging, hunger, or thirst
- Unlimited Range: Can see infinitely (but most objects are very distant)
- Psychic Resonance: +1 status bonus to mental spell/tech DCs
Astral Travel
Ships can navigate the Astral Plane with specialized drives.
Travel Speed: 10× normal ship speed (effectively instantaneous over cosmic distances)
Navigation DC: Expert DC 20 (finding specific plane's portal)
Astral Phenomena
| Phenomenon | Effect |
|---|---|
| Color Pools | Portals to other planes; DC 18 Occultism to identify destination |
| Silver Cord | Connection to body for projecting travelers; severing causes death |
| Psychic Wind | 3d6 mental damage per round; DC 20 Will save |
| Eddies | Slow travel by half; DC 20 Piloting to escape |
| Dead Gods | Floating corpses the size of planets; dangerous to explore |
Technology in Astral Plane
- Sensors: Can detect color pools at long range
- Communications: Unlimited range (entire plane)
- Weapons: Function normally
- Power Cores: Unlimited duration (timeless trait)
Ethereal Plane
Ghost-like reflection of the Material Plane.
Ethereal Plane Traits
- Coexistent: Overlaps Material Plane
- Insubstantial: Material objects appear ghostly and insubstantial
- No Gravity: Zero-G rules apply
- Muffled: Sounds are dampened; -5 to Perception (hearing)
Ethereal Vision
From the Ethereal Plane, you can see into the Material Plane:
- Material creatures appear misty and translucent
- Can see through Material objects (20 feet of vision)
- Cannot interact with Material Plane (except with special abilities)
Ethereal Travel Methods
Spells:
- Ethereal Jaunt (7th-level): 1 hour of etherealness
- Blink (4th-level): Flicker between planes
Technology:
- Phase Disruptor (Level 12): 1 minute of etherealness
- Ghost Suit (Level 14): Armor upgrade; 10 minutes/day etherealness
Technology Interactions
Most technology doesn't function normally while ethereal:
| System | Ethereal Function |
|---|---|
| Weapons (physical) | Cannot target Material creatures |
| Weapons (energy/magic) | Function normally against ethereal creatures |
| Armor | Provides AC normally |
| Sensors | Can detect Material and Ethereal creatures |
| Communications | Can only contact other ethereal entities |
| Ships | Cannot bring entire ship ethereal (too large) |
Ethereal Dangers
Border Ethereal: Relatively safe area near Material Plane
Deep Ethereal: Dangerous depths far from Material:
- Strange geometries and non-Euclidean spaces
- Hostile ethereal creatures
- Easy to get lost (DC 25 Survival to navigate)
- May connect to Ethereal demiplanes
Shadow Plane
Dark reflection of the Material Plane; also called the Netherworld.
Shadow Plane Traits
- Morphic: Reality is mutable; shaped by strong emotions
- Dark: Dim light everywhere; shadows are darker (greater concealment)
- Necromantic Resonance: +1 status bonus to necromancy spell/tech DCs
- Mildly Evil-Aligned: No mechanical effect for most travelers
Shadow Plane Appearance
- Distorted reflection of Material Plane
- Muted colors; everything appears in shades of gray
- Buildings and terrain are twisted versions of Material counterparts
- Living creatures appear as indistinct shadowy forms
Shadow Travel
Can use Shadow Plane to travel quickly on Material Plane:
Shadow Walk Spell (5th-level):
- Travel 50 miles in 8 hours via Shadow Plane
- Emerges at corresponding Material location
Technology Alternative:
- Shadow Jaunt Device (Level 11): As shadow walk spell, 1/day
Shadow Plane Navigation
Survival or Occultism DC: Expert DC 20
| Result | Effect |
|---|---|
| Critical Success | Arrive exactly at intended location |
| Success | Arrive within 1d6 miles of target |
| Failure | Arrive 2d6 miles off-course |
| Critical Failure | Lost in Shadow Plane; must navigate back |
Technology in Shadow Plane
- Sensors: -4 circumstance penalty (difficult to distinguish objects)
- Communications: Interference; range halved
- Weapons: Function normally
- Lighting: Technological lights provide only dim illumination
Shadow Plane Hazards
| Hazard | Effect | Save DC |
|---|---|---|
| Shadow Possession | Shadow attempts to possess you | Will DC 22 |
| Emotional Echo | Overwhelmed by past emotions | Will DC 20 |
| Reality Distortion | Teleported 2d6 hexes randomly | Flat Check DC 11 |
| Umbral Wind | 2d6 negative damage; extinguishes lights | Fort DC 20 |
OUTER PLANES & TECHNOLOGY
Alignment-based planes where mortal souls reside after death.
General Outer Plane Traits
Alignment Resonance
Outer planes are strongly aligned:
| Alignment | Opposed Creature Effect |
|---|---|
| Lawful | Chaotic creatures: -1 status penalty to all checks |
| Good | Evil creatures: -1 status penalty to all checks |
| Chaotic | Lawful creatures: -1 status penalty to all checks |
| Evil | Good creatures: -1 status penalty to all checks |
Strongly Opposed: If two traits oppose your alignment, -2 penalty instead.
Petitioner Inhabitants
Mortal souls reshape into petitioners:
- Lose most memories and abilities
- Gain alignment traits of their plane
- Eventually merge with plane or ascend to outsider status
Planar Rulers
Each outer plane is ruled by powerful entities:
- Gods: Directly control portions of planes
- Empyreal Lords (Good): Powerful celestials
- Archdevils (Hell): Lords of the Nine Hells
- Demon Lords (Abyss): Chaos incarnate
- Infernal Dukes, Horsemen, Proteans, etc.
Specific Outer Planes
Heaven (Lawful Good)
Environment: Perfect architecture, golden light, ordered perfection
Traits:
- Mildly Lawful/Good-Aligned
- Time: Flows normally
- Gravity: Normal
Technology Interaction:
- All technology functions with perfect reliability
- No critical failures on technology checks
- Weapons cannot harm innocents (DM discretion)
Inhabitants: Archons, angels, azatas (visiting), lawful good souls
Elysium (Neutral Good)
Environment: Pastoral paradise, rolling hills, eternal spring
Traits:
- Mildly Good-Aligned
- Enhanced Healing: All healing effects doubled
- Gravity: Light gravity
Technology Interaction:
- Medical technology enhanced; +2 to Medicine checks
- Weapons become less lethal (-2 damage vs. non-evil targets)
- Environmental systems unnecessary (perfect conditions)
Inhabitants: Azatas, angels (visiting), neutral good souls
Nirvana (Neutral Good)
Environment: Floating islands, enlightenment temples, serene waters
Traits:
- Mildly Good-Aligned
- Enlightenment Aura: +2 to Will saves against mental effects
- Timeless: No aging
Technology Interaction:
- Technology simplified; anyone can use complex tech
- Mental interface technology works perfectly
- Conflict-oriented systems (weapons) function poorly (-2 to attacks)
Inhabitants: Agathions, neutral good souls seeking enlightenment
Axis (Lawful Neutral)
Environment: Infinite city of perfect geometric patterns
Traits:
- Mildly Lawful-Aligned
- Absolute Order: No random effects; all dice rolls take average result
- Enhanced Technology: All technology gains +1 status bonus
Technology Interaction:
- Technology enhanced and perfected
- No malfunctions or glitches possible
- Crafting time reduced by 25%
- All Computers checks treated as one degree better
Inhabitants: Axiomites, inevitables, lawful neutral souls
The Boneyard (True Neutral)
Environment: Endless graveyard under twilight sky; halls of judgment
Traits:
- True Neutral Alignment
- Divination Resistant: -4 to divination magic/tech
- Death Energy: Healing effects reduced by half
Technology Interaction:
- Technology functions normally
- Detection/scanning technology impaired (-2)
- Life support systems work overtime (double PCU cost)
Inhabitants: Psychopomps, souls awaiting judgment
Special: Location where Pharasma judges mortal souls
The Maelstrom (Chaotic Neutral)
Environment: Ever-changing chaos; impossible geometries
Traits:
- Mildly Chaotic-Aligned
- Wildly Morphic: Landscape changes constantly
- Random Effects: Roll d20 each hour for random occurrence
- Subjective Directional Gravity
Technology Interaction:
- Technology malfunctions unpredictably
- Flat Check DC 11 each use or technology glitches for 1 round
- Navigation systems useless (-10 to navigate)
- Chaotic effects may improve or worsen tech randomly
Inhabitants: Proteans, chaos beasts, chaotic neutral souls
Random Maelstrom Events (d20):
- Gravity reverses
- All equipment changes color
- Technology works perfectly for 1 hour
- Teleported 1d6 hexes randomly 5-15. No effect
- Gain random harmless mutation
- Encounter protean
- Landscape becomes beautiful
- Technology stops working for 1 minute
- Roll twice more
The Abyss (Chaotic Evil)
Environment: Infinite layers of corruption and evil
Traits:
- Mildly Chaotic/Evil-Aligned
- Corruption: Extended stays risk demonic taint
- Variable: Each layer has unique properties
- Entropic: Things decay faster
Technology Interaction:
- Technology corrupts over time; -1 cumulative penalty per day
- Weapons become more destructive (+2 damage, -2 to hit)
- Life support degrades quickly (double consumption rate)
- Evil-aligned tech functions better (+1 status)
Inhabitants: Demons, qlippoth, chaotic evil souls, demon lords
Corruption Risk:Daily Will Save DC 20:
- Failure: Gain Minor Corruption (slight evil tendencies)
- Critical Failure: Gain Major Corruption (alignment shifts toward CE)
Escaping Corruption: Requires restoration spell or equivalent medical treatment (DC 30 Medicine)
Hell (Lawful Evil)
Environment: Nine ordered layers of eternal torment
Traits:
- Mildly Lawful/Evil-Aligned
- Contractually Binding: Agreements are magically enforced
- Oppressive Heat: Extreme heat on most layers
- Flames Everywhere: Not always harmful but ever-present
Technology Interaction:
- Technology functions reliably but for evil purposes
- Surveillance technology enhanced (+2 to detection)
- Fire-based weapons enhanced (+2 damage)
- Contracts stored digitally are magically binding
Inhabitants: Devils, damned souls, archdevils
Devil's Contracts: Devils will offer aid in exchange for contractual agreements:
- Always legally binding (even if unfair)
- Breaking contract results in immediate devil retribution
- Must be precise in wording (devils exploit loopholes)
Abaddon (Neutral Evil)
Environment: Wasteland of despair and entropy
Traits:
- Mildly Evil-Aligned
- Life-Draining: Negative energy permeates everything
- Nihilistic Despair: -2 to Will saves against fear and despair
Technology Interaction:
- Power sources drain twice as fast
- All healing technology reduced by half
- Weapons that cause lingering damage enhanced
- Technology designed to cause suffering works better
Inhabitants: Daemons, Four Horsemen, neutral evil souls
Plane of Metal (Elemental Plane)
Unique to Starfinder; plane of living machines and artificial constructs.
Plane of Metal Traits
- Technological Paradise: +2 status bonus to all technology checks
- Living Machines: Everything is constructed of metal and circuitry
- Magnetic Fields: Metal objects pulled toward surfaces (difficult terrain)
- Elemental Metal: Metal elementals and constructs are native
Technology in Plane of Metal
- All technology functions at peak performance
- Repairs take half normal time
- Can craft technology without UPBs (plane provides materials)
- Constructs gain fast healing 5
Hazards
- Magnetic Storms: 3d6 electricity damage; metal armor becomes difficult to move (-10 feet speed)
- Rust Zones: Metal corrodes rapidly; 1d6 damage per round to metal equipment
- Sentient Machines: May attack or attempt to assimilate visitors
PLANAR CREATURES IN SCI-FI CONTEXT
Planar creatures adapt to technological settings in unique ways.
Technology-Adapted Outsiders
Many outsiders now incorporate technology:
Cyber-Celestials (Angels, Archons, Azatas)
- Integrate holy technology with divine powers
- Use advanced scanners to detect evil
- Wield energy weapons blessed by deities
- Pilots of divine starships
Infernal Engineers (Devils)
- Master crafters of diabolic technology
- Offer technological "upgrades" with hidden costs
- Create weapons that burn with hellfire
- Operate interdimensional warships
Chaos-Tech Demons
- Technology corrupted by abyssal energy
- Unpredictable effects when using demonic tech
- Weaponize planar rifts
- Ships that exist partially in multiple dimensions
Technological Elementals
- Metal Elementals: Living machines; can interface with any tech
- Plasma Elementals: Fusion-powered beings
- Radiation Elementals: Sentient radiation storms
- Data Elementals: Exists as pure information
Planar Creature Abilities vs. Technology
Spell Resistance vs. Technological Effects
House Rule: Spell Resistance may or may not apply to tech, depending on the tech's nature:
| Technology Type | Spell Resistance Applies? |
|---|---|
| Pure Tech (kinetic, ballistic) | No |
| Energy Weapons (lasers, plasma) | DM discretion (usually no) |
| Hybrid Tech (magic-infused) | Yes |
| Sonic/Force Tech | Yes (counts as magical) |
Damage Reduction vs. Technological Weapons
- DR/Magic: Does NOT apply to technological weapons (too advanced)
- DR/Cold Iron: Only applies to hybrid tech or actual cold iron ammunition
- DR/Silver: Only applies to hybrid tech or actual silver ammunition
- DR/Good: Applies to good-aligned hybrid tech
- Regeneration (acid/fire): Applies normally to acid/fire weapons
Invisibility & Technological Detection
- Thermal Sensors: Can detect invisible creatures (heat signature)
- Motion Sensors: Detect movement
- Life Sensors: Detect life signs
- Magical Invisibility: Standard invisibility spell defeated by true seeing or specialized sensors (DC 25 Crafting to build)
Summoning & Calling Outsiders
Technology can replicate summoning effects:
Planar Beacon Array (Level 15)
Expansion Bay System
BP Cost: 8 PCU Cost: 10
Effect: Can cast planar ally or planar binding 1/day from the ship. The array projects a dimensional beacon that attracts outsiders willing to negotiate.
Limitation: Outsiders can refuse the summons; must negotiate fairly.
PLANAR EQUIPMENT & DEFENSES
Specialized gear for planar exploration.
Armor Upgrades
Planar Shielding (Level 8)
Price: 800 gp
Effect: +2 circumstance bonus to saves against planar hazards and energy effects from aligned planes. Reduces alignment penalties from opposed planes by 1.
Dimensional Anchor Suppressor (Level 12)
Price: 3,000 gp
Effect: Can attempt to teleport even in dimensional anchor zones. Counteract check (+12) vs. anchor's effect.
Ethereal Sensor Suite (Level 10)
Price: 1,500 gp
Effect: Can see ethereal creatures as if they were visible (20-foot range). +2 to Perception to detect ethereal threats.
Weapons
Planar Attuned Weapons (Level 7+)
Price: Weapon cost + 600 gp
Effect: Choose one plane type (good, evil, lawful, chaotic, or elemental). Weapon deals +1d6 damage of that alignment or energy type. Counts as aligned for overcoming DR.
Dimensional Blade (Level 14)
Price: 5,000 gp Damage: 4d6 slashing + dimensional rift
Effect: Ignores DR and hardness. Can strike ethereal and incorporeal creatures without penalty. Critical hit forces target to make DC 25 Will save or be teleported 30 feet in random direction.
Phase Disruptor Rifle (Level 11)
Price: 2,500 gp Damage: 2d10 electricity
Effect: Targets on the Ethereal Plane can be hit as if they were fully material. On critical hit, target becomes partially ethereal (50% miss chance) for 1 round.
Starship Systems
Planar Shields (Level 10)
BP Cost: 5 PCU Cost: 10
Effect: Ship's shields gain resistance 5 to energy damage from planar sources. Crew gains +2 to saves against planar hazards while aboard ship.
Dimensional Stabilizer (Level 12)
BP Cost: 8 PCU Cost: 5
Effect: Ship cannot be forcibly teleported or planeshifted without crew's consent. Planar rifts within 1 hex of ship become stable (don't roll on Rift Events table).
Planar Sensors (Level 14)
BP Cost: 6 PCU Cost: 8
Effect: Can detect planar energies, rifts, and portals at long range. Identify plane type of detected phenomena. +4 to Computers checks to navigate near planar hazards.
Consumables
Planar Adaptation Serum (Level 8)
Price: 70 gp
Effect: Ignore one plane's hostile environmental traits for 1 hour. Choose specific trait when consuming (extreme heat, negative energy, etc.).
Dimensional Anchor Grenade (Level 10)
Price: 250 gp
Effect: 20-foot burst. Creatures in area must succeed DC 25 Will save or be unable to teleport, planeshift, or use dimensional travel for 1 minute.
Rift Stabilizer (Level 12)
Price: 500 gp
Effect: Consumable ritual component. Grants +4 circumstance bonus to checks to close or stabilize planar rifts.
DEMIPLANE CREATION & EXPLORATION
Creating and exploring pocket dimensions.
Demiplane Fundamentals
Demiplanes are small pocket dimensions, usually created by powerful magic or advanced technology.
Demiplane Size Categories
| Size | Radius | Creation DC | BP Equivalent |
|---|---|---|---|
| Tiny | 100 ft. | 25 | 10 |
| Small | 500 ft. | 30 | 25 |
| Medium | 1 mile | 35 | 50 |
| Large | 10 miles | 40 | 100 |
| Huge | 100 miles | 45 | 200 |
Demiplane Traits
When creating or discovering a demiplane, it has the following traits:
Required Traits:
- Size: (see above)
- Planar Connections: How to enter/exit
- Time Flow: Normal, Erratic, or Timeless
- Gravity: Normal, Light, Heavy, or Subjective
Optional Traits:
- Alignment: Mildly aligned (or none)
- Elemental: Dominant element (or none)
- Morphic: Alterable, Highly Morphic, or Static
- Special Features: Unique properties
Creating Demiplanes
Spell Method: Create Demiplane (9th-level)
Creates a small demiplane connected to your current location.
Duration: Permanent Size: Tiny demiplane
Heightened (10th): Small demiplane
Technological Method: Dimensional Forge
Massive installation that creates stable pocket dimensions.
Installation Requirements:
- Level 20 settlement or larger
- 500 BP construction cost
- 1d6 months construction time
- Massive power requirements (dedicated power plant)
Creating Demiplane:
- Crafting DC: Varies by size (see table above)
- Time: 1 week per size category
- Cost: BP equivalent in UPBs (×1000)
Discovering Natural Demiplanes
Some demiplanes form naturally:
Survival or Occultism DC: Master DC 30
Search Time: 1d4 weeks
| Result | Effect |
|---|---|
| Critical Success | Find stable, safe demiplane |
| Success | Find demiplane (may have hazards or inhabitants) |
| Failure | No demiplane found |
| Critical Failure | Stumble into hostile demiplane |
Demiplane Uses
Storage & Vaults
Many organizations use demiplanes for secure storage:
- Impossible to locate without knowing entrance location
- Customizable security: Set gravity, atmosphere, guardians
- Time-locked vaults: Timeless trait prevents decay
- Dimensional coordinates: Can be keyed to specific individuals
Hidden Bases
Criminal organizations, military, or researchers:
- Undetectable: Cannot be scanned from outside
- Secure: Single entrance/exit point (or more if desired)
- Customizable: Perfect environment for inhabitants
- Expandable: Some demiplanes can be expanded over time
Prisons
Hold dangerous criminals or creatures:
- Inescapable: No exit without knowing planar coordinates
- Isolating: No communication with outside
- Nullifying: Can suppress magic, technology, or both
- Eternal: Timeless trait means prisoners don't age
Research Facilities
Study dangerous phenomena safely:
- Contained: Disasters can't affect Material Plane
- Controlled: All variables can be adjusted
- Time-Dilated: Erratic time can speed or slow research
- Isolated: No outside interference
Demiplane Hazards
Collapsing Demiplanes
Unstable demiplanes may collapse:
Stability Check (Weekly): DC 15 Flat Check
- Success: Demiplane remains stable
- Failure: Begin collapse sequence (3d6 rounds until total collapse)
- Critical Failure: Immediate collapse
Warning Signs:
- Gravity fluctuations
- Dimensional tremors
- Planar fabric becomes visible (shimmering air)
- Exits become harder to find (DC +5 to locate)
Escaping Collapse:
- Must reach exit before total collapse
- Can attempt emergency plane shift (DC +5)
- Emergency planar beacon may summon rescue (50% chance)
Demiplane Inhabitants
Some demiplanes develop native creatures:
| Inhabitants | Danger Level | Likely Attitude |
|---|---|---|
| Echoes | Low | Neutral; ghostly remnants |
| Proteans | Medium | Hostile; claim demiplane |
| Lost Travelers | Variable | May be friendly or hostile |
| Planar Predators | High | Hostile; hunt intruders |
| Demiplane Guardian | Very High | Hostile unless commanded |
Lost Demiplanes
Occasionally, demiplanes' entrances are lost:
Rediscovering Lost Demiplane:
- Occultism DC: Master DC 30
- Requires: Original planar coordinates or connected artifact
- Time: 1d4 weeks of research and ritual work
| Result | Effect |
|---|---|
| Critical Success | Locate entrance precisely |
| Success | Locate general area (1 hex radius) |
| Failure | Cannot locate |
| Critical Failure | False location; may be dangerous |
GAME MASTER GUIDANCE
Running Planar Adventures
Atmosphere & Description
Each plane should feel distinct:
- Use sensory details: How does the air taste? What colors dominate?
- Technology changes: Describe how devices behave differently
- Emphasize alienness: Nothing should feel exactly like home
Balancing Technology & Magic
In SF2E, technology and magic coexist:
- Don't punish tech-focused characters on "magic" planes
- Allow creative uses of technology to solve planar problems
- Technology malfunctions should be interesting, not just frustrating
Planar Travel as Plot Device
- Time dilation: PCs return to find years have passed
- Rescue missions: Save crew trapped on hostile plane
- Diplomatic missions: Negotiate with outsider factions
- Resource gathering: Rare materials only found on specific planes
- Exile/prison: Villains banished to other planes may return
Sample Adventure Hooks
The Drift Anomaly
A strange signal emanates from a Drift beacon. Investigation reveals it's actually a rift to the Abyss, and demons are preparing an invasion force.
Planar Salvage
A derelict starship is found floating in the Astral Plane, its crew missing. Valuable cargo remains, but what killed the crew still lurks aboard.
Time-Lost Colony
The PCs discover a colony ship that entered the Drift 200 years ago but only experienced 2 years subjectively. The colonists are confused and their destination no longer exists.
Hell's Contract
A mega-corporation has been secretly contracting with devils for technological advances. The bill is coming due, and thousands of souls are at stake.
Elemental Crisis
A rift to the Plane of Fire opens near a populated station. The PCs must close it before the station is incinerated.
Shadow Infiltration
An enemy faction is using the Shadow Plane to spy on and infiltrate secure facilities. The PCs must hunt them through both planes.
APPENDIX: QUICK REFERENCE
Plane Technology Modifiers
| Plane | Tech Modifier | Special Effect |
|---|---|---|
| Material | +0 | Normal |
| Drift | +1 | Sensors +2 hex range |
| Astral | +0 | Unlimited communication |
| Ethereal | -2 | Most tech doesn't affect Material |
| Shadow | -2 sensors | Lights reduced to dim |
| First World | -2 | Random glitches |
| Heaven | +0 | No critical failures |
| Elysium | +0 medical | Weapons -2 vs. non-evil |
| Nirvana | +0 | Complex tech simplified |
| Axis | +1 | No malfunctions possible |
| Boneyard | -2 detection | Healing halved |
| Maelstrom | Special | Roll DC 11 or glitch |
| Abyss | -1/day | Corruption risk |
| Hell | +0 | Surveillance +2 |
| Abaddon | -50% power | Healing tech halved |
| Plane of Metal | +2 | Fast healing 5 (constructs) |
Planar Travel Times (from Material Plane)
| Destination | Spell Level | Tech Level | Time |
|---|---|---|---|
| Ethereal Plane | 7th (ethereal jaunt) | 12 | Instant |
| Shadow Plane | 5th (shadow walk) | 11 | 1 action |
| Astral Plane | 7th (plane shift) | 10 | 1 action |
| Outer Planes | 7th (plane shift) | 10 | 1 action |
| Inner Planes | 7th (plane shift) | 10 | 1 action |
| Drift | Ship + Drift Engine | N/A | 3 rounds |
| Demiplanes | 9th (create demiplane) | 20 | Varies |
Common Planar Hazards DCs
| Hazard | DC | Damage |
|---|---|---|
| Reality Bleed | 11 flat | Varies |
| Planar Storm | 20-28 Fort | 2d6-6d6 |
| Rift Instability | 15 flat (daily) | Event table |
| Overchannel | 15 + (HP/5) Fort | Sickened |
| Abyssal Corruption | 20 Will (daily) | Alignment shift |
| Maelstrom Chaos | 11 flat | Random event |
This supplement is a fan work and is not affiliated with Paizo Inc.Starfinder and Pathfinder are registered trademarks of Paizo Inc.
