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PLANAR & DIMENSIONAL TRAVEL

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

  1. The Planes in Starfinder
  2. The Drift (Primary FTL Plane)
  3. Planar Traits & Technology Interactions
  4. Planar Travel Methods
  5. Dimensional Hazards
  6. Transitive Planes (Ethereal, Shadow, Astral)
  7. Outer Planes & Technology
  8. Planar Creatures in Sci-Fi Context
  9. Planar Equipment & Defenses
  10. 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

DestinationBase TimeEncounter Chance
In-System1d6 days1% per day
Near Space3d6 days5% per day
The Vast5d6 days10% 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
ResultEffect
Critical SuccessReduce travel time by 1 day
SuccessNormal travel time
FailureLost; +1d6 days travel time
Critical FailureSeverely lost; +2d6 days and complications

Drift Complications (d20)

RollComplication
1-5Drift creatures attack
6-8Planar fragment collision; 4d6 damage
9-11Navigation error; arrive 1d6 hexes off-target
12-14Time dilation; 1d4 extra days pass in real space
15-17Engine strain; Drift engine becomes Glitching
18-19Pulled into planar fragment; must escape
20Arrive 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:

PlaneEffect on Technology
First World-2 circumstance penalty to Computers; unpredictable glitches
The AbyssTechnology corrupts over time; -2 to all tech-based checks
MaelstromRandom malfunctions; roll 1d20 each use (1 = malfunction)
Positive EnergyPower cores overcharge; double PCU consumption
Negative EnergyPower 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

TraitEffect
Normal GravityStandard rules apply
Heavy GravitySpeed halved; jump distances halved; see Space Environment Rules
Light GravitySpeed +10 feet; jump distances tripled
No GravityZero-G rules apply (see Space Environment Rules)
Subjective GravityCreatures choose their own "down" (DC 15 Athletics to change)

Time

TraitEffect
Normal Time1 hour = 1 hour on Material Plane
Erratic TimeRoll 1d6: 1-2 = half speed, 3-4 = normal, 5-6 = double speed
Flowing Time1 hour = 1 day on Material Plane
TimelessNo aging, hunger, or natural healing; magic/tech healing works

Elemental Traits

Planes with elemental dominance:

ElementEnvironment Effect
Air-DominantBreathable air everywhere; +2 to Piloting (flying)
Earth-DominantNo open spaces; must dig or find tunnels
Fire-DominantExtreme heat; 4d6 fire damage per round without protection
Water-DominantEverything submerged; swimming required
Negative-Dominant1d6 negative damage per round; healing halved
Positive-DominantFast healing 2; overchannel risk (see below)

Morphic Traits

How easily the plane's environment changes:

TraitEffect
AlterableNormal; permanent changes require significant effort
Highly MorphicLandscape shifts naturally; -2 to Survival (navigate)
SentientPlane responds to thought; DC 20 Will to shape environment
StaticUnchangeable 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
ResultEffect
Critical SuccessPortal opens to exact intended location
SuccessPortal opens to intended plane; 1d6 hexes off-target
FailurePortal fails to open; 2d6 energy backlash damage
Critical FailurePortal 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:

ItemLevelEffectPrice
Planar Beacon Transmitter10Call for extraction from plane1,500 gp
Phase Disruptor12Shift to Ethereal for 1 minute3,500 gp
Dimension Door Generator8Teleport 400 feet (1/day)800 gp
Planar Compass6+2 to navigate on other planes300 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

ResultEffect
Critical SuccessFind stable, safe portal to Material Plane
SuccessFind portal (may be unstable or distant)
FailureNo portal found; can retry after 1 day
Critical FailureFind 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

ResultEffect
Critical SuccessSeal breach permanently (for mortals)
SuccessStabilize for 1 week
FailureStabilize for 1 day
Critical FailureBreach widens; reality bleed intensifies

Planar Storms

Violent disruptions in planar fabric:

Storm TypeDamageAdditional EffectFort DC
Chaos Storm3d6 untypedRandom condition (1 round)20
Elemental Maelstrom5d6 (element)Pushed 1d4 hexes22
Negative Energy Vortex4d6 negativeDrained 1 on critical failure25
Temporal Flux2d6 mentalSlowed 1 or Hasted 1 (random)20
Entropy Wave6d6 untypedEquipment 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

TypeRadiusEffect
Natural Anchor1 mileDimensional travel fails automatically
Technological Anchor100 feet+10 to DC for dimensional travel
Magical Anchor500 feetDimensional travel requires counteract check
Divine Anchor10 milesDeities 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:

StabilityDurationRandom Events
StablePermanentNone
Fluctuating1d6 months10% chance daily of closing for 1d4 hours
Unstable1d20 daysRoll on Rift Events table daily
Collapsing1d6 hoursRoll on Rift Events every hour; permanent closure imminent

Rift Events Table (d20)

RollEvent
1-5Minor energy surge; 2d6 damage (plane's energy type)
6-10Planar creature emerges from rift
11-13Gravity reversal near rift (DC 18 Reflex or fall "up")
14-16Rift moves 1d6 hexes in random direction
17-18Rift expands; doubles in size
19Rift contracts; halves in size
20Rift 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

ResultEffect
Critical SuccessRift closed permanently
SuccessRift reduced by one stability category
FailureNo progress
Critical FailureRift 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)

ResultEffect
Critical SuccessNormal healing
SuccessNormal healing
FailureOverchanneled: Sickened 1 for 1 hour
Critical FailureOverchanneled: 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

PhenomenonEffect
Color PoolsPortals to other planes; DC 18 Occultism to identify destination
Silver CordConnection to body for projecting travelers; severing causes death
Psychic Wind3d6 mental damage per round; DC 20 Will save
EddiesSlow travel by half; DC 20 Piloting to escape
Dead GodsFloating 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:

SystemEthereal Function
Weapons (physical)Cannot target Material creatures
Weapons (energy/magic)Function normally against ethereal creatures
ArmorProvides AC normally
SensorsCan detect Material and Ethereal creatures
CommunicationsCan only contact other ethereal entities
ShipsCannot 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

ResultEffect
Critical SuccessArrive exactly at intended location
SuccessArrive within 1d6 miles of target
FailureArrive 2d6 miles off-course
Critical FailureLost 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

HazardEffectSave DC
Shadow PossessionShadow attempts to possess youWill DC 22
Emotional EchoOverwhelmed by past emotionsWill DC 20
Reality DistortionTeleported 2d6 hexes randomlyFlat Check DC 11
Umbral Wind2d6 negative damage; extinguishes lightsFort 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:

AlignmentOpposed Creature Effect
LawfulChaotic creatures: -1 status penalty to all checks
GoodEvil creatures: -1 status penalty to all checks
ChaoticLawful creatures: -1 status penalty to all checks
EvilGood 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):

  1. Gravity reverses
  2. All equipment changes color
  3. Technology works perfectly for 1 hour
  4. Teleported 1d6 hexes randomly 5-15. No effect
  5. Gain random harmless mutation
  6. Encounter protean
  7. Landscape becomes beautiful
  8. Technology stops working for 1 minute
  9. 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 TypeSpell Resistance Applies?
Pure Tech (kinetic, ballistic)No
Energy Weapons (lasers, plasma)DM discretion (usually no)
Hybrid Tech (magic-infused)Yes
Sonic/Force TechYes (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

SizeRadiusCreation DCBP Equivalent
Tiny100 ft.2510
Small500 ft.3025
Medium1 mile3550
Large10 miles40100
Huge100 miles45200

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

ResultEffect
Critical SuccessFind stable, safe demiplane
SuccessFind demiplane (may have hazards or inhabitants)
FailureNo demiplane found
Critical FailureStumble 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:

InhabitantsDanger LevelLikely Attitude
EchoesLowNeutral; ghostly remnants
ProteansMediumHostile; claim demiplane
Lost TravelersVariableMay be friendly or hostile
Planar PredatorsHighHostile; hunt intruders
Demiplane GuardianVery HighHostile 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
ResultEffect
Critical SuccessLocate entrance precisely
SuccessLocate general area (1 hex radius)
FailureCannot locate
Critical FailureFalse 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

PlaneTech ModifierSpecial Effect
Material+0Normal
Drift+1Sensors +2 hex range
Astral+0Unlimited communication
Ethereal-2Most tech doesn't affect Material
Shadow-2 sensorsLights reduced to dim
First World-2Random glitches
Heaven+0No critical failures
Elysium+0 medicalWeapons -2 vs. non-evil
Nirvana+0Complex tech simplified
Axis+1No malfunctions possible
Boneyard-2 detectionHealing halved
MaelstromSpecialRoll DC 11 or glitch
Abyss-1/dayCorruption risk
Hell+0Surveillance +2
Abaddon-50% powerHealing tech halved
Plane of Metal+2Fast healing 5 (constructs)

Planar Travel Times (from Material Plane)

DestinationSpell LevelTech LevelTime
Ethereal Plane7th (ethereal jaunt)12Instant
Shadow Plane5th (shadow walk)111 action
Astral Plane7th (plane shift)101 action
Outer Planes7th (plane shift)101 action
Inner Planes7th (plane shift)101 action
DriftShip + Drift EngineN/A3 rounds
Demiplanes9th (create demiplane)20Varies

Common Planar Hazards DCs

HazardDCDamage
Reality Bleed11 flatVaries
Planar Storm20-28 Fort2d6-6d6
Rift Instability15 flat (daily)Event table
Overchannel15 + (HP/5) FortSickened
Abyssal Corruption20 Will (daily)Alignment shift
Maelstrom Chaos11 flatRandom event

This supplement is a fan work and is not affiliated with Paizo Inc.Starfinder and Pathfinder are registered trademarks of Paizo Inc.