[2024 Dungeon Master's Guide - Marketplace - D&D Beyond](https://www.dndbeyond.com/sources/dnd/dmg-2024/cosmology#AstralPlane)
Every world of the Material Plane is situated in Wildspace, or more precisely, in its own Wildspace system. Wildspace systems are airless oceans teeming with space-dwelling life forms, including spores, space plankton, and larger creatures that resemble fish and aquatic mammals. The ones that need air to survive either generate their own air envelopes or live in the air envelopes of other creatures.
Wildspace is where the Astral Plane overlaps with the Material Plane. Creatures and objects in Wildspace age normally and exist on both planes simultaneously. This overlap enables creatures to use spells such as [teleport](https://www.dndbeyond.com/spells/2275-teleport) and [teleportation circle](https://www.dndbeyond.com/spells/2276-teleportation-circle) to travel from Wildspace to a nearby world, or vice versa.
## Navigating the Astral Plane
A traveler in the Astral Plane can move by simply thinking about moving, but distance has little meaning. In combat, though, a creature has a Fly Speed (in feet) equal to 5 times its Intelligence score and can hover.
Just as movement is accomplished by the power of thought, all that is required to find one’s destination is to think about it. As long as the destination is somewhere in the Astral Plane (or in Wildspace, as described below)—such as “the nearest [[githyanki]] outpost,” “the nearest color pool leading to the Abyss,” or “the Wildspace system of [[Realmspace]]”—thinking about a place makes the creature aware of the most direct route to that location. The creature doesn’t know how long the journey will take or how perilous it will be, just which direction to go in.
The DM decides how long it takes to get to a desired destination. A trek to a specific location—a particular Wildspace system or Astral outpost, for example—might take 4d6 days. For a more general location, such as a color pool leading to a specified plane, the journey might take 1d4 × 10 hours.
## Spellcasting
A danger exists to spellcasters who spend a great deal of time using magic in the Silver Void. The plane's magical and mental nature makes spellcasting very easy— even pleasurable. This can result in a literal addiction to spellcasting, no matter what plane the victim travels to. Those afflictedby this addiction simply hunger for the feeling of their magic coursing through them, often wasting their spells frivolously and always casting their full allotment of prepared enchantments each day. After a spellcaster has been casting spells (any amount) on the Astral Plane for more than a week, there is a 1% chance each day while on the Astral Plane that she will succumb to the addiction of spellcasting. If her Wisdom score is over 13, she makes the check every other day duringher stay on the Astral; if over 16, only once per week. If her Wisdom score is over 18, the check need never be made. There's a good chance that at first the caster's companions and even the caster herself will not notice the addic- tion. Soon, or certainly after she leaves the Astral, the caster and those around her'll notice that she becomes consumed by using magic and is only happy when casting spells (and also yearns to return to the Astral, where magic is pure and undiluted). All other activities fall by the wayside.In threatening situations, she will use her spells immediately, even when they are not completely necessary. In fact, even during calm times, Wisdom checks are required to pass through an entire hour without casting a spell. If she exhausts all of her prepared magic, she'll become despondent (-1 penalty to all actions) until she can replenish them. If the caster has a magical item that provides her with extra spells to cast, the use of the item can take the place of a spell. Spell addiction can be cured only by a restoration spell or a similar insanity-curing enchantment.
Magical psychosis poses an even greater dangerto spell-users on the Astral Plane. The combination of magic and strong mental energies sometimes becomes too much for a wizard or cleric (although this affliction is twice as likely to affect wizards). There is a 1% chance per visit to the Astral Plane (not including trips through conduits) that a wizard will be adversely affected by the conditions there and will be driven him barmy (priests have a 1% chance every other visit). The afflicted sod is allowed a saving throw versus spells to shake off the effects. If the character fails the saving throw, he becomes homicidal, paranoid, and schizophrenic. Like spell addiction, magical psychosis must be cured through magical means.
## Factions
### ![[Athar Citadel]]
### ![[The Court of the Godslayers]]
### ![[The Divinity Leech]]
## Locations
### ![[Astromundi Cluster]]
### ![[Comporellon]]
### ![[Falx]]
### ![[Armstice]]
### ![[Radole]]
### ![[Bodi]]
### ![[Ignia]]
### ![[Garrash]]
### ![[Thalassa]]
### ![[Charon]]
### ![[Alabeth]]
### ![[Nivil]]
### ![[Plata]]
### ![[Exandria]]
### ![[Terravial]]
### ![[Cruthea]]
### ![[Realmspace]]
### ![[Greyspace]]
### ![[Hadar]]
### ![[The Bonecloud]]
### ![[The Living Sea]]
### ![[Pitiless]]
### ![[The Swallowed City]]
### ![[Zess' Forge]]
## Documents
![[A_Guide_to_the_Astral_Plane_(2e).pdf]]
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