Ethereal Plane

The Ethereal Plane is a misty and fog-bound dimension. Most of the mist is white and you see things as though looking through frosted glass. There are wisps of color, and a large collection of one color is known as an Ethereal Curtain which indicates a portal between the Boarder and Deep Ethereal.

Illusions here last without concentration and there’s a 5% chance that any illusion created becomes real, taking on a life of its own beyond the caster’s control.

Boarder Ethereal
The “shores” of the Ethereal Plane, the Boarder Ethereal overlaps with each inner plane. From here, a creature can see into whatever plane it overlaps, but it appears foggy and blurred. Visibility is limited to 60 feet. Travelers are invisible to creatures on the other plane and you can walk through objects (but not creatures) so long as they are not covered in lead or magical force.

On the Boarder Ethereal, a creature can choose to obey the gravity of its overlapping plane or not. A creature can choose to sink into the ground but is generally suggested to be avoided as they are blinded by the material and it is quite easy to lose track of up and down.

Deep Ethereal
Visitors to the Deep Ethereal are engulfed by roiling mists – visibility is limited to 30 feet. Scattered throughout are curtains of vaporous color, each connected to a different part of the Boarder Ethereal connected to a specific inner plane. There is no gravity and distances are meaningless. A trip from one plane to another through the Deep Ethereal takes 1d10 x 10 hours.

Ether Cyclones
An ether cyclone is a serpentine column that spins through the plane. The cyclone appears abruptly, distorting and uprooting ethereal forms in its path and carrying the debris for leagues. Travelers with a passive Wisdom (Perception) score of 15 or more receive 1d4 rounds of warning: a deep hum in the ethereal matter.

Travelers who can't reach a curtain or portal leading elsewhere suffer the cyclone's effect. Roll a d20 and consult the Ether Cyclone table to determine the effect on all creatures in the vicinity. The most common effect of an ether cyclone is to extend the duration of a journey. Each character in a group traveling together must make a DC 15 Charisma saving throw. If at least half the group succeeds, travel is delayed by 1d10 hours. Otherwise, the journey's travel time is doubled. Less often, a group is blown into the Border Ethereal of a random plane. Rarely, the cyclone tears a hole in the fabric of the plane and hurls the party into the Astral Plane.