abstract
| - The many planes in the cosmology of Toril had traits that greatly differentiated them from the Prime Material Plane with which most adventurers were familiar. Depending on your abilities, race, and even faith the different planes could be warm, welcoming places, or manifestations of pure horror. In 1st and 2nd edition D&D, planes were not categorized by specific traits but instead were described in terms of survival: breathing, time, food and drink, gravity, direction, vision and senses, and movement. Third edition codified the various survival factors into "physical traits" and added traits relating to the elemental planes, alignment, and magic. In addition to those four categories, the Forgotten Realms World Tree cosmology added a "faith trait" that, for some planes, replaced the alignment trait. In 4th edition, the alignment system was overhauled to just four alignments and "unaligned".
* Physical Traits: set the laws of nature, including gravity and time.
* Elemental and Energy Traits: determined the dominance of particular elemental or energy forces.
* Alignment Traits: described the strength or weakness of moral (good/evil) and ethical (lawful/chaotic) forces permeating a plane.
* Magic Traits: described the efficacy, predictability, difficulty, and magnitude of magical effects.
* Faith Trait: the degree to which non-believers, heretics, and infidels (relative to the deity or deities that inhabit the plane) were hindered when performing certain skills or interacting with the inhabitants of the plane.
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