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Once there you can go into the Deep, travel to your destination, go into the Border, and cast the spell to get out. But it makes etherealness virtually worthless by comparison, because the only advantage it then has is that it automatically brings you back from the Border Ethereal at the end of it's duration and that's only an advantage when you want it to be. Now there is a reason for the design decisions of etherealness.
The spell is designed for tactical use. It's supposed to be used to interact with the Material Plane. Spying, bypassing barriers, etc. It isn't really a travel spell. So it makes sense at it's level given what it does, but it is problematic to balance a travel spell against it. Basically, a travel spell has to not step on its toes. There was a sense of up and down but no real gravity existed. Objects released from possession would hover where they were dropped; it was impossible to fall in the Ethereal plane.
Each Inner plane and demiplane had a curtain with a unique color. The Prime Material plane's curtain was turquoise. For every ten hours spent in the Deep Ethereal only one hour passed on the other side of the curtain. Metabolic and other natural processes slowed down also, so it did not feel like ten hours, when you crossed back through a curtain into a Border Ethereal you were only an hour older and an hour hungrier.
Powerful wizards , technologists, or demigods could also bend the proto-matter to their will and create a demiplane. Most demiplanes eventually collapse into themselves and break up or merge with another Inner or Prime Material plane. Unlike the Great Wheel version, you could pass through all solid objects, including living creatures, and you could hear the Material plane. A phase door spell could be used to create a passage through the Ethereal, and Leomund's secret chest could temporarily stash a container in the Ethereal.
Travelers could move along surfaces just as if they were on the Prime Material Plane but could also move in any direction by willing it so. Normal Time: same as the Material Plane. Alterable Morphic: if you can find anything to alter. Mildly Neutral-Aligned: no circumstance penalties. Normal Magic: spells and abilities worked as usual but could not affect the Material Plane. Certain creatures dwelled primarily on the Ethereal Plane.
When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, . Description. The ‘Inner Sea’ of the planes, the eternal fogs of the Ethereal Plane wash over all the Inner Planes. It is the echo of the Material Plane, a realm of memory and ghosts. Items . Nov 6, · If you cast this spell when you are in the Ethereal plane then this spell has no effect, rather than sanctuary 5e. At Higher Levels Using a spell slot of eighth level or higher to .