THOUGHT PHYSICAL SPIRITUAL

Beyond Destination

THE PLAYER'S HANDBOOK

CONTENTS
  1. ·Preface
  2. ·1 — Character creation
  3. ·2 — The general law of the multiverse
  4. ·3 — What varies between universes
    1. Magic can be strong, weak, or absent
    2. Crossing over changes things
    3. Realities are built almost the same
    4. The same element can be filed differently
    5. Belief shapes reality — slowly
    6. The same thing can have a different name
    7. Minds are not all the same
    8. When in doubt, ask

3 — What varies between universes

The multiverse holds an infinite number of realities. They all obey the same laws from section 2 — but to varying extents. Your GM's campaign takes place somewhere specific, and that place has its own settings.

Do not assume your world's physics are everyone's. What works at your table may not work one reality over.

Magic can be strong, weak, or absent

One reality may have magic and the next may not. Two realities that both have magic can still differ in how easy it is to reach.

In a reality with no magic, there is no casting at all. If you want a fireball there, build it the physical way.

But only magic stops. Cosmic power and psychic power are separate channels, so they can still work in a world where magic does not.

Crossing over changes things

Move into a reality with different magic rules and things can go wrong. One way of casting might be the only one that still works. It might misfire. Both might adapt. It depends on how the rules changed — there is no general rule that one style of magic always travels better.

Some powers only work inside a universe. Outside all of them, those powers get nothing back. Which powers need a universe and which do not is something a character can learn.

Realities are built almost the same

Most realities are put together in nearly the same way, so the same planes usually turn up in each one, in some shape or form. A plane that exists in only one reality is the exception, and it will be named as one.

"Almost the same" is not "the same." The details are where they differ.

The same element can be filed differently

Elemental planes come in a core set — Fire, Water, Earth, Air, Light, Shadow, Life, Death — and that list is not closed.

Lesser elements are usually part of a bigger plane. Ice belongs to Water. Metal belongs to Earth. Growth belongs to Life. Lightning belongs to Air.

But that can change from one reality to the next. Ice is water, and would normally live on the plane of Water — but in some realities it has a plane of its own. Do not assume the way one world sorts its elements is universal.

Belief shapes reality — slowly

Enough minds holding the same idea can help give that idea a real shape. But it takes an enormous number. Making a single creature real this way takes something like millions of people.

So a reality's cultures and beliefs do leave a mark on it — over great numbers and long spans, not overnight.

The same thing can have a different name

The planes of emotion and feeling — anger, courage, will, virtues and sins — exist in every reality. What they are called depends on the reality. One world calls a plane Wrath. The next calls the same plane Fury. A third calls it the sin of Ire. It is the same place, named locally.

What they look like depends on the people. The shared beliefs and feelings of a reality shape how those planes appear. The name comes from the reality; the look comes from its people.

Minds are not all the same

The rules for how much a caster can hold in mind at once are based loosely on humans. A being with a very different mind may carry that weight differently. That is fair, and your GM will say how it works for yours.

When in doubt, ask

Your GM decides where your campaign sits and how its reality is set. If you are not sure whether something works where you are, ask. Asking is always part of the game.

FROM
THE
CANON

Kept by the Lore Keeper · every law carries the message where the Game Master spoke it.
Canon edition 45a9769a · 33 sections · bound 5 Oct 2026