In this example the air above the water is the astral plane.
Some notes about the planes in these lists: The Astral Plane. The Astral Plane is the space between the planes. Many creatures do not carry over directly to D&D 5e and will need to be substituted, replaced or deleted as necessary. You won't burn, freeze or suffocate just from being there. The plane is described in The Plane Above: Secrets of the Astral Sea, released in 2010. You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The astral plane, also called the astral realm or the astral world, is a plane of existence postulated by classical (particularly neo-Platonic, where it originated), medieval, oriental, and esoteric philosophies and mystery religions. The astral self is a translucent embodiment of the . Also and 5e you would find the elemental plane inside the same section as material, fey wild, and shadowfell just not touch but connected by deep ethereal. When the astral snapper enters the victim’s body by opening a portal in it to the Astral Plane, many of the creatures believe the astral snapper has simply broken off its attack and vanished.
The material body that you leave behind doesn’t need food or air and also it doesn’t age. Therefore, in the light of "effects only do what they say", creatures are not killed by being sucked into the astral plane. In case you are already on that plane, then the spell fails and the casting is wasted. You are now on the Astral Plane. In the Forgotten Realms setting, the Astral Sea was formed from the collapse of the Outer Planes into the Astral Plane after Mystra's murder, while in Eberron , the Astral Sea is equated with Siberys, the Dragon Above. monk’s psyche and soul. The astral plane is not inherently hostile to living creatures. One can reach the Astral Plane through Plane Shift while taking their physical bodies with them. Even spells that allow instantaneous movement across a plane briefly touch the Astral Plane. Astral snappers hunt by means of stealth and ambush, while seeking out lone travelers. Occasional chunks of land float aimlessly throughout the expanse. The room looks exactly as it does in the material world, but the air is like ether. Clouds billow up in bank after bank, swelling into grand thunderheads and dissipating into wisps like cotton candy. To move between planes you have to enter the astral plane and come back down. The Elemental Plane of Air is an empty plane, consisting of sky above and sky below. Your vibratory rate is such that you are above the lowest astral sub-planes but for our purpose here, you will intentionally lower your vibratory rate so that you may "see" what lies on the lowest sub-planes. When a character moves through an interplanar portal or projects her spirit to a different plane of existence, she travels through the Astral Plane. Yes - ish. The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age. As a result, the form of an astral self reflects the mind of the monk who manifests it. The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age. This pdf table made for D&D 3.5e and this compilation made for D&D 3e, are very useful for D&D 5e as well and I intend to use them for guidance in an upcoming 5e campaign. You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). Forms of Your Astral Self .
Astral Projection 5e. Up to 8 willing creatures within range and you project your astral bodies into the Astral Plane. The wind pulls and tugs around the traveler, and rainbows glimmer in the distance.