How does the Day/Night cycle work on the Elemental Plane of Fire?

So I found out, that there is a curfew every night in the City of Brass on the Elemental Plane of Fire. This makes me wonder: How does a day/night cycle work on the Elemental Plane of Fire? Is there a sun and if so, does it rise and set like a normal sun?

I’m looking for informations in any sourcebook of whatever edition of Dungeons & Dragons.

What happens to a person who is scattered to the astral plane when inside of a destroyed bag of holding

When a bag of holding is destroyed, the contents are scattered in the astral plane. If a person is inside the bag, what happens to their body? According to the accepted answer here: “Will loot you find on the astral plane while using astral projection remain when you leave it?” – you don’t have a physical form in the astral plane. Is their body gone, forever? Or do they get a new body when they enter a physical plane?

Is creating a Dimensional Plane possible in 5e without DM fiat?

I’d like to create a dimensional pocket inside my armored wagon. Duration should be permanent, but if that’s not possible longer lasting is better. It would be fine if I have to refuel it every so often.

Can wizards go about doing this, or is it up to DM fiat now?

I’m used to being able to do this in older editions through magic item creation or the spell Genesis.

Can a character/creature escape the Negative Plane without its Nightwalker being lured back to that plane?

Background: Character of approx 9th level is attempting to find something hidden in the Negative Plane. They will not have access to spells of 3rd level and higher, let alone 7th level and higher that allow for planar travel to escape the plane and so my main concern is the bag of holding effect created when placed inside an extradimensional space. However, I have included a partial description of the Astral Projection spell for two reasons, 1) because similar to the bag of holding effect it leads to the Astral Plane (albeit with the silver cord at first) and 2) to make the question more general to characters with access to higher level spells.


In MToF pg 216 included in the description of Nightwalkers is the following:

Mighty Spawn: One can reach the Negative Plane from the Shadowfell, much in the same way that it is possible to step from the Material Plane into the Shadowfell in a place where the barrier between planes is thin. Stepping into the Negative Plane is tantamount to suicide, since the plane sucks the life and soul from such audacious creatures and annihilates them at once. Those few who survive the effort do so by sheer luck or harnessing some rare form of magic that protects against the hostile atmosphere. They soon discover, however, that they can’t leave as easily as they arrived. For each creature that enters the plane, a nightwalker is released to take its place. In order for a trapped creature to escape, the released nightwalker must be lured back to the Negative Plane by offerings of life for it to devour. If the nightwalker is destroyed, the trapped creature has no hope of escape.


The description of the Bag of Holding in DMG pg 154 includes the following:

Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one way and can’t be reopened.


The Astral Projection spell in PHB pg 215 indicates the following:

You and up to eight 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).

later in the same description:

Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane.

(NB: I am ignoring that the Astral Plane does not have portals to any plane, rather just the Outer Planes, Material Plane, and Ethereal Plane as getting to the echo or inner planes is of secondary concern)


I understand that Gate and Planeshift spells can also be used to travel to other planes and would apply. I do not believe the Etherealness spell would apply, as while the Negative Plane clearly borders the Shadowfell and the Shadowfell borders the Ethereal, it is not clear to me that it can be concluded that the Negative Plane borders the Ethereal.


Accordingly, can a character/creature escape the Negative Plane without its Nightwalker being lured back to that plane?

How to incorporate the Dream Plane into Kalashtar PC playstyle (such as maybe multiclassing) [closed]

I play a Kalashtar War Domain Cleric and am interested in expanding on the Kalashtar’s connection to the Quori more.

Not looking for any particular solution, more of an interesting way to incorporate the DreamScape and Kalashtar lore with the Quori into the play and story of the campaign more.

Open to any wild ideas

Can there be portals in the Astral Plane that lead to the Elemental Planes?

In the spell description of Astral Projection (PHB pg 215) it indicates the following :

Your astral form can freely travel through the Astral Plane and can pass through portals there to any other plane.

However, in the Astral Color Pools table (DMG pg 47) there are no color pools leading to the the Elemental Planes (or the Shadowfell or Feywild). The description of "color pools" refers to them as "gateways".

Finally, in the description of relevant planar travel spells (DMG pg 46) it indicates the following :

And the astral projection spell lets adventurers project themselves into the Astral Plane and from there travel to the Outer Planes.

Accordingly, can there be portals in the Astral Plane that lead to the Elemental Planes?

Can Plane Shift be used to transport from mordenkainen’s magnificent mansion to the same plane the mansion was created?

The text of Mordenkainen’s Magnificent Mansion (mmm) states:

You conjure an extradimensional dwelling in range that lasts for the Duration.

Plane Shift states:

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence.

Can a party plane shift from the mansion to the same plane they where in when they created the mansion? i.e. they create the mansion in the material plane, go into the mansion and then plane shift to a new location in the material plane?

Are there any 5th edition elemental plane rules or details?

I have been reading through Volos Guide to Monsters and Mordenkainen’s Tome of Foes and gained a lot of interesting knowledge of various facets of the D&D universe, namely the 9 hells, abyss, feywild, etc. Even the Astral Plane is covered in both the Mind Flayer and Gith sections of those books.

However one area that I have not yet found any detailed information on are the elemental planes.

Has this information been published in a D&D 5th edition book yet, or is it something we are waiting on? I am specifically looking for details on the various details of each of the elemental planes, ideas for running adventures in each, the population centres and what they consist of (for instance I know historically there is a city in the Fire Plane), the native inhabitants and how they exist and live in each plane.

I know there are brief descriptions given in the PHB and DMG. I am looking for anything of more detail that may have been published in 5th edition. Or, failing that, suggestions of previous editions sourcebooks I can mine for information.