Wildspace and the inhabiting celestial bodies and phenomena are the only known plane of existence.
Gravity is either non-existent or subjective within Wildspace, depending on the size and shape of the object.
o Without the Freefall
Feat , most actions suffer a -4 penalty in zero gravity (attacks, skill
checks, initiaitive rolls, ability checks, as well as losing Dex bonus
to AC.), and actions in a low-gravity environment suffer a -2 penalty.
The character does not threaten the area around them and cannot perform
attacks of opportunity, while any action he takes provokes one.
Normal Time
This trait describes the way time passes on the Plane. One hour on a
plane with normal time equals one hour on the Material Plane. Unless
otherwise noted in a description, every plane has the normal time
trait. What differs is the rotation of planets, resulting in differing
times in a week, month or year. Each system has its own calendar
(but for sake of game play, players are on Brielas time).
Wildspace is typically
as cool as a mild summer's day, though there are areas where it is
notably warmer or colder than the norm. Many sages believe that the
older a section of the Void is, the warmer it becomes. There are no
seasons in Wildspace, though the closer a ship gets to a sun or a star,
the warmer the temperature becomes. Landing on a fire body would
conceivably be similar to entering the Elemental Plane of Fire, while
certain water bodies are cold enough to be nothing more than a ball of
ice.
Alterable morphic.
On a plane with this trait, objects remain where they are (and what
they are) unless affected by physical force or magic. You can change
the immediate environment as a result of tangible effort.
There are however sections of Wildspace that follow varying Morphic
Traits (see Morphic Planar Traits)
Fire burns normally
within the air-envelope surrounding a ship or planet. Outside of that
envelope, however, is a vacuum that will not support combustion.
Magical fire (such as the fireball spell) functions normally in space,
since it involves the sudden creation of fire that does not require
oxygen or a source of fuel. However, it can not cause other materials
to burst into flame.
Restricted Magic
Divine
or priestly magic functions normally in the Wildspace of a priests
native sphere, but is severely hampered when entering the far reaches
of space. A priest receives their spells through a connection with
their deity, whose efficacy diminishes the further they are from their
deities power center in Wildspace (see Icons (magic items)).
Specifically,
priest spells of 3rd level and above are not available in places where
their god has no worshipers. Faced with this problem, priests have
developed a magical item called an icon. These are portable altars that
can store the divine energy of their god and transform it into the
higher-level priest spells when the god's own bestowal is not available.
Long
Range Teleportation and Extra-Dimensional magic that connects to other
places and planes, whether summoning outerplanar creatures or enabling
extra-dimensional travel does not function in Wildspace. Short range
abilities such as Dimension Door, Blink, etc. work normally. These
abilities work normally within (limited to) a Gravity Plane (whether
planetary, ship or other large body with a gravity plane).
Long
Range Communication or Divination like abilities are also inhibited.
Thus effects like Telepathy, Mind-Link, Scrying, etc. do not function.
These abilities work normally within (limited to) a Gravity Plane.
Flight
from natural or granted abilities do not work within Wildspace unless
the creature possess a Tactical Speed Rating and/or a Spelljamming
Speed Rating/Feat. These abilities work normally within (limited to) a
Gravity Plane.
No Elemental or Energy Traits (specific locations may have these traits, however)
Vision and Lighting
Wildspace
is considered to be in a constant condition of Shadowy Illumination (as
per the PHB).In an area of shadowy illumination, a character can see
dimly. Creatures within this area have concealment relative to that
character. A creature in an area of shadowy illumination can make a
Hide check to conceal itself.