Etherealness

A
Utility

Etherealness is a Utility spell. Utility spells solve problems outside of combat or provide unique situational advantages.

See all Utility spells →
spell for phasing through the world, granting
free movement

Etherealness is a Mobility spell. Mobility spells augment or allow for new ways of moving.

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and letting you carry
multiple willing creatures

Etherealness is a Multi Target spell. Multi Target spells have an area of effect or can explicitly target multiple allies or enemies.

See all Multi Target spells →
.

2024 Rules

Level & School
7th-level conjuration
Casting Time
Action
Range
Self
Components
V, S
Duration
Up to 8 hours
Classes
Bard, Cleric, Sorcerer, Warlock, Wizard

You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can't see anything there more than 60 feet away. While on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren't on the Ethereal Plane can't perceive or interact with you unless a feature gives them the ability to do so.

When the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.

This spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.

Using a Higher-Level Spell Slot. You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.

2014 Rules

Level & School
7th-level transmutation
Casting Time
Action
Range
Self
Components
V, S
Duration
Up to 8 hours
Classes
Bard, Cleric, Sorcerer, Warlock, Wizard

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.

You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.

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, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.

Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.

Etherealness 5.5e 2024 vs. 5e 2014 edition differences

The 2024 version no longer lets you end Etherealness early by using your action to dismiss it. Also, when it ends, the return clause now covers occupied spaces more directly, but it works the same at the table.

Spells similar to Etherealness

  • Plane Shift 7th-level conjuration

    Both are high-level conjuration options that move you (and others) between planes or places and serve primarily as out-of-combat travel and escape tools.

  • Astral Projection 9th-level necromancy

    This spell likewise sends you and companions off your current plane for an extended period, trading normal interaction for movement and safety on another realm.

  • Teleport 7th-level conjuration

    Teleport is another same-tier, instant relocation spell used to reposition yourself or a group for strategic travel rather than direct combat effects.

  • Demiplane 8th-level conjuration

    Demiplane creates a private extradimensional space you can enter and leave, offering a long-duration, planar-type utility similar to stepping into the ethereal border.

  • Mordenkainen's Magnificent Mansion 7th-level conjuration

    Both conjure a separate, protected space you can enter for safety and downtime, providing noncombat utility and shelter rather than offensive power.