Astral Adventuring
Currents
Invisible flows of psychic energy that permeate and swirl around the astral plane.
- Creatures move up to 10x faster when moving with the current (or faster).
- Vessels designed to ride on these currents are called astral cruisers.
- They can use the currents to move at travel speed.
Distance and Measurement
- Ranges are measured in yards, rather than feet (3x increase).
- Areas of spell effects, blasts, etc. are still measured in feet.
- Movement rates:
- For creatures - measured in feet.
- For vessels - measured in yards.
Missile Weapons
- Gain an additional attack range option, Distant:
- -4 to attack rolls.
- Range is 1 mile.
Fragments
Pieces of other planes (usually floating) in the astral plane. The shape is typically determined by the plane of origin:
- Fire: Fragments from the elemental plane of fire are usually globes of elemental fire (used in Dwarven fire engines and some Drahki weapons).
- Water: Fragments from the elemental plane of water are usually globes of water.
- Earth: Fragments from the elemental plane of earth are usually irregularly-shaped chunks of rock and dirt.
- Large fragments of earth are called islands, and often used to support a stronghold or outpost in the astral void.
- Air: Fragments from the elemental plane of air are usually globes of air (used to supply some ships traveling to airless planes)
- Chaos: Fragments from the elemental plane of chaos are usually jet black globes, and tend to function as spheres of annihilation.
- Law: Fragments from the elemental plane of law are usually globes of crackling, radiant energy.
- It’s believed that these arise spontaneously when a fragment from the plane of chaos appears, and are equal in size to the chaos ones.
- When a fragment of law and chaos are combined, the resulting release of energy looks like white and black lightning, and can be seen for thousands of miles around.
Gravity
- Subjective, with capable creatures (INT 5 or greater) able to change “down” with a thought (CHA check if under duress).
- Falling speed is INT x 30’ / combat round, specific maneuvers require a CHA check.
- Objects float in space unless able to move on their own (as above) or acted upon by an external force.
- Unintelligent creatures fall “down” at 100’ / round.
Languages
- Alignment languages are the same throughout the multiverse.
- The same version of Common is spoken throughout the multiverse, with only the perceived accent of a speaker changing (along with certain slang).
- Each racial language spoken and written on a given plane is a dialect of that same language on other planes.
Outposts
A stronghold, shop, or town in the astral plane, usually established on a large island.
- Those interested in trade will have one (or more) docks for passing ships.
- Outposts with permanent portals to other planes are called ports.
Portals
Usually manifest as flat, shimmering discs of various colors that appear to float in place.
- Can be used by passing through to arrive on the destination plane.
- May lead to any other plane (Inner, Outer, or Material).
- Each different destination has its own color, and a portal leading to a character’s home plane will always look silver to them.
- Most portals (99%) are temporary, lasting 1d20 hours.
- Most portals (99%) are one-way, and only visible (when open) from the entry side, but become two-way for 1d4 rounds after being passed through.
- An open portal may be be closed or made translucent (allowing characters to see the other end for one turn) with a successful CHA check within 60’ of the portal.
- Temporary portals which lead from the astral to other planes are called pools.
- Permanent portals which lead from the astral to other planes are called ports, and are usually established on a island and attached to an outpost.
Temperature
The ambient temperature in the astral plane tends towards the tepid side for most humans and demihumans, being roughly equivalent to a warm spring day in a temperate climate.
Time
- Time is quickened: 3 rounds pass in the astral plane for each round that passes in a material plane.
- Spells cast in the Astral plane appear to last 3 times as long as listed
- The effects of time don’t happen while on the astral plane. This means that characters in the astral plane:
- do not age,
- do not need to breathe,
- do not need to eat or drink (which also means that they can’t expend a ration to heal), and
- only need to sleep for 30 phase-minutes each phase, although they still need to rest for an entire shift (8 phase-hours), and only gain 1 HP back after resting and sleeping.