The ASTRAL PLANE



 
 
 
 
 
 
 
 
 
 
Reaching the Astral Plane
Physical Travel in the Astral Plane
Color Pools <color link>
Survival in the Astral Plane
Movement in the Astral Plane
Encounters in the Astral Plane
Combat in the Astral Plane
Magic in the Astral Plane
Player Characters
Features of the Astral Plane
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Manual of the Planes

    The Astral plane consists of other-dimensional nothingness, a
barren expanse extending in all directions. The only breaks in
this bleakness are small islands of matter broken off from their
native dimensions and occasional wide, spinning columns of
astral conduits, also called wormholes. Wormholes link the outer
planes with each other and with the PMP. The
Astral is little more than a plane of transit, a means of moving
between the inner and outer planes. It is also secondarily a home
for extra-planar creatures. The plane has precious few native
creatures, and the only Deity that makes his home here from
DDG is Anubis of the Egyptian mythos.

    A traveller finding himself in the Astral sees a bright, well-lit
grayness that extends in all directions, as if he is within a thick silver
atmosphere. The Astral material is very clear, and vision is
unimpaired by physical limits. The plane is incredibly grey
and dull, save for color pools, other travellers, and conduits to other planes.
Pools are readily accessible portals into the other
planes of existence. Other travellers are natives of other planes
who have found a way into the Astral. Conduits resemble
water spouts on a stormy day at sea, their ends lost in vast
expanses of grey at either end. Wormholes are interdimensional
vortices that link the outer planes with the PMPs
in much the same way that elemental vortices link the PMPs
w/ the inner planes. In this case, however, the
conduit exists through a third plane, the Astral. Conduits and color pools are
xplained in more detail in the Encounters section.

    The Astral has no gravity, though objects retain their
masses here and can be thrown at normal velocities. This is different
from the neutrally buoyant Ethereal planes and the self-determined
gravity of the inner planes. This weightlessness
requires some acclimation, and there may be difficulty in performing
some actions until that acclimation is made. Beings can
MOVE by pushing off large objects, but most usu. MOVE by concentrating
on where they want to go (see page 64). <>

    The Astral plane can be reached from almost any point in the
Prime Material plane and most points in the first (closest) layers
of the outer planes. Entering these planes is normally done
through color pools that open onto particular areas of the destination
plane. Unlike the situation in the Ethereal, a being's living
form can exist only in the Astral or the other plane--it cannot exist
in both simultaneously. The Astral plane cannot be reached from
any of the inner planes. It can be reached from the Ethereal plane
only through ether cyclones, which create temporary ruptures
between the Astral and Ethereal.

Reaching the Astral Plane
    The Astral plane and those powerful realms that lie beyond it
are generally reached by two very different means. The traveller
can reach this plane either by projecting his astral form into the
plane or by physically entering the plane. Either method can be
accomplished by spell, psionic ability, or device, and each has
similarities, advantages, and disadvantages. Unless otherwise
noted, rules that apply to a traveller (as opposed to an astrally projecting or
physical traveller) apply to both forms of travel.

Reaching the Astral by Projection
    Projecting one's astral form is the healthiest method of travelling
to the Astral plane. This method, using the astral spell or the
psionic ability astral projection, separates the astral self from the
traveller's body. The astral self, bound to its original body by a silver cord,
can then  the Astral plane and travel through it into
the outer planes. Travel by this fashion has a great advantages in
that the traveller does not risk his real hide--if the astral form is
slain or destroyed, the traveller's psyche returns to his original
body. Further, the traveller can voluntarily return to his original
body if there is a horrendous danger or hazardous situation to
confront. This return takes 1d100 melee rounds, but it can be
delayed by the forces of a psychic wind.

    The astral form appears on the Astral plane as a translucent,
white, humanoid formm. This form is solid and treated in most situations
in the astral as a physical body. Springing from the back of this
astral form is a silver cord that connects the traveller with his
physical body on the PMP. This cord is visible as
a translucent white string that stretches back about 10 feet and
then becomes both invisible and intangible. The silver cord can be
stretched to any length, but it is not truly solid in the same fashion
as the astral body, and as such cannot be attacked or broken
except under special circumstances.

    An individual's astral form includes the traveller's body and the
astral forms of any magical items. Magical items includes items
that are magical in nature and those that are under a spell effect,
such as a light spell, or Nystul's magic aura. All other items are
left behind. Those wishing to bring along sufficient equipment for
adventures beyond the plane, or at least sufficient clothing, are
advised that an enchantment or alteration spell placed upon
these items is recommended to insure safe && modest travel.

    Objects that the astrally projecting traveller finds in the Astral can
be brought into the Prime Material or outer planes, provided
they do not exceed the traveller's normal encumbrance limits. A
projecting traveller cannot bring a castle out of the Astral plane,
but he can return to his physical body with a chest of gold.

The disadvantages of astral projection are several. The first is
the care of the physical body. A physical body without its astral
component does not age, nor require food, water, or air. A
detect life reveals that the character is alive, otherwise he <source the spell>
appears to be in a state of suspended animation that resembles a
feign death spell. The body can be physically moved while the
astral form is absent; the astral form will return to its body wherever
it has been moved, provided it remains on a plane accessible
from the Astral (an astral form cannot rejoin its body if that
body is placed in the Ethereal, for example). The physical body is
subject to normal damage, which the astral form is not aware of at
the time the damage is inflicted. If the physical body is slain, the
silver cord disappears and the character dies in 1d10 turns.

    Another danger of projecting the astral form is possession. A
great many extradimensional creatures, incl. those with
magick jar abilities, can enter the PMP by possessing
the body of a traveller whose astral form is out to lunch
(there is a 1% chance of this occurring each time a character
ventures into the Astral). The silver cord is not cut in this case and is
still visible to those who have true seeing or similar spells. The
traveller cannot regain his own body until the intruding spirit has
moved out voluntarily, or has been exorcised. The wise traveller
usu. finds a safe location guarded by trusted {friends} who
either have code words or divination spells to ascertain that the
correct essence comes home. (Possession is also a danger to
uninhabited bodies within the Astral plane, as detailed in the
notes on the astral searcher at the end of this chapter.) <>

    The third danger to the traveller using astral projection is the
snapping of the silver cord that links the body to its astral form.
The ways to sever the cord are fortunately very few:
The psychic wind at its most powerful, the silver swords of the
Githyanki, and the will of a Lesser or Greater Deity.

    The snapping of a silver cord has disastrous effects. The traveller's
astral form dissolves into the plane in 1d10 turns, leaving
behind the astral entities of those magical items brought into the
plane. The body in the Prime plane perishes, and is irrecoverable
(except for wishes). Any magical items that were taken into the
plane rot and evaporate with their enchantments GONE, SAVE for
artifacts, which return to the Prime plane with their powers intact.

    The psionic skill astral projection allows only the user to project
the astral form, as do most devices of this type. Some devices,
and the astral spell, permit the caster to TAKE others along with
him. At the START of the spell, the caster and those accompanying
him must hold hands, but they can separate once they enter the
Astral plane. The silver cord runs to the caster, and then out to all
the other members of the party. If the cord to the caster is severed,
all those connected to him are destroyed as above. If a cord
from the caster to a felow traveller is severed, only that fellow
traveller perishes.

    Remember that 1d10 turns pass between the severing of the
cord and the dissipation of the astral form. If the astral traveller
can reach a color pool to another plane and form another body,
his dissipation and death can be avoided. See color pools.

    If a traveller's astral form is slain, he immediately returns to his
original body. The traveller then falls into a coma for 1d4+1 days,
during which only a wish or alter reality will awaken him. At the
end of this time, a system shock roll is made. If it fails, the individual
dies. If the system shock roll succeeds, the character regains
consciousness with the following restrictions.

    * Regains consciousness with 1 HP.
    * No spell casting until at least half HP are regained.
    * Movement reduced by half until half HP are regained.
    * Attacks with a -4 penalty until half HP are regained.

    Healing magick can bring the victim up to full HP, but
all penalties remain in effect until enough time has passed for the
victim to have regained half his HP without curative magick.
(This time is measured in terms of true time.)



 

Physical Travel in the Astral Plane

    The traveller using most plane-spanning devices, as well as the
spell plane shift, and the psionic ability probability travel, can
bring his body into the Astral and make his way about in that
plane. Creatures and objects blown into this plane from the Ethereal
by an ether cyclone lose their ethereal status and are treated
as physically travelling through the plane. The advantage of this
is that all possessions are brought along, regardless of magickal
status and that there is no silver cord to threaten the traveller's
safety. The disadvantage of this method of travel is that the traveller's
body can be damaged and slain normally.

    In the Astral plane, the physical body appears normally, in its
natural colors. The physical body has no silver cord. Both astral
forms and physical body can pick up an astral object or combat an astral foe.

    Because the physical form in the Astral plane has no silver
cord, the physical astral traveller must find a color pool to his
home plane and USE it to get back home.

    The probability travel psionic ability only permits the traveller to
find other alternate PMPs that have portals on
the Astral. This particular psionic talent causes other color pools
to be invisible to the traveller. Passage through such portals is
impossible. The traveller using this psionic ability can only
move through the Astral to other Prime Materials.

Colour Pools

    The gateways to the myriad alternate PMPs
and the first layers of the outer planes appear as two-dimensional
pools of rippling colors. These range in size from 10-60 feet in
diameter. They are visible from only one side, so that a traveller
approaching from the "blind side" can pass through a color pool
without realizing it (the effects of this are discussed under color
pools in the Encounter section page 66).

    Travellers who enter the Astral always find themselves near a
pool of silvery color. In the case of those projecting into the Astral
their silver cords lead back into that pool. Silver pools that ripple
like mercury in a pan always lead to the plane the traveller projected
from. The gateways to other planes can be identified by color,
as follows:
 
D20 Roll Name Colour of Colour Pool
1 Concordant Opposition Leather Brown
2 Happy Hunting Grounds Emerald (Faceted Green)
3 Olympus Sapphire (Faceted Blue)
4 Gladsheim Indigo
5 [Limbo] Jet (Reflective Black)
6 [Pandemonium] Magenta
7 [Abyss] Amethyst
8 [Tarterus] Olive
9 [Hades] Rust
10 [Gehenna] Russet
11 [Nine Hells] Ruby
12 [Acheron] Flame (Bright Orange-Red)
13 [Nirvana] Diamond (Faceted Blue)
14 [Arcadia] Saffron
15 [Seven Heavens] Gold
16 [Twin Paradises] Amber
17 [Elysium] Opal
18 [Prime Material] Silver
19 [Other Prime Material] Other Metallic Colors
20 Ethereal Spiraling White

    Portals to one's own PMP are always silver.
Those to alternate PMPs are other metallic colors,
such as bronze, gunmetal, tarnished silver, or brass. The
same is true for creatures of alternate PMPs:
their home portals always appear silver and those of others are other
metallic shades.

    The portals to the Ethereal look like milky water flowing in a spiral
pattern. What the astral traveller is seeing is the end point of an
ether cyclone, where it disrupts the barrier between the Ethereal
and Astral planes. Individuals passing from the Ethereal to the
Astral are treated as physical-form travellers (they lose their ethereal
nature). Travelling from the Astral to the Ethereal in physical
form endows the travellers with etherealness. Travelling from the
Astral to the Ethereal in astram form results in the creation of an
ehtereal body in a similar fashion to creation of a body in the outer
planes. The ethereal-astral form cannot reenter the Prime Material
plane in which the original body resides. In either case, the
traveller from the Astral to the Ethereal finds himself in the middle
of the ether cyclone, with all resultant effects and penalties
(including sudden and violent expulsion back into the Astral or
other plane of existence).

    The above color pool determination is standard for the AD&D
game and will be used in general discussions. DMs can alter the
preceding color scheme to allow the characters in their worlds
the excitement of discovering the planes. The only constant
should be the silvery nature of the home plane.

    A color pool can be used to VIEW the plane before entrance is
made. For those travellers using projection, only the caster of the
spell can VIEW through the color pool, while for those physically in
the planes (or in the cases of multiple casters of projecting abilities),
the individual with the highest INT controls the color pool's
viewing. If two individuals of equal INT are attempting to
control a pool, it does not view into the regions beyond.

    To see the plane beyond a pool, the viewer must apply mental
concentration when within 30 feet of the pool. The force of this
concentration causes the pool to become transparent, revealing
a viewing AREA about 1d4 x 100 yards above the landscape of the
plane being viewed.

    The precise location of the viewing portal on the plane is set by
the user of the color pool. A percentile roll is then made by determine
how close he is.
 
D100 Roll Result
1-50 On TARGET--100 yards above the surface of the AREA being viewed
51-75 Close--1d4 x 100 yards above the surface and within 1 mile of the AREA desired
76-95 Fair--1d4 x 100 yards above the surface and 10d10 miles away from the desired AREA
96-00 Way off--1d4 x 100 yards above the surface in a completely different parta of the plane

    Once a color pool is used to VIEW a specific scene, that pool is
set to the AREA being viewed for one Prime Material day, regardless
of whether the scene is the one desired or not. After that day
has passed, another attempt can be made to bring the viewing
point to the desired AREA. Alternatively, the traveller can set out
again the Astral plane and LOOK for another color pool leading to
the same plane. There are an infinite number of color pools leading
to the planes adjacent to the Astral.

    It is possible to form viewing portals inside large structures w/
high ceilings (50+ feet high), though a thin film of lead can prevent
the formation of a portal. Any viewing of the Ethereal plane
reveals the inside of an ether cyclone, w/ no way of moving the
viewpoint elsewhere (the cyclone moves with the viewer). There
is also a 10% per round cumulative chance of the concentrating
traveller and all within 30 yards of the portal being sucked into the
heart of the ether cyclone, with all effects of that storm taking
immediate effect on the travellers.

The concentrating traveller can MOVE the portal about as if it is a
disembodied observer. It moves at a rate of 10 times the traveller's
INT in yards per round. An individual with an INT
of 17 can MOVE the pool's viewing point 170 yards per round.

    This swift movement of the viewing point enables the traveller
to VIEW large areas, but there are limitations.

    * The viewing portal cannot pass through solid objects in the
plane being viewed. It must also have sufficient space to pass
through an AREA of the same diameter as the pool. In other words,
a 10-foot-diameter pool could NOT fit through a <five> foot by <five> foot
window and the traveller can see inside. The traveller can control
the movement but NOT the size of the viewing portal.

    * The viewing portal only moves forward. It can spin on its axis
to a new orientation, but cannot MOVE sideways or backward.

    * Areas of intense magickal activity, such as a MU's
research AREA or an alchemist's lab, SLOW movement to a max.
of 10 yards per TURN. A city that contains a high pop. of
spell casters, a MU's college, a thriving clerical class, or a
powerful extradimensional being also slows the portal to 10 yards
per TURN.

    * Certain creatures can USE their attack forms through these
pools to affect the viewer (see below).

    * Individuals of great power can become aware of the intrusion
and shut off the portal. Those of the same INT as the
pool's controller can cause the pool to fog over for as long as they
concentrate on it. Those of higher INT can shut the pool
down entirely, causing it to collapse at 10 feet per round until
it completely disappears. The viewer is given the choice of entering
the pool before it shuts or of finding another pool. Silver cords
that reach through a pool that closes or fogs over are unaffected,
though in the former case the traveller must find another such
pool leading to that plane to rejoin his body.

    These astral viewing points are invisible to those in the viewed
plane, but they can be revealed by spells such as detect invisible
and true seeing and magickal items such as dust of appearance.
Creatures that detect invisible as a natural ability or as a result of
level can also detect the presence of astral viewing points.

    The viewer in the Astral plane is generally immune to attacks
from the other plane. The exceptions to this are those creatures
such as the basilisks, gorgons, cockatrices, and similar beings
whose attack forms affect beings in the Astral plane. Such creatures
have the ability to perceive astral portals into their planes
and attack through them.

    Of the astral-affecting creatures, those that make physical
attacks do so against AC 0, while those with gaze or breath
attacks need to have the viewing portal in the range of their
breath or gaze weapons. Only the viewing point need be within
range--those who are watching can be up to 30 feet from the point and
still be affected. All those watching through a pool that
is attacked must roll successful saves vs. Petrification or
be affected. Companions who are not viewing through the color
pool are unaffected.

    As an example, a cockatrice attacks a viewing point that leads
to a silver-colored pool on the Astral plane. An attack is made
against AC 0 and a hit is scored. On the other side of the pool are
three characters, two of whom are observing the pool .Those two
observers must roll a successful save vs. Petrification or
be turned to stone. A traveller with a physical form in the Astral
plane is turned to stone in a normal fashion. Those in astral form
are converted into astral stone. They cannot be reunited with
their original bodies until they are changed back into astral flesh.
If the caster of an astral spell with fellow travellers is so affected,
his travelling companions are unaffected, but they are prevented
from leaving the Atral until the caster is restored.

    If a spell caster detects a nearby astral viewing point into the
plane, he may affect the viewers by a dispel magick. (The chance
of success is 50% plus [or minus] the difference between the
caster's level and the viewer's level.) If the dispel succeeds,
those viewers within 30 feet are sucked through the pool and into
the dispel caster's plane.

    Travellers viewing the Prime, an alternate Prime, or an outer
plane can enter that plane by stepping through the pool. This
may NOT be done for the plane containing the viewer's physical
body. Those moving in physical form simply MOVE into the plane.
Those travelling by astral projection form a physical body on the
other side, retaining their silver cord connection. A traveller in
astral form cannot create another physical body in the plane in
which he left his original body.

Survival in the Astral Plane

    Breathing: Time passes so slowly in the Astral plane that neither astral nor physical travellers feel the need to breathe.
The astral body cannot be affected by attacks that work through the
respiratory system of the TARGET. (Travellers are immune to
cloudkill spells and fogs of ingestive poison [see DMG, page 20], <>
but are not protected from gorgon breath or insinuative poison.)

    Time: Subjective time flows slowest on the Astral plane of all
the known major planes of xistence. A <thousand> years pass
before the traveller feels the effects of a single day in terms of
aging or wear on physical items. Spells CAST on the astral plane
have their normal duration according to the true time of the plane.
A potion ingested in the Astral plane is permanent for as long as
the individual remains on the Astral--it resumes its normal duration
upon entering another plane.

    Time flows at the same rate in the known planes, but the effects
of time SLOW down in the Astral plane to the point where they
almost stop completely. This means that a viewer at one of the
color pools does not witness a world frozen in time, but one in
which time passes at the same rate as for the viewer. the effects of the
passage of time in the Astral are slowed by a factor of
365,000 to 1 (Or 170 true days to one subjective round).

    Attacks that affect aging (such as a ghost's attack, or a staff of withering)
have no effect on the Astral plane. The amount of time
involved to create important changes by such means is so great
that these paltry spells have little effect.

    Food and Drink: Neither physical nor astral forms have any
need to eat or drink while on this plane. About 300 subjective
years must pass before the traveller feels hungry. Food and drink
are often brought into the Astral, but only for USE in the planes at
the end of the journey.

    Gravity: The Astral plane is truly weightless, unlike the neutral
buoyancy of the Ethereal or the subjective gravity of the inner
planes. There is no concept of up or down--an object thrown continues
its motion until it hits something solid. The effects of this
true weightlessness are discussed in the following section.

    Direction: There are no magnectic directions in the Astral. The
traveller can MOVE about in the plane by willing himself forward or
away from known reference points (see Movement).

    Vision: Viewing conditions in the Astral plane are extremely
clear. Creatures can be seen at 1,000-2,000 yards, and larger
objects are easily detected at greater distances. Vision through
color pools depends on the conditions int he plane being viewed.
Infravision does not function in the Astral plane. Ultravision works
up to double its normal range.

Movement in the Astral Plane

    There are <two> types of movement in the Astral plane: physical
&& mental. Physical movement is the more clumsy of the <two>. It
involves pushing off solid objects in order to create SPEED. Mental
movement involves concentration and is liked to the traveller's
INT score.

    Physical movement is rarely used SAVE by those unaware of or
unable to MOVE by mental concentration, or as a result of incidental
action. Throwing or pushing off an object imparts momentum
to both objects. The amount of momentum imparted depends on
the masses of the objects and their velocities (objects still have
mass even though they are weightless). If a hobbit were to {push}
off a castle, the hobbit would MOVE rapidly in one direction while
the castle would MOVE imperceptibly in the opposite direction.

    The disadvantage of this form of movement is that there is little
to {push} against in the Astral plane. Walking, running, flying,
swimming, and most forms of movement involve pushing off
something in order to MOVE. For the few situations in which there
is something to {push} against, USE the following guidelines:

    * A large object pushing off a small object moves 10 feet per
round, regardless of hte movement of smaller mass (a man who
fires an arrow moves 10 feet per round in the direction opposite to
the arrow's movement).

    * Two similarly sized objects pushing off each other each
MOVE at a SPEED equal to half the total STR involved. (A man
with STR 12 pushing off a rock moves 6" per round. Two men
with STR 12 pushing off each other move at 12" per round in the
opposite directions.)

    * A small object pushing off a large object moves at a SPEED
=equal= to the pusher's STR. (A man with STR 12 pushing
off a large piece of elemental earth moves 12" per round. The
rock moves 10 feet per round in the opposite direction.)

    The above suggestions are a simplification of true momentum
calculations and intended for simplicity of play. The scarcity of
solid objects restricts this method of movement, but it can come
in handy in emergencies. (For instance, a low INT fighter
[who cannot MOVE very FAST by concentration] can fire arrows and
propel himself at a SPEED of 10 feet per round for every arrow
fired.) Turning can be accomplished only by pushing in a different
direction off another solid object. Striking a large object while in
motion has the effect of falling onto that surface from a height
=equal= to the distance covered in one round.

    Mental movement is achieved by willing oneself in a direction.
The max. SPEED psb. by this method is 10 yards per minute
(30 feet per melee round) per INT point.

    Mental movement is at will. Sudden stops and changes in
direction can occur at will w/ no ill effects. In groups that are
moving together, USE the movement rate of the individual w/ the
lowest INT. Both physical && mental movement can be
used during a journey, but never in the same round.

    Encumbrance slows down the astral traveller by 10' per round
for every 10 lbs (100 gp) carried. INT determines +additional+ <>
carrying capacity (see the STR table on page 9 of the PH). Magickal
items (but not normal items under an enchantment spell) have no encumbrance.

Movement Through the Astral Plane

    The previously described movement usu. occurs during
encounters and other small-area situations. Large-scale movement
through the Astral plane is similar to the travels of elemental
creatures through their own planes. The thought of a certain destination
either creates a suitable trans-planar opening nearby or
speeds the traveller toward the particular location. Since it is simpler
to fin dportals to other planes than to locate specific areas in
the Astral plane, the Astral is used mainly as a plane of transit.

Astral Travel Times

    1d6+6 hours to a color pool/portal to another plane or different part of the Astral
    10 x 1d4 hours to a part of the Astral visited before
    50 x 1d10 to a part of the Astral never visited before

     As can be seen, it is easier to cross the Astral than to find
objects within it. Travellers wishing to spend more time in the
Astral merely desire it. This desire adds 1d4 + 2 hours to the travel
time. Those travelling as a group that is physically in the Astral
plane are all affected if <one> individual of that grup wishes to
SLOW; those who are astrally projected have their journey delayed
only if the main caster of the spell wishes it to be so.

Encounters in the Astral Plane

    Encounters are checked upon the traveller's initial entrance
into the Astral plane and every four hours (true time) following
that entrance. Roll 1d10; a 1 means that there is an encounter.
Encounter checks are also made for those using a color pool to
view other planes. These encounter checks are as for the plane
being viewed, with a 5% (1 in 20) chance that the portal opens up
within striking distance of a creature that can perceive and affect
astral travellers (provided that such a creature is native to that
plane). These astral-affecting creatures tend to create weak
spots in the fabric of the plane, and color pools tend to open onto
these spots.
 
1-75 Creature Encounter
76-85 Color Pool
86-95 Astral Item
96-00 Psychic Wind

Creature Encounters

    The Astral is primarily used as a plane to get to other plaens, so
that most of the encounters are w/ such outer plane or Prime
Material travellers. Even those creatures designated as natives
are usu. settlers from another plane. The most powerful
encountered creatures are not really present; their astral
forms are what the traveller encounters in this plane.

Astral Creatures
 
Name Number Book Notes
- - - -
Common Monsters - - -
Cerebral Parasite 3d4 MM -
Daemon, Minor - - -
    Charonadaemon 1 MM2 O
    Derghodaemon 1d4 MM2 O
    Hydrodaemon 2d4 MM2 O
    Yagnodaemon 1d6 MM2 O
Demon, Lesser - - -
    Vrock 1d6 MM O
    Hezrou 1d6 MM O
    Succubus 1 MM O
    Babau 1d6 MM2 O
    Bar-Lgura 1d6 MM2 O
    Chasme 1d6 MM2 O
    Dretch 5d4 MM2 O
    Rutterkin 3d4 MM2 O
Deva, Astral 1d2 MM2 O
Devil, Lesser - - -
    Barbed Devil 3d4 MM O
    Bone Devil 2d4 MM O
    Erinyes 4d4 MM O
    Abishai 3d4 MM2 O
    Bearded Devils 2d4+2 MM2 O
Human Travellers 1d10 * P
Invisible Stalker 1 MM S
Night Hag 1d4 MM O
Nightmare 1d4 MM O
Slaadi - - -
    Red 3d6 FF O
    Blue 2d6 FF O
    Green 1d6 FF O
- - - -
Uncommon Monsters - - -
Aerial Servant 1 MM S
Agathion 1d6 MM2 O
Baku 1d4+1 MM2 O
Diakk 2d6 MM2 O
Githyanki 2d10 FF N
Lammasu, Greater 1d2 MM2 O
Rakshasa 1d4 MM O
Shedu 2d4 MM P
Titan 1d2 MM O
- - - -
Rare Monsters - - -
Berbalang 1 FF N
Daemon, Greater - - -
    Mezzodaemon 1d3 FF O*
    Nycadaemon 1d2 FF O*
    Arcanadaemon 1d3 MM2 O*
    Ultrodaemon 1 MM2 O*
Demon, Major - - -
    Nalfeshnee 1d6 MM O*
    Marilith 1d6 MM O*
    Balor 1d2 MM O*
    Nabassu 1d2 MM2 O*
Devil, Greater - - -
    Horned Devil 1d4+1 MM O*
    Ice Devil 1d4 MM O*
    Pit Fiend 1d3 MM O*
    Styx Devil 1d2 FF O*
Foo Dog 2d4 MM2 S
Geniekind 1d4 MM, MM2 S
Githzerai 1d10 FF P*
Hollyphant 1d3 MM2 O
Intellect Devourer 1d2 MM P
Ki-Rin 1d4 MM P
Mind Flayers 1d2 MM P*
Modron, Hierarch 1 MM2 O
Moon Dog 2d4 MM2 O
Oni, Go-zu 2d10 OA O*
Oni, Me-zu 2d10 OA O*
Phoenix 1d4 MM2 O
Planetar 1d2 MM2 O*
Slaad - - -
    Death 1d2 FF O*
    Grey 1d2 FF O*
- - - -
Very Rare Monsters - - -
Cat Lord 1 MM2 O**
Charon (Daemon) 1 MM2 O
Daemon, Master 1 MM2 O**
Demon Prince or Lord 1 MM, FF, MM2 O**
Devil, Duke or Arch- 1 MM, MM2 O**
Doc Cu'o'c 1 OA P
Dragon, Platinum 1 MM O**
Dragon, Chromatic 1 MM O**
Dragon Horse 1d3 MM2 P
Foo Lion 1d4 MM2 O*
Generals of the Anim. King 1 OA O*
Opinicus 1d2 MM2 P
Deity 1 MoP O**
Retriever 1 FF O
Shedu, Greater 1d3 MM2 P
Shirokinukatsukami 1 OA O*
Slaad, Lord 1 FF O**
Solar 1 MM2 O*

Notes:
    MM = Creature described in the MM
    MM2 = Creature desribed in the MM2
    FF = Creature described in the FF
    OA = Creature described in OA
    MoP = Creatue described in MoP
    <remove column after full hyperlinking>
    N = Creature is native to the Astral Plane
    O = Creature is native to outer planes but has physical presence in Astral
    O* = Creature is native to outer planes--70% chance encounter is with astral form of creature
    O** = As O*, but 100% chance encounter is with astral form of creature
    P  = As for O, but creature is native to Prime plane
    P** = As for O**, but creature is native to Prime plane <where does this appear on the table?>
    S = Creature is native to an elemental plane--only on a mission and is not in the best of moods

* = Human Encounters: Human encounters are of two types:
single travellers or groups of travellers. Each type has a chance of
being present either in physical or astral form.

* A lone traveller has a 50% chance of being present in either
astral or physical form. If astral, the individual is of sufficient level
to CAST the astral spell, have astral projection as a psionic ability,
or possess some plane-spanning device.

* A group of travellers is 70% likely to be encountered in astral
form and has a cleric, M-U, or other spell caster capable of
casting the astral spell. If in physical form, the travellers are in the
Astral either as probability travellers, or they possess a device that
brought them into the Astral.

Human Encounter Table
 
Class 
Roll
Subclass
Roll
Character 
Type
Level 
Range
1-10 1-75 FIGHTER 11-20
76-80 Ranger 11-18
81-83 Barbarian 10-17
84-90 Cavalier 8-17
91-00 Paladin 12-23
11-50 1-80 CLERIC 11-20
81-00 Druid 11-20
51-90 1-90 MAGIC-USER 15-26
91-00 Illusionist 11-20
91-99 1-80 THIEF 11-20
91-98 Thief-Acrobat 11-20
99-00 Assassin 10-15
00 - Other (DM's choice)
Monk
Bard
(7-8 F, 6-9 Th)
10-17
13-20

Astral Encounter Chart
 
D8 + 
D12 Roll
Encounter
2 Unique Deity
3 Dragon Horse (1d3)
Githzerai (1d10)
5 Berbalang (1)
6 Ki-Rin (1d4)
7 Githyanki (2d10)
8 Rakshasas (1d4)
9 Deva, Astral (1)
10 Nightmares (1d4)
11 Human Travellers (1d10)
12 Blue Slaadi (3d6)
13 Charonadaemon (1)
14 Titans (1d2)
15 Greater Lammasu (1d2)
16 Foo Dogs (2d4)
17 Balor Demons (1d2)
18 Planetars (1d2)
19 Foo Lions (1d4)
20 Solar (1)

Color Pools

    These gateways to other planes are described in the Movement section.
From one side they are completely invisible, so
there is a 1 in 10 chance per encounter that the traveller does not
see the pool unless he has the ability to detect invisible objects.

    Moving through a color pool is like pushing through a soft, resilient
membrane. The pool gives before the traveller, and swallows
him completely, discharging him on the plane the pool connects
with. It is not possible to be on the Astral and another plane at the
same time, or stick only part of the body through the pool into the
plane beyond.

    Entering a color pool from the backside has the same effect as
entering it through the front--immediate transport to the surface
of the plane to pool is keyed to. The disadvantages are that no
care has been taken to examine the plane, so the traveller is
immed. thrown into alien and possibly dangerous situations.
If those accompanying the suddenly missing traveller check the
other side of the disk and cause it to clear, the chance of the viewing
point being in the same AREA as the missing traveller is the
same as the standard roll for positioning a color pool over a specific
location in the plane (see page 62). <trim>

    If the traveller who moves through a color pool is the caster of
the astral spell, the other members of the party are drawn into the
pool as well (having no choice in the matter).

    Only 15% of the color pools are two-way (i.e. enable travellers to
MOVE back && forth from the Astral to the other plane repeatedly).
These portals can be moved about in the plane, but they are visible
to beings on the plane they peer into and are therefore often
eliminated or tightly controlled by those beings. Of this 15%, 5% are
two-way, permanent, and cannot be dispelled. These are referred to as
fixed portals, and are not normally found as random encounters (see
fixed portals at the end of this chapter). Those pools that are one-way <link>
can only peer and allow passage from the Astral into an adjacent
plane. They disappear after the travellers have moved through
the pool (though they may be easily recreated by the astral spell or
similar magick on the other side).

Astral Items

    The most common astral item is the wormhole, also called a vortex, maelstrom, or astral conduit.
These resemble huge grey waterspouts with the ends disappearing in the distance, swirling and turning slowly in Astral space. These conduits are actually
gateways between the Prime Material and the outer planes. They
physically transport travellers from a particular location in one
plane to a particular loc. in the other. The travellers spend
only a few seconds in the Astral plane during their journey.

    Of these conduits, 80% have fully functioning gates at both
ends. An astral traveller entering this type of conduit is whisked to
one of the planes (50% chacne each, though never to a plane
where a projecting character has a physical body). The remaining
20% of the gates are incomplete, either still in the process of
being spun or sundered and in disuse. Such maelstroms only
carry those caught within into one plane, and they cannot be
used for a return trip.

    Travellers in astral form who are sucked into these conduits
and have their cords severed do not perish--they gain a new
physical body on the plane they land in (if the sucked-in traveller
had compatriots who were attached to him via silver cords, they
must join him within 1d10 turns or they will perish). Physical
forms are unchanged by the passage into the other plane.

    Unlike color pools, these conduits can lead to deeper layers
than those normally accessible from the Astral plaen. Indeed,
this is the only safe way that the lower levels of the 666 layers of the Abyss may be <alt>
accessed (if "safe" is the correct term for anything in that plane).
Also unlike color pools, wormholes cannot be moved about, but
have definite termination areas at both ends.

    These astral conduits exert a mild attraction, so that those within
1,000 yards are pulled toward the conduit at 120 yards per
round. Those who cannot MOVE FAST enough to escape this pull
(those of 11 INT or less) are dragged into the conduit and
transported to another plane.

    Astral conduits are not the only items that a traveller can
encounter. The DM can select from a variety of other items,
including the following:

    * The physical body of an astral traveller who has been slain ||
turned to stone in an encounter. Treat the body as a single traveller
as far as treasure and abilities (if restored) are concerned.

    * An island of matter, or piece of another plane lost in the Astral.
These islands vary from a few yards across to the size of a
demi-plane. Incl. here are demi-planes sucked through
huge plane-rupturing rifts in the ether,
towns && villages that have parted
from their parent planes, and outposts built by forgotten
magickal empires.

    * A bit of elemental matter from the Ethereal plane. These
ethereal islands include pockets of earth similar to the island of
matter above, spherical balls of elemental fire that burn without
need of combustion or fuel, spheres of water (in a weightless
environment water tends to form spheres), and balls of physical air.
Each of these pieces of elemental matter has a surface that
can be walked upon. The traveller who enters an elemental
pocket is affected as if he had entered that plane.

    * The lairs or former lairs of githyanki, githzerai, wizards, and
lesser deities in the Astral plane.

    * Arrows, bolts, or stones from a distant combat, which have
continued into the traveller's path. There is a 1 in 10 chance of
one member of the group being hit by a missile.

    * The occasional artifact that a brave and noble adventurer
removed from his native plane, where its very presence inflamed
the greed of his fellows, the ire of enemies, and the interest of the
Great Deities.

    The DM can create special islands of matter as adventure
areas, and allow the astral travellers to discover these in the wanderings
through the plane.

Psychic Wind

    The psychic wind is the greatest single danger in the Astral
plane (running into the astral for of Orcus is a close second).
The psychic wind is NOT a wind like Prime Material winds or those
in the plane of elemental Air. It is first sensed as a rapid darkening
of the silver-grey sky around the astral traveller. In 1d10 rounds
the place becomes jet black, shot with streaks of indigo. Normal
fires lit at this time aid in sight, as do light spells, but infravision
does not operate (though ultravision functions normally). As the
sky darkens, the traveller feels some buffeting && shaking, as if
the plane itself is rebelling against the storm. As quickly as it
comes, the psychic wind passes, and the sky returns to normal in
1d10 rounds.

    For the effects of a psychic wind on the astral travellers, roll
1d10. All travellers in the group are affected by one roll, though
those that are travelling physically may be affected differently
than those travelling by astral projection.
 
Die Roll Effect
1-12 Normal wake of the storm: 
Astral projection travellers add 1d4+2 hours to their travel time. 
Physical travellers cannot leave the Astral plane for 1d4+2 hours moving through a color pool.
13-16 Strong Wind: 
Astral projection travellers are lost, and atake 2d10 true days to return to their bodies. 
Physical travellers are marooned in the Astral plane for 2d10 days as a result of turbulence in the plane. They cannot leave the plane during that time, even by color pools. 
17-19 Cross-Current: 
Two things can happen to astral projection travellers (50% chance for each): either taken to a different color pool than the one they were intending (roll randomly for pool) or drawn within 1,000 yards of an astral wormhole. Other travellers are unaffected by the wind. Color pools can be used to enter other planes. 
20 Psychic Wind: 
Those travellers using astral projection spells must roll a successful save vs. Spell or be slain when the astral cord snaps. Projecting characters making the save (and those who are physically in the plane) are lost for 4d10 days, at the end of which time the astral travellers can return to their original bodies and the physical travellers can USE pools, spells, or devices to leave the plane.

Combat in the Astral Plane


 

    Combat in the Astral plane is governed by the weightless
nature of the environment and by the domination of mind over
matter, both in movement and combat.

    Both physical and astral forms can be hit in combat. The only
difference is that a physical farm can be slain on the Astral plane,
while the destruction of an astral form results in coma (and
possible death) for the individual on its home plane.

    The weapons and armor of the physical traveller work the same
in the Astral as in the Prime Material. A physical traveller in
ordinary plate mail remains AC3 in the Astral plane. Remember
that the bonuses of magickal items are reduced by 1 in the Astral.

    Weapons carried by an astrally projected traveller inflict the
standard amount of damage, but nonmagickal armor and armor
rendered nonmagickal upon entering the Astral plane provide no
protection. The base AC of an unarmored astral
individual is AC 8. A traveller in plate mail who is astrally projecting,
bringing his armor along by means of a Nystul's magic aura,
gains no benefit from that armor in combat and is
considered AC 8. In both forms of astral travel, AC can
be further modified by bonuses for high WIS (see below).

    STR && DEX do not affect astral combat, as the ability to
strike a hit and MOVE out of the way is determined more
by INT && WIS. The traveller's INT determines the modifiers
to attacks && damage, and his WIS determines
the modifiers to bow fire and AC.

    For example, a traveller physically in the Astral plane is armed
with a short sword and armored in chain mail +1. He has the
following abilities: STR of 12, INT of 17, WIS of 15,
and DEX of 17. On the Prime Material he is AC 1 (+3 DEX,
+1 Chain), with no modifiers to hit or damage. When
physically in the Astral, he is AC4 (the now nonmagickal chain
gives him a base AC of 5). He gains an AC bnonus of 1 from his
WIS (use his WIS score on the DEX table on page 11
of the PH to determine this bonus). <trim>
He is +1 to hit && damage from his INT
(check the INT score on the STR table  on page 9 of the PH to find these bonuses). <trim>

    If the traveller above is in the plane astrally, his AC is 7 (the
nonmagickal chain provides no benefit, but he gains the bonus
from WIS) and he is +1 to hit && damage (though the
nonmagickal sword does not enter the Astral plane unless a
temporary enchantment is placed upon it).

    As in the Ethereal, beings in the Astral can be attacked from
above && below, as well as from the sides. A TARGET of size S can
be attacked by up to <eight> other size S creatures, <six> size M
creatures, or <three> size L creatures. A TARGET of size M can be
attacked by up to 12 size S creatures, <eight> size M creatures, or
<six> size L creatures. A TARGET of size L can be attacked by a horde
of 18 size S creatures, 12 size M creatures, or <eight> size L
creatures.

    The orientations of up and down are determined by the individual
and can change from round to round with no effect on the combatant.

    Attacks from above negate shield bonuses, but the TARGET is
shielded if physically in the plane and wearing a helm, or astrally
projected and wearing a magickal helm that retains its enchantment
in the Astral plane.

    Missile fire is particularly affected by the nature of the Astral:

    * Missiles do not have to be aimed high to arch when fired, as
they must in the gravity-affected Prime plane. Those individuals
from a plane with gravity suffer a -2 penalty to hit for the first 2-5
shots in the plane (after this # of shots, they are acclimated
to firing in zero gravity).

    * Long ranges for missile fire <is> twice the listed range for missiles
on the Prime plane. Beyond this doubled range, all missiles
miss their targets, but continue moving until they hit something.
Do not throw your hand axe +2 in this plane unless you can figure
out a way to get it back if you miss.
 

    Poison does no harm in the Astral plane as long as the victim
remains here. A character who has been poisoned in the Astral
must roll a save vs. poison, but he suffers no adverse
effects until he physically enters a plane where the effects of time
pass at a more reasonable rate. Insinuative (contact) poisons and
venoms that enter the victim's bloodstream are the most effective;
the lack of a need to breathe, eat, or drink limits the effectiveness
of ingested poisons.

    Fire, cold, and other magickal attacks inflict normal damage in
the Astral plane against both astral and physical bodies.

Water, acid and other liquids pose a different peril to the traveller.
In a weightless environment, the surface tension of liquids
controls their behavior, which is why they form naturally into
spheres in this plane. When touched, however, liquids flow over
the intruder in a light film. Liquids that inflict damage, such as
acid or holy water to undead, inflict twice the listed damage since
they effectively cover the TARGET's entire body. More importantly,
a victim so covered cannot talk without letting the liquid into his
lungs and drowning in 1d4 melee rounds. A victim covered with a
liquid film cannot USE spells with verbal components, unless he
has a device that permits water breathing. Various methods of
removing this covering include severe toweling, stepping into a
plane where gravity exists, or spinning the victim around FAST
enough so that the water flies off his body.

    Finally, natural healing does not function in the Astral plane
except for creatures that are native to the plane. Travellers who
are injured can regain HP either via magick, or by journeying
to a plane where time passes more rapidly.

Magic in the Astral Plane

    The nature of the Astral plane does not impede spell casting--
the astral medium allows the spell-casting traveller to breathe,
communicate, and intone the words necessary for casting. Any
spell components that are not magickal must be given a mild
enchantment to allow their passage into the Astral, but they can
also be brought into the plane physically. A spell caster cannot
MOVE or dodge while casting spells; if already moving, he must
continue moving with the same velocity (direction and SPEED) as
the previous round in order to CAST the spell. As always, any major
interruption of spell casting (including hitting something solid)
disrupts the spell.

    Spells that normally affect a flat AREA, such as bless && haste,
in the Astral affect a spherical area whose radius =equals= the least
of the <two> planar dimensions affected in the Prime. Similarly, the
various wall spells and similar constructions that create surfaces
generate hollow spheres with radii of 10 feet plus 2 1/2' per level of
the caster, regardless of the listed AREA of effect.

    Items created in the Astral plane are affected by the weightless
environment. Water forms into circular balls (see above for touching
these balls). Fires burn in circular flames without consuming
their fuel sources. Heat and cold are very poorly conducted by
the astral medium, so even a very hot || cold spelll effect cannot
be felt by those just outside the spell AREA.

    Spells cannot normally have an effect through the color pools
into other planes. The exceptions are those spells that impoart
usable abilities to the viewer (such as infravision, but not detect
magic, which would be CAST on an object in the other plane).
Spells CAST from the other plane on those viewing through the
pool have no effect, the exception being dispel magic and similar
spells, which would bring the viewers into the realm of the creatures
being viewed (see Color Pools).

    Astral space has no extradimensional component, thus
spells that involve extradimensional space do not function. Items and
existing spells that USE extradimensional space are either not
accessible at all or bring those spaces into existence in the Astral
(50% chance for each). A portable hole either does not function
(50%) since its contents are in an extradimensional space and
cannot be found until the traveller enters a plane with an extradimensional
component or (50%) it creates a huge bag of the
dimensions of the portable hole's interior in the Astral plane.

    The Astral also has no egress to the Ethereal SAVE through an
ether cyclone, so those spells that require access to the Ethereal
or inner planes do not function.

Abjurations

    Abjuration spells work normally in the Astral plane, except that
they cannot affect on the fabric of the Astral itself. While magickal
in nature, the plane is stronger than any petty spells, and cannot
be dispelled or held back.

Examples:

    * The druidical anti-plant and anti-animal shells function normally,
but they are not incredibly useful unless plants or animals
are encountered in the Astral plane. There are no such creatures
native to the plane.

* The dispel magick spell affects astrally projected travellers by
casting them back into their original location (though otherwise
leaving them unhurt). It has no effect on physically present individuals
other than to perhaps disrupt existing spells. It has no effect
if CAST against the plane or against silver cords.

Alterations

    * Spells that contact the Ethereal and inner planess, or make
USE of extra-dimensional space, do not function (there is no real
link between the Astral and these planes).

    * Objects that are animated by alteration spells have an INT
of 0 for purposes of movement, but they can attack creatures
that MOVE next to them.

    * Alteration spells that modify an individual's abilities can be
CAST, but those that affect movement only work in situations
where that movement is permitted in the Astral.

    * Alteration spells that modify or control existing conditions
fuction only where these conditions already exist. They
cannot call these conditions into xistence.

Examples:

    * The vanish spell does not operate as it sends the victim into
the Ethereal. Similarly, the rope trick, which opens into
extra-dimensional space, does not function.

    * An animated object cannot MOVE, but it can be thrown and
attack those that it strikes.

    * Many alterations aaffect movement abilities. Fly only functions
in balls of air that are encountered. Jump is useful only
when there are solid objects to push off (see page 64). Spells
such as succor and teleport function within the limitations of
those spells if extra-planar travel is attempted. Slow && haste
spells affect only muscular movement; they do not have any
effect on mental concentration movement (though all other
actions, such as combat, are slowed or quickened).

    * The control winds spell works only in a bubble of air in the
Astral. It cannot effect the nature of the Astral plane itself. The
control winds spell has no effect on the psychic wind, as this is
not a true wind.

Conjurations/Summonings

    Conjuration and summoning spells are severly restricted by
the nature of the Astral plane. Spells above a certain level do not
function in this plane, since the creatures of the outer planes
have a good idea of what goes on in the Astral plane and are
unwilling to walk into spells that ensnare, subjugate, or harm
them. The following restrictions apply.

    * Clerical conjuration/summoning spells of 5th level or higher
do not function.

    * Druidical summoning spells of 3d level or higher do not work.

    * M-U and illusionist summoning spells of 5th level or
higher do not function unless linked with abjuration magick or if it
has only a verbal component.

    * Summoning cantrips do not operate. Those that USE conjuration
magick function normally.

    * Spells that call for the direct intervention of a Greater Deity
work only if the Astral is the native plane of that power. Deities
from the outer planes may be beseeched via such spells, but they
are reluctant to manifest themselves and TURN the Astral into
godly battleground like some PMPs.

Examples:

    * The 4th-level druidical spell animal summoning does not
function in the Astral, though the 6th-level spell fire seeds does
work because it uses only conjuration magick.

    * Power word spells work, as they have only verbal components.

    * The prismatic wall spell, and those spells related to it, works
normally, as it also calls upon abjuration magick. This is one of the
few cases in which a combination spell is an exception to the limitations
of both classes.

    * Gate, alter reality, and wish require the attention of a Deity-class being.
Thus they only if that being makes the Astral plane its home.

Special Cases:

    * The death spell can be CAST in the Astral plane, even though
it is a high-level spell, <it> is not linked to any other spell type, and is
not solely verbal. The reason for the spell's operation might be
the result of the mutual consent of the Greater Deities, the presence
of Anubis as the sole Greater or Lesser Deity in the plane,
or some unknown factor that makes this spell different from all
other conjuration && summoning spells.

Divinations

    Divination spells function normally, with three special cases.
Divinations that require contact with beings of the inner or Ethereal
planes do not function, as these planes cannot normally be
reached from the Astral.

Special Cases:

    * The Astral plane is inherently magickal in nature, so a detect magick
spell causes the entire plane to radiate magick. It is possible
to discern other magickal energies against this background radiation:
there is a 5% chance for most normal enchantments (significantly
higher for artifacts). Astrally projected individuals always radiate
magick, but physical travellers only radiate magick if they
are carrying magickal items.

    * The find the path spell gives the caster the ability to locate
the best way to reach the desired goal, carving <four> hours off the
travel time (travel time is still at least <one> hour). The spell's
esrever, lose the path, increases travel time by <four> hours.

    * Spells such as true sight and devices such as a gem of seeing
reveal the fully infinite nature of the Astral plane, an xperience
that often overwhelms the viewer. The chance of being
stunned by this panorama is 100% minus 5% per level. Those
stunned are immobilized for the duration of the spell (or for 1d6
true turns if viewing through a device).

Enchantments/Charms

    * The TARGET creature or creatures must be present in the plane.
These spells cannot cal into being creatures from other planes.

    * Spells that manipulate or call into being xtra-dimensional
space do not function, as there is no xtra-dimensionl space in
the Astral.

    * Spells that leave the caster's body without a spirit in the <soul || spirit>
Astral plane (such as the magick jar spell) can attract the attention of
an astral searcher. Any creature encounter rolled for such a body
is with an astral searcher creature seeking to possess the caster's
body and USE it as its own.

Examples:

    * The deeppockets spell, which uses xtra-dimensional space
to increase the holding capacity of a cloak or suit, cannot be CAST
in the Astral plane. If such an object is brought into the plane,
either the cloak now has voluminous, obvious pockets of the
required size, or the pockets cannot be reached until the traveller
returns to a plane that permits xtra-dimensional space.

    * The druidical animal friendship functions if there are animals
encountered in the Astral plane (an unlikely occurence at best).
Though such animals may not be hungry, they accept food from
the caster of the spell.

    * The feeblemind spell works normally. Victims of the spell
have 0 INT for purposes of movement and combat, but
they can still MOVE physically.

Special Case:

    * The construction required in the golem spell progresses
according to the SLOW passage of subjective time in the Astral
plane. Thus the spell is practically useless.

Evocations/Invocations

    * Invocation spells function only if that cleric's deity makes his
home in the Astral, Prime, or outer planes.

    * Materials created by evocation spells have all the physical
properties of those materials in the Astral plane. See the comments
at the beginning of this section for the effects of AREA and
wall spells in this plane. <link>

Example:

    * The clerical spiritual hammer spell functions only if the cleric's
deity is on the Prime, Astral, or one of the outer planes. It
does not work if the cleric worships a deity on the Ethereal plane, <this should read: Ethereal || inner planes>
despite the occasional connection between the (via the violent
ether cyclone).

Special Cases:

    * The astral spell obviously cannot be CAST by an individual
who is already astrally projecting, but it can be CAST by a traveller
who is physically in the plane. Unless a safe haven is found for
that physical body, both astral and physical forms are subject to
encounters, attacks, and the effects of the psychic wind while on
the Astral plane.

    * The dig spell requires a suitable surface, but has the added
danger that the flying earth && dust does not settle back down to
earth. Those within the AREA are affected as for a stinking cloud
spell and must roll a successful save vs. Wands or be
blinded for 1d4 rounds.

    * The spells created by the archmage Bigby have special
effects on the Astral plane, where the INT of the caster
affects the success of the spell. Against creatures that are moving
physically (pushing off objects, etc.), the spells function as
usual. Against creatures that are moving by mental concentration,
the spells have the following effects:

    Interposing hand: All those of lesser INT than the caster
are stopped, others slowed in movement by 50%.

    Forceful hand: SPEED of creature slowed or reversed by the difference
in INT--higher INT controls the direction of movement. =Equal= intelligences result in no movement.

    Grasping hand: As interposing hand if the caster is less intelligent
than the victim, but it repels the victim as a double strength
forceful hand if the caster is more intelligent.

    Clenched fist and crushing hand function normally.

    The hand spells have the HP && AC of the
MU on the round the spell was begun.
 

Illusions/Phantasms

    Phantasm-based magick without an illusionary component does
not function in the Astral plane. Illusionary magick && phantasm
magick with an illusionary component function normall hhere.

Examples:

    * The spells phantom wind and phantom steed have phantasm
components without illusionary abilities and thus cannot be
CAST in the Astral plane.

    * All phantasmal forces have illusionary components and can
be CAST. Indeed, the large number of creatures that find their way
into this plane from the outer planes and alternate Primes make
phantasms more believable than in the standary fantasy setting.

Necromantics

    Spells of the necromantic type function normally in the Astral
plane. Those that involve restoring the lost spirit to a body have a
chance of attracting an astral searcher if the attempt fails.
The chnace of this occuring is =equal= to <five>
times the body's previously highest level, rolled on percentile dice.

Example:

    * A raise dead on an 18th-level MU's body works properly.
If the system shock roll fails, however, there is a 90%
chance (18 times 5) that an astral searcher inhabits the body.

Special Case:

    * A clone created on the Astral plane grows at the subjective
rate of the plane (1 day =equals= 1,000 years). It is highly unlikely
the clone's creator will be around when the clone comes to full
completion, or if even the creator's civilization will xist in that far
future time. For this reason, clone growing is NOT practical in the
Astral, unless an enterprising DM wants to run a campaigns separated
by at least 60,000 years.

Combination Spells

    In general, the combination of different spell types places the
spell under all the restrictions of both spell types. The xception
is the combination of abjuration && conjuration || summoning
spells, in which case the restrictions on the conjuration || summoning
spells are ignored.

Magical Items

Magickal items taken from the PMP obey the following restrictions:

    * Weapons are reduced by <one> plus to hit && damage. Weapons
that have particular effects against astral creatures retain
their +pluses+. The same is true for creatures whose special attacks
affect the Astral plane.

    * Armor && protection devices are also reduced by <one> plus
for AC && saving throw protection. Bracers and items
that grant a particular AC are unaffected.

    * Potions effects are as for the type of magick they duplicate.
The nature of liquids in the weightless environment poses a few
difficulties. Normal potions in normal vials have the viscosity of
ketchup and tend to cling to the sides of the vials. It takes 1d4
rounds to consume a potion in such a vial, and there is a 5%
chance that the user chokes (though does not drown) and loses
the effects of the potion. Drinking potions from wineskins or soft
flasks avoids this difficulty and allows consumption in <one> round.

    Oils can be applied in one round by dipping a finger in the oil
and letting it spread over the body. Magickal oils never cause
choking || drowning, but some, such as oil of etherealness, have
no effect on the Astral plane. Potions are permanent as long as
the individual is on the Astral plane, but their durations elapse
normally after the user leaves this plane. Consuming additional
potions runs the danger of potion miscibility (DMG, page 119).

    * Magickal items that tap into extra-dimensional space or the
Ethereal || inner planes do not function in the Astral. Items that
call upon powers from those planes are equally ineffective.
 

Player Characters

Magic-Users and Illusionists

    See Magic in the Astral Plane (page 68) for the working of spells here.
Spell books are by nature slightly magickal and project
astrally with the astral traveller. Spells cannot be recovered under
normal circumstances in the Astral plane because of the SLOW
passage of subjective time. Spell casters desiring to regain spells
must reach a plane in which they can REST and relearn their magick.
If an astrally projecting spell-caster loses his spell book, the
earthly form of that book rots within 1d10 turns.

Clerics and Druids

    See Magic in the Astral Plane (page 68) for the working of spells
in the Astral. As for other abilities:

    * A cleric or druid regains the usual amount of spells if his deity
resides in the Astral plane. Otherwise he is limited as a M-U
in having to seek a safe haven to study in a plane w/ a
faster subjective time flow. A cleric who can regain spells does so
by REST, which consists of meditating in a motionless state for the
required amount of true time. This is an xception to the general
rule that forbids the REST && relearning of spells in the Astral.

    * Holy symbols, holy water and its containers, and mistletoe
and oak leaves harvested for USE in druidical spells, are all mildly
magickal in nature. These items become astral provided the druid
or cleric has these items on his person when the spell is CAST.

    * A cleric can TURN undead that are in the Astral plane, but not
those he observes through the viewing points opened by color pools,
even if these undead are aware of the cleric's presence.

    * Druidical special abilities, incl. the identification of
plant type, animal type, pure water, pass through overgrowth,
immunity to woodland creatures' charm, and shapechange function
normally in the Astral plaen, though they are of little USE here.

    * Hierophant druids of the highest level can roam the inner
planes' probability lines in a method similar to the psionic ability
probability travel. The druid moves through the Astral plane, but
cannot see or enter (even by accident) color pools that do not
lead to PMPs.

Thieves

    All thieves and their subclasses and split-classes retain their
thieving abilities with the following restrictions:

    * Light comes from the plane itself in the Astral, so there are
few shadows to hide in to start with. The chance of hiding in any
existing shadows is unaffected.

    * Noise travels very well for short distances in the Astral, so
the hear noise chance is increased by 10%, but the chance of
moving silently is reduced by 10%.

    * The ability to climb walls is of little USE in a weightless environment
where movement is by mental command. However,
there can be situations when moving over a solid surface without
pushing off from that surface into space is useful. In these situations,
the climb walls ability suffers no penalties.

Fighters

    All fighter abilities function normally in the Astral plane, with
the limitations noted under combat for effects of INT and
WIS, as well as those imposed by the lack of gravity.

Rangers

    * Rangers lose their advantage against being surprised on the
Astral plane, but retain their 3 in 6 chance of surprising others.

    * Unless the ranger is attempting to track across a solid
object, such as an island of matter, tracking is impossible.

    * Rangers who can learn druidical or M-U spells have
the same limitations as druids & M-Us.

Barbarians

    Only barbarians of 6th level or higher willingly submit theselves
to the dangers of the obviously magickal Astral plane.
Those of lower levels who find themselves here seek the nearest
and surest escape from the plane. No barbarian special abilities
function in the Astral plane.

Cavaliers

    Cavalier fighting abilities are affected as noted under combat
for effects of INT and WIS, as well as by the lack of
gravity in the Astral plane. All other abilities remain unchanged.
Normal horses do not travel quickly in the Astral, being of animal
INT, but the cavalier can USE his horsemanship skills w/
any horse-like creatures he convinces to aid in his cause, incl.
ki-rin, dragon horses, and (for evil cavaliers) nightmares.

Paladins

    Paladin fighting abilities are affected as noted in the combat
section. For other special abilities:

    * A paladin's ability to detect evil, lay on hands, radiate a protection from evil circle,
and, if wielding a holy sword, dispel magick,
are unchanged (though the effects of the dispel magick are modified as
noted for that spell on page 68).

    * Paladins TURN undead and learn spells (when of sufficient
level) under the same limitations as clerics.

    * The paladin's mount can be brought into the Astral; most
have an INT ranging from 9-12 for purposes of movement.
the paladin has all the horsemanship skills of a cavalier.

Monks

    Monk fighting abilities are affected as noted in the combat section.
Monks gain damage and protective bonuses for high Wisdoms
and Intelligences in combat. For other special monk abilities:

    * An astrally projecting monk has an AC no lower
than AC 7 and might have a higher effective AC,
depending on his level. This effective AC is the result of
the monk's training and as such translates directly into the astral form.

    * Thieving abilities are retained as for thieves.

    * Movement in the Astral plane is determined by INT.
Until a monk reaches 10th level, his normal INT is used.
Upon reaching 10th level (which grants 18 INT against
mind blast attacks), the monk can MOVE as if he has an 18 INT.
Fighting abilities are not affected by his gain in INT.

    * Other monk abilities are unaffected.

    * A monk's chance of surprise and of stunning man-sized
opponents are unaffected.

Features of the Astral Plane


 
Githyanki Astral Searchers Fixed portals Yggdrasil and Mount Olympus

Fixed portals: Color pools that lead to other planes are controlled
by a # of variables as to where they lead and how common
they are. A color pool that leads to the plane of Limbo can be relatively
close on one adventure, then MOVE farther away on a second
trip. Every pool reveals a different AREA of the plane.

    Fixed portals, on the hand, are always located in the
same spot. They are also always the same distance (measured in
hours) apart. Further, each fixed portal has a set xit in the same
loc. of the plane it opens into. A fixed portal often has identifying
features to tell travellers where it leads. =Equally= often, fell
creatures guard the portal on the other side.

    Often these portals are the easiest method of entering the plane of
a Greater Deity that takes pains to eliminate travellers using color
pools to VIEW his realm. The locations and planes reached by fixed
portals are up to the DM to fit into his campaign. These portals, like
color pools, only reach the surface layers of outer planes.

Yggdrasil and Mount Olympus: These two astral landmarks
are normally encountered by travellers from worlds that worship
the Norse and Greek mythoi, respectively, but travellers from other
PMPs can encounter them. Both are long-standing
conduits from the outer planes to Alernate Prime
planes. They were each created by a group of Demi-, Lesser, and
Greater Deities and aworshipers in the PMP.

    Yggdrasil is the "World Ash" that links the "important" outer
planes to the PMP, in the Norse mythos. It runs
from Gladsheim, home of most of the Norse mythos, to Niflheim,
the center layer of the <three> glooms of Hades and the dwelling
place of the goddess of the same name. Roots and branches of
Yggdrasil wind through most of the Prime Planes where these
deities are recognized.

    Similarly, Mount Olympus is a huge mountain that links the
Greek pantheon's part of the plane of Olympus with the Prime
planes that they are strong in. It has xits on the lower layers of
the planes of Gehenna, Hades, and Tarterus.

    The tree and mountain are solid and permanent conduits
that weather the the waxing && waning of faiths in the Prime Material
and the fortunes of the gods in the outer planes. The traveller
is confronted by a huge tree or a mountain wall rising from the mist
of the Astral and disappearing far into the distance. The traveller
can then climb the tree or mountain to the appro. outer
plane, descend to the reachable lower planes, or xplore the
alternate Primes that the conduits touch upon. At the true terminus
(reawched after the standard amount of travel time), the tree or
mountain ends in a color pool similar to that of a fixed portal. The
traveller can then pass into the outer plane as if moving into an
alternate Prime Material or the Astral plane.

    Yggdrasil and the Mountain of Olympus are the best-known of
the permanent conduits that link the outer planes with Prime
planes and with other non-linear outer planes. Similar portals may
xist for Arcadia, Nirvana, or the Abyss, depending on the nature
of the campaign and the gods involved. Further details on the
nature of such permanent channels, conduits, and their creation
are found in the next chapter.
 
 


 
 






































PapersAndPaychecks wrote:
Hmm. Strikes me that many players would wish to use the medium for scouting purposes, in that case. It's also certainly the safest way of getting to old Acererak's tomb - even if whole hordes of demons flock to attack the cowardly, lazy and greedy PC who uses these tactics...

Does the Astral plane operate on similar principles?


When a few dismembered carcasses of PCs come flopping out of the Ethereal Plane I suspect the concensus will be that it is not a viable means to cheap success in quests of heroic sort.

Indeed the Astral Plane is similar to the Ethereal, albeit there are even worse perils to risk when hazarding that plane other than for direct travel to a destination. (In short, it is up to the DM to make certain that the players do not get away by cheap tricks, the louts!) 

Cheers,
Gary
 


Solid answers to astral questions

by Roger E. Moore

Since the article on “The Astral Plane” appeared in issue #67
of DRAGON™ Magazine, a number of people have written to me
or to Dragon Publishing Magazine with questions and sugges-
tions concerning AD&D™ adventuring in astral space. Some
additional thoughts on the subject have come to me as well; this
edition of “Sage Advice” concerns the Astral Plane and various
aspects of getting around thereon.

A few things need to be said before the questions start com-
ing. First: the thank-you’s. A number of people helped produce
the original article on the Astral Plane and should be recog-
nized. Georgia Moore, Marc Cocherl, and Neal O’Koon proof-
read and reviewed the original draft; Neal got me to clarify the
wound-recovery problem in astral space. Norman Moore sug-
gested some aspects of magical item alteration that were
incorporated into the article. Kim Mohan did a superb job of
editing and clarifying the material, and Gary Gygax’s com-
ments and additions to the article were much appreciated.
Thank you all.

Second: my sources. Putting the Astral Plane article together
was difficult, since so little material on that environment was
offered in the rule books. Most of the material in the article was
extrapolated from the Dungeon Masters Guide,
the DEITIES & DEMIGODS™ Cyclopedia, AD&D Module Q1 (Queen of the
Demonweb Pits), and from some research I had been doing in
graduate school on the effects of weightlessness.

Third: the reason this follow-up article was prepared. Com-
ments sent in to Dragon Publishing or to me were greatly
appreciated, and went a long way toward further clarifying and
making more logical and workable the current “astral model.”
Thanks to the following readers in particular: Nick Bennett,
Brian Cluggish, Scott Grady, Peter Hare, Robert Konopelski,
Joe Listopad, Steve March, Jeff Naiman, Russell Pflughaupt,
Robert Stockdale, and Robert Weisberg.

The questions have been arranged by topic, much in the
same way the original article was divided. Some general com-
ments have been added as well where appropriate.

General Topics

Q: Does the Astral Plane contact the Elemental Planes?

A: Not as far as can be told from the literature. It was pointed out
by a questioner that if spell-users could summon walls of stone
on the Astral Plane (as well as poison gas, water, and fireballs),
then why not let them bring elementals as well? This was a hard
point to resolve; it was assumed that the former sorts of spells
do not necessarily draw power from the Elemental Planes, and
that in casting such spells as wall of stone, fireball, etc., the
spell caster is spontaneously creating material from nothing.

Others may point out that there are at least two known types
of elementals —aerial servants and invisible stalkers — known
to roam astral space. It could be conjectured that they got there
by being summoned to the Prime Material Plane and then sent
into astral space on some mission. They might also have been
gated to astral space by their respective rulers on the elemental
planes. Taking a cue from Module Q1, however, it appears that
the elemental-conjuring spells are not powerful enough to
bring elementals to the Astral Plane directly from their home
planes. A spell caster might try to develop a different type of
elemental-summoning spell that attracts elementals who hap-
pen to be on the same plane as the summoner (this would be
good for getting aerial servants and invisible stalkers to come to
you astrally) — but the referee should consider the possibility
that such a spell would actually enrage the summoned creature
if it saved against the spell, making it very likely that the crea-
ture would then seek out and attempt to slay the summoner.
If a spell caster just has to have an elemental on the Astral
Plane, then a magic-user could summon an invisible stalker on
the Prime Material Plane and command it to follow him into
astral space while he uses some other means (spell, psionics,
device, etc.) to get there. Or, characters could cast a gate spell,
linked directly with the Elemental Planes (and the rulers there-
of), and then could try to negotiate for the temporary use of an
elemental or two. This could obviously be very expensive, as
well as incredibly dangerous, so it isn’t recommended.

In most cases, if an elemental is to be conjured, there must be
a medium at the place of summoning in astral space appro-
priate to the type summoned (a water sphere for water elementals,
stone or earth for earth elementals,
or flame for fire elementals). Only air elementals would require no special medium
to move through; they can travel naturally through astral space,
just as aerial servants and invisible stalkers do.
 

Q: How does one drink potions in a weightless condition?

A: Inventive characters can come up with many ways of circum-
venting the problems of weightlessness (see Gary Gygax’s
excellent suggestion for write spells in DRAGON #67.) Using
normal potion bottles can be time-consuming, since the liquid
contents will not naturally flow out of them all at once unless
one shakes the bottle like we normally shake ketchup bottles;
unfortunately, shaking a bottle makes it hard to drink the potion
at the same time, and too much liquid may flow out at once,
making the user choke. This may be simulated by stipulating
that someone using a regular potion bottle needs 1-4 rounds to
get a full dose of the fluid, and there is a 5% chance per round of
drinking (non-cumulative) that the drinker chokes and loses all
the potion’s effects.

Squeezable bottles may be invented, similar to those used by
astronauts and cosmonauts nowadays, so that the rate of flow
of the liquid within can be controlled by the drinker. Potion
drinking would take only one round, as usual, if such a bottle
was used. Other systems might be devised involving straws,
syringe-like pumps, and so forth, that would work just as well.
 

Q: How is it possible to drown on the Astral Plane if characters
do not need oxygen? Experiments have been conducted
recently In which creatures have had one lung filled with water
with no ill effects, and some animals have been fitted with
artificial gills to enable them to breathe water easily.

A: For purposes of this model of the Astral Plane, it is assumed
that astral characters do not need to breathe in order to stay
alive but they must have their lungs clear of foreign material
and exposed to the astral medium (the “air” of astral space.)
The initial entry into astral space is sufficient to cause one’s
lungs to be filled with this medium, and from then on breathing
is unnecessary. But if water gets into an air-breathing charac-
ter’s or creature’s respiratory system, it will evenly coat (in this
weightless environment) all of the system’s air passages and
prevent the astral medium from providing its life-sustaining
qualities.
***
 

Q: Okay, if you can drown on the Astral Plane, then can you
prevent it by holding your nose?

A: This is assumed in the action of the saving throw vs. breath
weapon to keep from drowning; success means the character
was able to cover his/her nose and keep the mouth shut.
Inventive characters may develop nose plugs, but it is still
suggested that a roll of 1 as a saving throw be a failure, indicat-
ing that the nose plugs came loose or fell out, or something else
went wrong mechanically. Goggles would similarly help pre-
vent blindness for someone caught in a dig spell’s effects, but a
saving throw of 1 would indicate that a piece of dirt found its
way past the goggles, or whatever. Nothing’s a sure thing.
***

Q: Are people able to talk in astral space?

A: Yes. All one has to do is inhale the “air,” or astral medium, and
then speak normally while exhaling. Normal conversation can
be heard up to 60 feet from a speaker, and shouted commands
can reach 240 yards. The environment is permeated by a
sound-deadening effect, resulting from the lack of anything to
produce echoes and amplify the sounds made, so astral space
seems abnormally silent. If one wanted to get complicated
about it, one could set up rules which specify that the direction
a speaker is facing makes a difference in how well he is heard,
but this seems like too much work.
*
 

Q: How are psionics and psionic powers affected by travelling
the Astral Plane?

A: See DRAGON #67 for comments on astral projection and
probability travel. As for other disciplines, body equilibrium affects
the user as per a feather fall spell; cell adjustment allows
healing astrally; mind over body, suspend animation, dimension walk,
and etherealness have no effect if used astrally; and
teleportation is described further as per the spell teleport in
DRAGON #67 and in this article. All other psionic attacks,
defenses, and disciplines function as normal or as similar mag-
ical spells do, as described in the original article. Psionic
strength points are recovered at a varying rate, as follows:
points recovered during hard exertion (fighting), none; when
moving by mental effort, 6 pts/hour; when “floating” without
thinking of moving, 12 pts/hour.

Astral Encounters

Q: What other races of spell casters besides human may be encountered?

A: Very few. Elven wizards (11th-level magic-users) might be
discovered using an astral spell from a scroll, but no demi-
human clerics or spell casters of other sorts would likely be
found. The DM may have an encounter take place with a party
of NPC’s that includes a 7th-level gnome illusionist (possibly
multiclassed) who successfully used an astral spell from a
scroll of illusionist spells. A party might also meet a high-level
thief (10th or greater) of any race except half-orc, who also
used some scroll spell to be taken to astral space, with or
without partners. For all practical purposes, assume that 95% of
all spell casters responsible for bringing a group to the Astral
Plane are human. The other 5% may be set up as special
encounters as the DM chooses, along the examples given
above.
*

Q: It was mentioned that insanity might be present in “special”
encounters involving persons lost in astral space. How would
this work?

A: In a way, floating around in the Astral Plane can be described
as a form of sensory deprivation. There is little to look at,
nothing to hear but oneself (if alone), and nothing to do if one is
lost. Time becomes meaningless, and a second passed may
seem like a year (or vice versa). If a lost NPC is encountered, he
or she will be insane if a saving throw vs. magic (including
wisdom bonuses) is failed prior to the encounter. Lost player
characters, for simplicity’s sake, are assumed to be immune to
the insanity-producing effects of astral space, though the con-
ditions may certainly make them uncomfortable. The most
common sort of insanity found in lost astral travelers would
likely be catatonia (as per the Dungeon Masters Guide).
*
**
Q: What about lycanthropes?

A: Whether an NPC is a lycanthrope or not is up to the DM.
However, lycanthropes will find it impossible to assume animal
shape in astral space (there’s no natural darkness), and will
appear completely human if met.

Q: In the Sage Advice column in issue #71,
it was stated that lycanthropes cannot
change their shape on the Astral Plane
because there is no natural darkness there.
However, the DMG states that after six
years of experience, lycanthropes can
change at will. Which is correct?

A:The Sage Advice answer in #71 should
be amended as follows: Lycanthropes of
any sort found on the Astral Plane will
assume wereform only as a result of melee
injury or the casting of certain spells (as
noted on p. 22, DMG) if the creature has
had lycanthropy for less than six years.
Those having lycanthropy for more than
six years will, in addition to the above
circumstances, be able to change into
wereform at will.
(79.14)

Astral Traveling

Q: When a cleric travels the Astral Plane, can his or her holy
symbol be brought along without a magical aura being placed
upon it?

A: No, unless the holy symbol itself is enchanted and has magi-
cal powers of its own. However, a cleric could cast a simple
spell like light upon the symbol, which in essence causes it to
radiate a magical aura and will allow it to be brought into astral
space.
*
*
*
Q: Can astral characters who are “adjacent” to another plane be
seen by other inhabitants of astral space who are not “adjacent”
to the same plane?

A: Yes. It would work something like this: Suppose a group of
astral travelers is “adjacent” to an Outer Plane, looking it over.
Approaching behind them is a shedu. From the shedu’s view-
point, the characters appear normal, except that they are
slightly out of focus in its vision (since they have moved into the
“borderland” between the planes). The characters will also
appear to be looking around, viewing something the shedu
cannot see since it is not also “adjacent” to the other plane.
The characters, if they turn around, will be able to see the
shedu in the Astral Plane “behind” them, as well as get a further
glimpse of the surroundings on the Outer Plane to which they
are “adjacent” (something like a double exposure on a piece of
film). The shedu and the characters may interact, but neither
will be able to affect any inhabitants on the “adjacent” Outer
Plane unless certain special spells are used. A medusa, if one
were present on the Outer Plane the characters are viewing,
would be able to see the characters and attack them but could
not see or attack the shedu.

Any area in astral space considered “adjacent” to another
plane appears indistinguishable from any other area of the
Astral Plane. Only the spell caster who initiated the traveling
can find such a place. Any plane touching the Astral Plane may
have several or many “adjacent spots” from which it may be
entered from astral space.

Movement and Combat

Q: If a magic-user has a familiar, how fast can the familiar travel astrally?

A: Familiars (but not pets) are assumed to be able to travel at a
velocity based on the magic-user’s intelligence if they are
within 12” of the M-U; beyond that range, they MOVE at a
rate based on their natural intelligence score. A min. score
of 2 (for a 2” movement rate) is suggested, even for a creature
type of animal intelligence, since the PH says
familiars are “abnormally intelligent.
*
*
*

Q: If an astrally projecting character is wounded but survives to
come back to his or her material body, is all the damage taken
removed?

A: No. The psychic trauma of being wounded will still be pres-
ent; though the material body will be unharmed, the person will
appear exhausted and may possibly have sympathetic or <link:WSG>
imaginary pains in the parts of his or her body that received the
wounding. Normal recovery times apply, and magical spells or <{i}>
potions may be used to restore lost HP.
*
*
*
Q: Shouldn’t the initial penalty of -6 “to hit” on missile fire
(because the archer is not initially used to shooting without
having to account for gravity) be removed after it is suffered just
once, to reflect the archer’s sudden realization that all he has to
do is aim at a target directly?

A: This good point was made, in one way or another, by several
persons. The rule stated in the original article should still apply
to all attacks made with thrown weapons; one will always have
the penalty initially, and even after compensating for it will have
to re-learn how to compensate each time the Astral Plane is
re-entered. (Perhaps a few practice sessions at throwing things
would be in order right after one enters astral space.) Slings are
also governed by this rule.

A modification to the rule may be made for all types of bows
and crossbows that permit direct missile fire. Immediately after
entering the Astral Plane, a person who is familiar with archery
(who has taken a bow or crossbow as a personal weapon of
expertise) rolls 3d6; a result equal to or less than the character’s
intelligence score indicates that the character already realizes
the weightlessness of the plane will change the path of arrows
or bolts to a straight line; the first missile such a character fires
will have a -2 “to hit” penalty, but the rest will be fired as normal.
Would-be archers who fail the roll vs. intelligence will auto-
matically miss any target over 60’ distant on the first attempt to
hit it. However, with each subsequent missile fired, the archer
or crossbowman may again attempt to roll intelligence or less
on 3d6, and if successful will have a -2 “to hit” on the next
missile fired, and then make all future shots at normal “to hit”
odds. (Again, a little target practice at first couldn’t hurt.) One
character may forewarn another about the adjustments, so the
second archer won’t need to do an intelligence roll; the proce-
dure of firing the first missile at a -2 “to hit,” however, stays the
same. Once this difference in missile fire is learned, an archer
does not need to make any further intelligence rolls upon re-
entering the Astral Plane, but will always shoot the first missile
he fires on that plane at -2 (while “learning” the procedure
first-hand over again).
*
*
*
Q: Since any missile in astral space will follow a straight-line
path without slowing down, shouldn’t the maximum missile
ranges be extended to infinity, or at least to “as far as the eye
can see”?

A: It’s true that missiles will have infinite range; they can (and
perhaps do) travel “to infinity.” But the probability of hitting a
target — which is what missile firing is all about — at long
ranges is extremely low; it approaches zero much sooner, and
much more rapidly, than the missile approaches infinity.
The smallest fraction of error in aiming at a very distant target
can produce a complete miss. Imagine having a rifle in outer
space and being told to shoot at a 5-foot-diameter target one
mile away. You can see that far, and a fired missile would
certainly travel that far, but the slightest error in your aim
means that you miss. Doubling the maximum missile ranges
seemed like a fair way to extend missile fire without failing to
account for the loss of accuracy. The chance of hitting any-
thing (unless it is really big) at a distance greater than the
double-distance long range (as set forth in the original article)
should be considered very small — too small to be worth both-
ering about.
    But . . . if some magic-user were to invent, perish the thought,
“smart arrows” that track a target by its innate intelligence, or
some wizard eye-like guidance system, well . . . let’s let that
possibility go for the time being.
***

Q: Since all movement depends upon simply thinking about
moving, couldn’t a character dodge a blow by literally thinking
himself out of the way?

A: Not really; the ability to dodge blows in this fashion is sub-
sumed in the normal AC adjustments involving dexter-
ity. The higher dexterity one has, regardless of intelligence, the
better one’s nervous system is at responding to mental com-
mands to move. (Think of dexterity as analogous to reaction
time.) One astral character could “swoop down” at another
character and strike as he flew past, but unless the target
character is preoccupied, he or she will get a chance to strike
back, too, at normal odds “to hit.”
***
 

Q: Why is overbearing not allowed, but grappling and pummeling are?
Couldn’t an attempt to overbear disorient and upset the defender, sending him rolling and tossing?

A: The sort of attack described in the question could be done
just as well by grappling. Overbearing requires that there be a
surface to fight on, and gravity that will work to the overbearer’s
advantage. Otherwise, attacks meant to overbear will work out
(in non-gravity) just like grappling.
***
 

Q: If movement on the Astral Plane depends only on intelli-
gence, then it would seem that a magical sword or other weap-
on that had ah innate intelligence would be able to move and
fight just like a sword of dancing can. If this is so, then how
could you determine the fighting ability of an intelligent
weapon?

A: This question didn’t occur to us during the production of the
original astral article. It opens up many more questions than
just the one above — for instance, could an intelligent sword be
made to push treasure along? Haul unconscious party mem-
bers? Fight independently, either as a sword or by making a
long run at something like a spear?

Fortunately, there is a good “game” answer to the above
question that also makes some sense “realistically”: The intelli-
gence of a magic weapon is not a biological intelligence that is
normally accustomed to acting while being able to move inde-
pendently; in contrast, characters or creatures that can and do
move independently on the Prime Material and other planes are
accustomed to acting while moving on their own, even though
movement ability is not a function of intelligence in their normal
environment.

Thus, magical weapons have no effective movement on their
own in astral space (except for swords of dancing, which func-
tion as per the DMG). Magic weapons are assumed to have no
sensory awareness of their surroundings except by means of
whatever powers they might possess (detect traps, detect
metals, etc.) In a word, they are blind. If such a weapon is held
by a character, it may be assumed that the weapon can obtain
some limited awareness of its surroundings, through the
wielder’s own senses, but that is all. In the AD&D adventure
provided with the Astral Plane article in DRAGON #67, Fedifen-
sor itself might have escaped its predicament if it had been able
to move on its own astrally.

Magical Alterations

Q: If magic items from the Prime Material Plane are reduced in
effectiveness when taken to the Astral Plane or one of the Outer
Planes, would not items made upon an Outer Plane be reduced
in effectiveness if taken to the Astral or Prime Material Plane?

A: Sure, although there should be a limit to the reduction in
effectiveness. Prime Material magic items suffer a loss of one
magical “plus” when taken to the Astral Plane, and two such
steps when taken to any Outer Plane. The reverse should also
be true of items coming from a particular Outer Plane. If a
demon prince made a +5 weapon on Plane #423 of the Abyss,
the weapon would still be a +5 weapon anywhere in the Abyss,
but would be a +4 weapon on the Astral Plane and a +3 weapon
on the Prime Material Plane. Some interesting adventures
might be arranged around magic weapons which, on the Prime
Material Plane, are quite weak, but which pick up additional and
unexpected powers the closer they are taken to their home
planes.
***

Q: Wouldn’t magic items that depend on energy from the Positive and Negative Material Planes be reduced in effectiveness if taken into astral space?

A: Yes, but most of these effects are assumed to be accounted
for in the general magic-item alterations.
A sword of life stealing, +2 would become a sword of life stealing, +1 astrally and a
non-magical sword on any Outer Plane; it is assumed that such
a sword has some kind of innate link anyway with the Negative
Material Plane.

Part of the problem in answering this question is that it is not
clear which weapons and items, if any, get their magical energy
directly from the Positive and Negative Material Planes and
which do not. The question can be dropped for the present
without affecting the play of the game, however.
***

Q: How long does it take to recover spells for casting astrally?

A: The spell caster, whether praying for a spell or reading from a
spell book, will find that it takes the same amount of time to
recover spells in the Astral Plane as it does normally (see
p.39-40, DMG), but instead of sleeping the spell-caster must
remain at REST, unmoving, for the stated length of time. As
mentioned in the original article, spell casters may only attempt
to gain new spells once during any single astral journey; the
peculiar magical properties of the plane make it impossible for
normal spell casters to gain any new spells after that.
*
**

Q: Couldn’t clerics who worship a deity who lives on the Astral
Plane be allowed to recover spells more than once?

A: To every rule (see the preceding question) there is always
one exception, and this (ahem) is one such. Clerics — but not
magic-users or illusionists — whose object of worship normally
resides on the Astral Plane may repeatedly recover spells while
astral, though the above-stated time limits still apply for each
recovery period.
*
**

Q: How do native astral races like the githyanki recover spells
they CAST?

A: The githyanki and other native astral races who cast spells
can, because they have fully adapted to the astral environment,
recover any spells they use as often as desired. Visitors from the
Prime Material Plane will never be able to pick up this adapta-
tion, a wish notwithstanding. Recovery times, as described
above for magic-user and cleric characters, still apply.

Specific Spell Alterations

Below are listed certain spell alterations that are further clari-
fied or corrected from the original presentation:

Cleric spells:

Commune, Divination, Spiritual Hammer — The Astral Plane
is not considered “neutral territory” to the gods, as the Prime
Material Plane is. Spells like commune, divination, and spiritual
hammer will not function astrally — unless the cleric’s deity
lives on the Astral Plane — because to succeed, they require
direct intervention by the deity or a minion of the deity. The
gods who inhabit the Astral Plane would take offense if such a
thing were allowed to happen — so it does not happen.

Word of Recall — This spell will work on the Astral Plane — if
the cleric’s deity lives on that plane, and if the cleric using the
spell has a stronghold on the Astral Plane as well. In such a
case, the cleric may use word of recall to instantly move from
any point on the Astral Plane to a place within the astral
stronghold that has a solid “floor.”

Druid spells:

Chariot of Sustarre — The chariot does not come from the
Elemental Plane of Fire, and so can appear astrally.
<this is in error>

Conjure Elemental — See comments under “General Topics”
earlier in this article.

Magic-user spells:

Anti-Magic Shell — Magic-using creatures native to the
Astral Plane may use this spell normally.

Conjure Elemental — See comments under “General Topics”
earlier in this article.

Find Familiar, Monster Summoning — Note that these spells
do not open an inter-planar gate, but simply attract creatures
residing on or passing through the Astral Plane.

Teleport — Use of this spell, or a magic item which is similar
in nature, is allowed if one is attempting to teleport within the
Astral Plane to a solid surface, such as a matter island or a
fortress.

Tenser’s Floating Disk —The original article was in error
about the usage of this spell and its after-effects; when the spell
duration ends, anything the disk was carrying will follow a
straight-line path at a constant velocity, moving at the same
speed the now-expired disk was maintaining.