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Dungeon Master's Guide

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dead god or other chunks of rock drifting forever in the<br />

silvery void. Much more commonplace are color poolsmagical<br />

pools of colored light that flicker like radiant,<br />

spinning coins.<br />

Creatures on the Astral Plane don't age or suffer from<br />

hunger or thirst. For this reason, humanoids that live<br />

on the Astral Plane (such as the githyanki) establish<br />

outposts on other planes, often the Material Plane, so<br />

their children can grow to maturity.<br />

A traveler in the Astral Plane can move by simply<br />

thinking about moving, but distance has little meaning.<br />

In combat, though, a creature's walking.speed (in feet) is<br />

equal to 3 x its Intelligence score. The smarter a creature<br />

is, the easier it can control its movement by act of will.<br />

ASTRAL PROJECTION<br />

Traveling through the Astral Plane by means of<br />

the astral projection spell involves projecting one's<br />

consciousness there, usually in search of a gateway to an<br />

Outer Plane to visit. Since the Outer Planes are as much<br />

spiritual states of being as they are physical places, this<br />

allows a character to manifest in an Outer Plane as if he<br />

or she had physically traveled there, but as in a dream.<br />

A character's death-either in the Astral Plane or on<br />

the destination plane-causes no actual harm. Only the<br />

severing of a character's silver cord while on the Astral<br />

Plane (or the death of his or her helpless physical body<br />

on the Material Plane) can result in the character's true<br />

death. Thus, high-level characters sometimes travel to<br />

the Outer Planes by way of astral projection rather than<br />

eek out a portal or use a more direct spell.<br />

Only a few things can sever a traveler's silver cord, the<br />

most common being a psychic wind (described below).<br />

The legendary silver swords of the githyanki also have<br />

this ability. A character who travels bodily to the Astral<br />

Plane (by means of the plane shift spell or one of the<br />

.-are portals that leads directly there) has no silver cord.<br />

C OLOR POOLS<br />

Gateways leading from the Astral Plane to other<br />

planes appear as two-dimensional pools of rippling<br />

colors, ld6 x 10 feet in diameter. Traveling to another<br />

plane requires locating a color pool that leads to the<br />

desired plane. These gateways to other planes can be<br />

:dentified by color, as shown on the Astral Color Pools<br />

table. Finding the right color pool is a matter of chance:<br />

.ocating the correct one takes ld4 x 10 hours of travel.<br />

AsTRAL CoLoR PooLs<br />

d20 Plane Pool Color<br />

Ysgard<br />

Indigo<br />

2 Limbo jet black<br />

3 Pandemonium Magenta<br />

4 The Abyss Amethyst<br />

5 Carceri Olive<br />

6 Hades Rust<br />

7 Gehenna Russet<br />

8 The Nine Hells Ruby<br />

9 Ache ron Flame red<br />

10 Mechanus Diamond blue<br />

11 Arcadia Saffron<br />

12 Mount Celestia Gold<br />

13 Bytopia Amber<br />

14 Elysium Orange<br />

15 The Beastlands Emerald green<br />

16 Arborea Sapphire blue<br />

17 The Outlands Leather brown<br />

18 Ethereal Plane Spiraling white<br />

19-20 Material Plane Silver<br />

PSYCHIC WIND<br />

A psychic wind isn't a physical wind like that found on<br />

the Material Plane, but a storm of thought that batters<br />

travelers' minds rather than their bodies. A psychic<br />

wind is made up of lost memories, forgotten ideas,<br />

minor musings, and subconscious fears that went<br />

astray in the Astral Plane and conglomerated into this<br />

powerful force.<br />

A psychic wind is first sensed as a rapid darkening of<br />

the silver-gray sky. After a few rounds, the area becomes<br />

as dark as a moonless night. As the sky darkens, the<br />

traveler feels buffeting and shaking, as if the plane itself<br />

was rebelling against the storm. As quickly as it comes,<br />

the psychic wind passes, and the sky returns to normal<br />

in a few rounds.<br />

The psychic wind has two kinds of effects: a<br />

location effect and a mental effect. A group of travelers<br />

journeying together suffers the same location effect.<br />

Each traveler affected by the wind must also make a<br />

DC 15 Intelligence saving throw. On a failed save, the<br />

traveler suffers the mental effect as well. Roll a d20<br />

twice and consult the Psychic Wind Effects table to<br />

determine the location and mental effects.<br />

CHAPTER 2 I CREATING A MULTTVERSE<br />

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