--- title: Astral Adventuring description: Notes and rules for playing (or running) adventures on the astral plane. date_pub: 2023-02-19T15:10:00-05:00 section: astral content_type: feature short_code: aa1 --- [[toc]] ### Currents Invisible flows of psychic energy that permeate and swirl around the astral plane. - Creatures move up to 10x faster when moving with the current (or faster). - Vessels designed to ride on these currents are called **astral cruisers**. - They can use the currents to move at [travel speed](/astral/vessels.html#travel-speed). ### Distance and Measurement - Ranges are measured in yards, rather than feet (3x increase). - Areas of spell effects, blasts, etc. are still measured in feet. - Movement rates: - For creatures - measured in feet. - For vessels - measured in yards. #### Missile Weapons - Gain an additional attack range option, **Distant**: - -4 to attack rolls. - Range is 1 mile. ### Fragments Pieces of other planes (usually floating) in the astral plane. The shape is typically determined by the plane of origin: - **Fire**: Fragments from [the elemental plane of fire](/planes/elemental.html) are usually globes of elemental fire (used in Dwarven fire engines and some Drahki weapons). - **Water**: Fragments from [the elemental plane of water](/planes/elemental.html) are usually globes of water. - **Earth**: Fragments from [the elemental plane of earth](/planes/elemental.html) are usually irregularly-shaped chunks of rock and dirt. - Large fragments of earth are called **islands**, and often used to support a stronghold or outpost in the astral void. - **Air**: Fragments from [the elemental plane of air](/planes/elemental.html) are usually globes of air (used to supply some ships traveling to airless planes) - **Chaos**: Fragments from [the elemental plane of chaos](/planes/elemental.html) are usually jet black globes, and tend to function as spheres of annihilation. - **Law**: Fragments from [the elemental plane of law](/planes/elemental.html) are usually globes of crackling, radiant energy. - It's believed that these arise spontaneously when a fragment from the plane of chaos appears, and are equal in size to the chaos ones. - When a fragment of law and chaos are combined, the resulting release of energy looks like white and black lightning, and can be seen for thousands of miles around. ### Gravity - Subjective, with capable creatures (INT 5 or greater) able to change "down" with a thought (CHA check if under duress). - Falling speed is INT x 30' / combat round, specific maneuvers require a CHA check. - Objects float in space unless able to move on their own (as above) or acted upon by an external force. - Unintelligent creatures fall "down" at 100' / round. ### Languages - Alignment languages are the same throughout the multiverse. - The same version of Common is spoken throughout the multiverse, with only the perceived accent of a speaker changing (along with certain slang). - Each racial language spoken and written on a given plane is a dialect of that same language on other planes. ### Outposts A stronghold, shop, or town in the astral plane, usually established on a large island. - Those interested in trade will have one (or more) docks for passing ships. - Outposts with [permanent portals](#portals) to other planes are called **ports**. ### Portals Usually manifest as flat, shimmering discs of various colors that appear to float in place. - Can be used by passing through to arrive on the destination plane. - May lead to any other plane (Inner, Outer, or Material). - Each different destination has its own color, and a portal leading to a character's home plane will always look silver to them. - Most portals (99%) are temporary, lasting 1d20 hours. - Most portals (99%) are one-way, and only visible (when open) from the entry side, but become two-way for 1d4 rounds after being passed through. - An open portal may be be closed or made translucent (allowing characters to see the other end for one turn) with a successful CHA check within 60' of the portal. - Temporary portals which lead from the astral to other planes are called **pools**. - Permanent portals which lead from the astral to other planes are called **ports**, and are usually established on a island and attached to an [outpost](#outposts). ### Temperature The ambient temperature in the astral plane tends towards the tepid side for most humans and demihumans, being roughly equivalent to a warm spring day in a temperate climate. ### Time - Time is quickened: 3 rounds pass in the astral plane for each round that passes in a material plane. - Spells cast in the Astral plane appear to last 3 times as long as listed - The effects of time don't happen while on the astral plane. This means that characters in the astral plane: - do not age, - do not need to breathe, - do not need to eat or drink (which also means that they can't expend a ration to heal), and - only need to sleep for 30 phase-minutes each phase, although they still need to rest for an entire shift (8 phase-hours), and only gain 1 HP back after resting and sleeping.