Astral Plane or Sea - WILDSPACE

LYKA BRACER CHANGE

  • If/when Lykalada'ath travels to certain planes of Existence linked to his past, the Bracer changes its properties while in that Plane. When he leaves that Plane, it returns to normal
  • Bracer turns GUNMETAL grey and you can cast the Air Bubble spell at LVL 2 two times a day from it
"Halisstra opened her eyes and found herself drifting in an endless silver sea. Soft gray clouds moved slowly in the distance, while strange dark streaks twisted violently through the sky, anchored in ends so distant she couldn’t perceive them, their middle parts revolving angrily like pieces of string rolled between a child’s fingertips. She glanced down, wondering what supported her, and saw nothing but more of the strange pearly sky beneath her feet and all around her. She drew in a sudden breath, surprised by the sight, and felt her lungs fill with something sweeter and perhaps a little more solid than air, but instead of gagging or drowning on the stuff she seemed perfectly acclimated to it. An electric thrill raced through her limbs as she found herself mesmerized by the simple act of respiration." — Richard Baker, Condemnation
 
The Astral Plane (Sea) - WILDSPACE Base Map Image
DND Beyond Article

Astral Sea

  • The Astral Plane is the realm of thought and dream, where visitors travel as disembodied souls to reach the Outer Planes. It is a great silvery sea, the same above and below, with swirling wisps of white and gray streaking among motes of light like distant stars. Most of the Astral Sea is a vast, empty expanse. Visitors occasionally stumble upon the petrified corpse of a dead god or other chunks of rock drifting forever in the silvery void. Much more commonplace are color pools — magical pools of colored light that flicker like radiant, spinning coins.
  • Creatures on the Astral Plane don’t age or suffer from hunger or thirst. For this reason, humanoids that live on the Astral Plane (such as the githyanki) establish outposts on other planes, often the Material Plane, so their children can grow to maturity.
  • A traveler in the Astral Plane can move by simply thinking about moving, but distance has little meaning. In combat, though, a creature’s walking speed (in feet) is equal to 3 × its Intelligence score. The smarter a creature is, the easier it can control its movement by act of will.

Astral Projection

  • Traveling through the Astral Plane by means of the astral projection spell involves projecting one’s consciousness there, usually in search of a gateway to an Outer Plane to visit. Since the Outer Planes are as much spiritual states of being as they are physical places, this allows a character to manifest in an Outer Plane as if he or she had physically traveled there, but as in a dream. A character’s death — either in the Astral Plane or on the destination plane — causes no actual harm. Only the severing of a character’s silver cord while on the Astral Plane (or the death of his or her helpless physical body on the Material Plane) can result in the character’s true death. Thus, high-level characters sometimes travel to the Outer Planes by way of astral projection rather than seek out a portal or use a more direct spell.
  • Only a few things can sever a traveler’s silver cord, the most common being a psychic wind (described below). The legendary silver swords of the githyanki also have this ability. A character who travels bodily to the Astral Plane (by means of the plane shift spell or one of the rare portals that leads directly there) has no silver cord.

Color Pools (also see side section)

  • Gateways leading from the Astral Plane to other planes appear as two-dimensional pools of rippling colors, 1d6 × 10 feet in diameter. Traveling to another plane requires locating a color pool that leads to the desired plane. These gateways to other planes can be identified by color, as shown on the Astral Color Pools table. Finding the right color pool is a matter of chance: locating the correct one takes 1d4 × 10 hours of travel.
  • (see side section for rolls on finding correct Color Pools)

Psychic Wind (also see side section)

  • A psychic wind isn’t a physical wind like that found on the Material Plane, but a storm of thought that batters travelers’ minds rather than their bodies. A psychic wind is made up of lost memories, forgotten ideas, minor musings, and subconscious fears that went astray in the Astral Plane and conglomerated into this powerful force.
  • A psychic wind is first sensed as a rapid darkening of the silver-gray sky. After a few rounds, the area becomes as dark as a moonless night. As the sky darkens, the traveler feels buffeting and shaking, as if the plane itself was rebelling against the storm. As quickly as it comes, the psychic wind passes, and the sky returns to normal in a few rounds.
  • The psychic wind has two kinds of effects: a location effect and a mental effect. A group of travelers journeying together suffers the same location effect. Each traveler affected by the wind must also make a DC 15 Intelligence saving throw. On a failed save, the traveler suffers the mental effect as well. Roll a d20 twice and consult the Psychic Wind Effects table to determine the location and mental effects.
  • (see side section for rolls on Psychic Wind Effects, both Location and Mental)

Astral Plane Encounters

  • Planar travelers and refugees from other planes wander the expanses of the Astral Plane. The most prominent denizens of the Astral Plane are the githyanki, an outcast race of reavers that sail sleek astral ships, slaughter astral travelers, and raid planes touched by the Astral. Their city, Tu’narath, floats through the Astral Plane on a chunk of rock that is actually the body of a dead god.
  • Celestials, fiends, and mortal explorers often scour the Astral Plane for color pools leading to desired destinations. Characters who linger for too long in the Astral might have an encounter with one or more wandering angels, demons, devils, night hags, yugoloths, or other planar travelers.

Astral Color Pools

d20 Plane Pool Color
  • 1 Ysgard Indigo
  • 2 Limbo Jet black
  • 3 Pandemonium Magenta
  • 4 The Abyss Amethyst
  • 5 Carceri Olive
  • 6 Hades Rust
  • 7 Gehenna Russet
  • 8 The Nine Hells Ruby
  • 9 Acheron Flame red
  • 10 Mechanus Diamond blue
  • 11 Arcadia Saffron
  • 12 Mount Celestia Gold
  • 13 Bytopia Amber
  • 14 Elysium Orange
  • 15 The Beastlands Emerald green
  • 16 Arborea Sapphire blue
  • 17 The Outlands Leather brown
  • 18 Ethereal Plane Spiraling white
  • 19–20 Material Plane Silver

Psychic Wind Effects

d20 Location Effect
  • 1–8 Diverted; add 1d6 hours to travel time
  • 9–12 Blown off course; add 3d10 hours to travel time
  • 13–16 Lost; at the end of the travel time, characters arrive at a location other than the intended destination
  • 17–20 Sent through color pool to a random plane (roll on the Astral Color Pools table)
  • d20 Mental Effect
  • 1–8 Stunned for 1 minute; you can repeat the saving throw at the end of each of your turns to end the effect on yourself
  • 9–10 Short-term madness (see chapter 8)
  • 11–12 11 (2d10) psychic damage
  • 13–16 22 (4d10) psychic damage
  • 17–18 Long-term madness (see chapter 8)
  • 19–20 Unconscious for 5 (1d10) minutes; the effect on you ends if you take damage or if another creature uses an action to shake you awake