| Ref | Ouvrage | Question | | Reponse |
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41. | DR071 | Dragon #71 | ASTRAL, GENERAL TOPICS: 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. | | 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 character’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. |
42. | DR071 | Dragon #71 | ASTRAL, GENERAL TOPICS: Okay, if you can drown on the Astral Plane, then can you
prevent it by holding your nose? | | 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, indicating
that the nose plugs came loose or fell out, or something else
went wrong mechanically. Goggles would similarly help prevent
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. |
43. | DR071 | Dragon #71 | ASTRAL, Magic Alterations: Couldn’t clerics who worship a deity who lives on the Astral
Plane be allowed to recover spells more than once? | | 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. |
44. | DR071 | Dragon #71 | ASTRAL, Magic Alterations: How do native astral races like the githyanki recover spells
they cast? | | 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 adaptation,
a wish notwithstanding. Recovery times, as described
above for magic-user and cleric characters, still apply. |
45. | DR071 | Dragon #71 | ASTRAL, Magic Alterations: How long does it take to recover spells for casting astrally? | | 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. |
46. | DR071 | Dragon #71 | ASTRAL, Magic Alterations: 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? | | 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. |
47. | DR071 | Dragon #71 | ASTRAL, Magic Alterations: Specific Spell Alterations | | Below are listed certain spell alterations that are further clarified
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.
- 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.
|
48. | DR071 | Dragon #71 | ASTRAL, Magic Alterations: Wouldn’t magic items that depend on energy from the Positive
and Negative Material Planes be reduced in effectiveness if
taken into astral space? | | 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. |
49. | DR071 | Dragon #71 | ASTRAL, Movement and Combat: If a magic-user has a familiar, how fast can the familiar travel
astrally? | | 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 magic-user; beyond that range, they move at a
rate based on their natural intelligence score. A minimum score
of 2 (for a 2” movement rate) is suggested, even for a creature
type of animal intelligence, since the Players Handbook says
familiars are “abnormally intelligent.” |
50. | DR071 | Dragon #71 | ASTRAL, Movement and Combat: If an astrally projecting character is wounded but survives to
come back to his or her material body, is all the damage taken
removed? | | No. The psychic trauma of being wounded will still be present;
though the material body will be unharmed, the person will
appear exhausted and may possibly have sympathetic or
imaginary pains in the parts of his or her body that received the
wounding. Normal recovery times apply, and magical spells or
potions may be used to restore lost hit points. |