Sage Advice Collection

Réponses 221 à 230 sur 680    ·   · 15   16   17   18   19   20   21   22   23   24   25   26   27   28   29   30   ·  ·   
  Ref  Ouvrage  Question   Reponse 
 221DR071 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. 
 222DR071 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. 
 223DR071 Dragon #71 ASTRAL, GENERAL TOPICS: Are people able to talk in astral space?  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. 
 224DR071 Dragon #71 ASTRAL, GENERAL TOPICS: How are psionics and psionic powers affected by travelling the Astral Plane?  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 magical 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. 
 225DR071 Dragon #71 ASTRAL, Encounters: What other races of spell casters besides human may be encountered?  Very few. Elven wizards (11th-level magic-users) might be discovered using an astral spell from a scroll, but no demihuman 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. 
 226DR071 Dragon #71 ASTRAL, Encounters: it was mentioned that insanity might be present in “special” encounters involving persons lost in astral space. How would this work?  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 conditions 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). 
 227DR071 Dragon #71 ASTRAL, Encounters: What about lycanthropes?  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. 
 228DR071 Dragon #71 ASTRAL, Traveling: When a cleric travels the Astral Plane, can his or her holy symbol be brought along without a magical aura being placed upon it?  No, unless the holy symbol itself is enchanted and has magical 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. 
 229DR071 Dragon #71 ASTRAL, Traveling: 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?  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 viewpoint, 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. 
 230DR071 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.” 
Réponses 221 à 230 sur 680    ·   · 15   16   17   18   19   20   21   22   23   24   25   26   27   28   29   30   ·  ·   
Rechercher    

Sortir