Sage Advice Collection

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 591DR071 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.” 
 592DR071 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. 
 593DR071 Dragon #71 ASTRAL, Movement and Combat: Shouldn’t the initial penalty of -6 “to hit” on missile fire (because the archer is not initially used to shooting without having to account for gravity) be removed after it is suffered just once, to reflect the archer’s sudden realization that all he has to do is aim at a target directly?  This good point was made, in one way or another, by several persons. The rule stated in the original article should still apply to all attacks made with thrown weapons; one will always have the penalty initially, and even after compensating for it will have to re-learn how to compensate each time the Astral Plane is re-entered. (Perhaps a few practice sessions at throwing things would be in order right after one enters astral space.) Slings are also governed by this rule. A modification to the rule may be made for all types of bows and crossbows that permit direct missile fire. Immediately after entering the Astral Plane, a person who is familiar with archery (who has taken a bow or crossbow as a personal weapon of expertise) rolls 3d6; a result equal to or less than the character’s intelligence score indicates that the character already realizes the weightlessness of the plane will change the path of arrows or bolts to a straight line; the first missile such a character fires will have a -2 “to hit” penalty, but the rest will be fired as normal. Would-be archers who fail the roll vs. intelligence will automatically miss any target over 60’ distant on the first attempt to hit it. However, with each subsequent missile fired, the archer or crossbowman may again attempt to roll intelligence or less on 3d6, and if successful will have a -2 “to hit” on the next missile fired, and then make all future shots at normal “to hit” odds. (Again, a little target practice at first couldn’t hurt.) One character may forewarn another about the adjustments, so the second archer won’t need to do an intelligence roll; the procedure of firing the first missile at a -2 “to hit,” however, stays the same. Once this difference in missile fire is learned, an archer does not need to make any further intelligence rolls upon reentering the Astral Plane, but will always shoot the first missile he fires on that plane at -2 (while “learning” the procedure first-hand over again).  
 594DR071 Dragon #71 ASTRAL, Movement and Combat: Since any missile in astral space will follow a straight-line path without slowing down, shouldn’t the maximum missile ranges be extended to infinity, or at least to “as far as the eye can see”?  It’s true that missiles will have infinite range; they can (and perhaps do) travel “to infinity.” But the probability of hitting a target — which is what missile firing is all about — at long ranges is extremely low; it approaches zero much sooner, and much more rapidly, than the missile approaches infinity. The smallest fraction of error in aiming at a very distant target can produce a complete miss. Imagine having a rifle in outer space and being told to shoot at a 5-foot-diameter target one mile away. You can see that far, and a fired missile would certainly travel that far, but the slightest error in your aim means that you miss. Doubling the maximum missile ranges seemed like a fair way to extend missile fire without failing to account for the loss of accuracy. The chance of hitting anything (unless it is really big) at a distance greater than the double-distance long range (as set forth in the original article) should be considered very small — too small to be worth bothering about. But . . . if some magic-user were to invent, perish the thought, “smart arrows” that track a target by its innate intelligence, or some wizard eye- like guidance system, well . . . let’s let that possibility go for the time being. 
 595DR071 Dragon #71 ASTRAL, Movement and Combat: Since all movement depends upon simply thinking about moving, couldn’t a character dodge a blow by literally thinking himself out of the way?  Not really; the ability to dodge blows in this fashion is subsumed in the normal armor class adjustments involving dexterity. The higher dexterity one has, regardless of intelligence, the better one’s nervous system is at responding to mental commands to move. (Think of dexterity as analogous to reaction time.) One astral character could “swoop down” at another character and strike as he flew past, but unless the target character is preoccupied, he or she will get a chance to strike back, too, at normal odds “to hit.” 
 596DR071 Dragon #71 ASTRAL, Movement and Combat: Why is overbearing not allowed, but grappling and pummeling are? Couldn’t an attempt to overbear disorient and upset the defender, sending him rolling and tossing?  The sort of attack described in the question could be done just as well by grappling. Overbearing requires that there be a surface to fight on, and gravity that will work to the overbearer’s advantage. Otherwise, attacks meant to overbear will work out (in non-gravity) just like grappling. 
 597DR071 Dragon #71 ASTRAL, Movement and Combat: If movement on the Astral Plane depends only on intelligence, then it would seem that a magical sword or other weapon that had ah innate intelligence would be able to move and fight just like a sword of dancing can. If this is so, then how could you determine the fighting ability of an intelligent weapon?  This question didn’t occur to us during the production of the original astral article. It opens up many more questions than just the one above — for instance, could an intelligent sword be made to push treasure along? Haul unconscious party members? Fight independently, either as a sword or by making a long run at something like a spear? Fortunately, there is a good “game” answer to the above question that also makes some sense “realistically”: The intelligence of a magic weapon is not a biological intelligence that is normally accustomed to acting while being able to move independently; in contrast, characters or creatures that can and do move independently on the Prime Material and other planes are accustomed to acting while moving on their own, even though movement ability is not a function of intelligence in their normal environment. Thus, magical weapons have no effective movement on their own in astral space (except for swords of dancing, which function as per the DMG). Magic weapons are assumed to have no sensory awareness of their surroundings except by means of whatever powers they might possess (detect traps, detect metals, etc.) In a word, they are blind. If such a weapon is held by a character, it may be assumed that the weapon can obtain some limited awareness of its surroundings, through the wielder’s own senses, but that is all. In the AD&D adventure provided with the Astral Plane article in DRAGON #67, Fedifensor itself might have escaped its predicament if it had been able to move on its own astrally. 
 598DR071 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. 
 599DR071 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. 
 600DR071 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. 
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