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00:50, 10th May 2024 (GMT+0)

The Astral Plane.

Posted by DMFor group 0
DM
GM, 66 posts
Wed 2 Aug 2023
at 01:22
  • msg #1

The Astral Plane

5th edition seems to be lacking in needed rules for travel and the like on the Astral Plane, so I've gone diving into old editions to fill in the gaps.

As the game is starting on the Astral Plane, players should have a grasp of some basics, so I'll post them here. along with other facts as they come up.
DM
GM, 67 posts
Wed 2 Aug 2023
at 01:22
  • msg #2

Travel Times

From 2e rules (Guide to Astral)

Travel to a known color pool:     6+1d6 hours
Travel to an unknown color pool:  6x1d4 hours

Travel to a previously visited Location:         10X1d4 hours
Travel to a described in detail Location:        20X1d6 hours
Travel to a never described or visited Location: 50X1d10 hours

Color Pools:
"Known" color pools is something of an ambiguous area. For a Spelljamming ship I'm willing to make the border between the Astral and a familiar solar system "known". However, a specific place in that system, even just a particular planet, is "unknown". Also, please keep in mind, most color pools can't handle anything as large as a ship, anyhow. Only Border Area color pools.

For travel to an unknown system, the border area color pool is, of course, "unknown".

Obviously, from the times given, travel between solar systems, even to new ones, is relatively fast.

For Astral locations, more is needed:

Previously Visited: obviously you've been there before. This will be something we will have to work out based on backgrounds and other class information. Sages, for instance, are more likely to have visited famous Astral Repositories of Knowledge than cooks.

Described in detail: Again, this is a die roll issue for new players, but Astral Elves and Githyanki with History training have the edge by a wide margin. Others may have information on (at most) one or two areas of particular interest, especially if determined to be new to the Astral (otherwise you'd have visited already)

Never described or visited: Everywhere else. You've heard the name, maybe a brief description that may or may not be accurate, and that's about it. You MAY have one or two such names to start, but probably not. This is also the result of failed History rolls by Astral natives. Sometimes.
DM
GM, 68 posts
Wed 2 Aug 2023
at 01:28
  • msg #3

Healing

Healing on the Astral present problems given the rules as written. No biologic activity (aging and the like) means no healing. But that presents too many issues, so let's do this:

-Poison and disease is held in abeyance until you leave the Astral, then you're hit  and hit hard, especially if you've forgotten. Not impossible, as it could have been YEARS since you were infected or dosed, and you may not even know it.

-Normal healing still happens. After all, a lot of damage in D&D is meant to be a loss of stamina, not holes and bits hacked off. Full healing after a night's rest makes that clear.

So... you may not know you've been poisoned or infected (unless it's a magical disease or poison, and possibly not then) making for returning to Wildspace potentially interesting.

You will heal normally, however, whatever that might mean for various spells and abilities. The possible exceptions are esoteric druid spells that probably don't exist in this edition.
DM
GM, 69 posts
Wed 2 Aug 2023
at 01:29
  • msg #4

Movement Speed

I found the reference to movement in the Astal for this edition. I must have skimmed over it before, as it's in the Astral Adventurer's Guide.

Intx5' per round.

This is by thought alone, and only when adrift in the Astral Sea itself. While in a gravity plane, such as on a ship, normal movement applies.
This message was last edited by the GM at 23:50, Fri 04 Aug 2023.
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