Planar Travel
Astral Danger
Even close to the Prime Material Plane, the Astral Plane is somewhat unstable. Characters traveling through it suffer damage from the chaotic forces of the storm, at the rate of 1d6/round. The damage type is randomly determined from the list of potential elemental damage types each round or every ten rounds (whichever is more convenient). Obviously, this won’t stop a well-prepared adventuring party from using the Astral for even moderate periods of time, as relatively low-level magic can prevent the damage, and special items will be available to negate this effect. The Astral Plane is the only way to reach the more distant planes (which won’t be fully discussed here, as planar travel is not intended to be a significant part of my game).
Reaching the Dreaming – and acting there.
There are two different types of travel to the Dreaming – projecting the character’s consciousness or direct physical planar travel. A character whose consciousness has traveled to the dreaming takes only subdual damage from attacks suffered there (attacks which normally deal subdual damage deal half damage). A character rendered unconscious by this damage awakens to the real world, is healed half of his subdual damage and is exhausted. He may attempt to sleep normally after that, but may not return to the dreaming until healed of all subdual damage suffered there. While in the Dreaming, the character’s body is vulnerable. The character will not awaken except to violent stimulus (shaking, shouting in their ear, etc.), and when he does awaken, he will be disoriented – effectively dazed for 1d4 rounds. Characters who travel to the Dreaming by direct physical planar travel follow all normal rules.
