Aquamantic Travel

2nd-level movement

Casting Time: 1 action
Range: Self
Duration: 1 hour

Your psychic presence can leave your physical body and enter the Water Overlay, a region of the Water Plane that reflects and overlaps the real world. The power fails and the use is wasted if you are already on that plane.

Your physical body is unconscious and still requires food, water, and air. You aren’t aware of the happenings to or around your body while planar traveling (unless you’re near enough to see it), and your body is treated as unconscious for purposes of defense. You know immediately if your body takes any damage or if it experiences any sensation that would normally wake someone. For example, you would be aware if your body were being shaken or stuck with a needle, but not if it were being gently carried or if your hand were placed in a bowl of warm water.

Your psychic presence appears as you see yourself. Your game statistics generally stay the same, but your physical ability scores are replaced by your mental: Strength is replaced by Wisdom, Dexterity by Intelligence, and Constitution by Charisma. These changes affect your attacks, skills, hit points, Armor Class and all other statistics of your character affected by ability scores.

Your psychic presence is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.

You can have whatever weapons and armor you normally carry and are proficient in. You can also summon such equipment, but only objects you own that are familiar to you, with a Wisdom check (DC 12). You can also use extraplanar armor and weapons if available.

You initially wear a favorite outfit but can wear whatever clothing you choose and change your attire with a Wisdom check (DC 12).

You also have the addition of a silvery cord that extends from between your shoulder blades or the back of your head, and trails behind you when you look for it, fading to invisibility after a few feet. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut—something that can happen only when an effect specifically states that it does—your soul and body are separated, killing you instantly (although some believe your psychic presence remains on the plane as a mad elemental).

Your psychic presence can stay in the Planar Overlay, allowing you to observe the material plane, though not interact with it. You can use water control or similar powers that you possess to interact with the physical world if you can see it. Your psychic presence can wander for as long as you wish, however, your physical body is subject to dehydration, starvation, and atrophy. When the duration expires, you can trigger the power again without returning to your body.

Your psychic presence can freely travel through the Water Plane and gains a Swim speed equal to half your land speed. It can't pass through portals there leading to any other plane. If you try to enter a new plane or return to the plane you were on when using this power, you return to your body and wake up.

Your psychic presence cannot be sensed on the material plane through the normal senses, is able to move through mundane barriers, such as walls, unhindered (unless those walls also exist on the Planar Overlay). The physical environment of the material plane has no effect on your psychic presence, and it doesn’t require air.

The effect ends for you (and any you bring with you at higher levels) when you use your action to dismiss it. When the effect ends, all affected creatures return to their physical body and wake up.

This power might also end early for you or one of your companions. A successful dispel magic or dispel power used against an extra-planar or physical body ends the power for that creature. If a creature’s original body or its manifested form drops to 0 hit points, the power ends for that creature. If the effect ends early and the silver cord is intact, the cord pulls the creature’s psychic presence back to its body, awakening it. The creature is stunned for 1d4 rounds.

If you are returned to your body prematurely, any companions you've brought with you are also returned under the same conditions.

At Higher Levels. At every odd level beyond 3rd (5th, 7th, 9th, etc.), you can add one companion, bringing them with you into the Water Plane. Once in the Water Plane, the companion can move freely, however, if you return to the waking world, they must as well.

Death and Projection

The GM may determine that your psychic presence goes on as a goblin NPC, mournfully haunting places or people you were attached to in life, or attempting to follow courses similar to those you would have chosen, but with a dark, mad twist.

Faerie and Projection

Faerie do not have a separate body and soul. A faerie with this power doesn’t leave his body, but fully enters the plane, keeping his standard physical abilities.

See Also

Water Plane
Psychic Presence

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