Dimension Walk

With this power, the user opens a vaguely shimmering portal, which lets him travel from place to place in his own dimension by piercing other dimensions at right angles. This has two advantages over a dimensional door. The first being that a dimension walk isn’t physically traumatizing, and the second being that the range of travel is greater. The user can actually travel through this dimension at the speed of 21 miles per turn. However, this power allows only the user to travel, and the portal closes behind him instantly.

The user finds himself engulfed in a featureless, inky grayness. He can’t see where he is or where he’s going. He has only his instinct to guide him, and he must make a Wisdom check every turn. If these checks succeed, he’ll find himself at his chosen destination when he steps out of the dimensional realm. If any check fails, he strays off course by several miles. The DM can place the character in any location within the maximum distance he traveled from his starting point. It’s up to the user to figure out his location, as the power does nothing to help him gain his bearings.

The user can take with him whatever he can carry, though bags of holding and other dimensional devices spill their contents if taken into the gray realm. If anything lives in the gray, it never bothers (or can’t interact) with dimension walkers.

Type
Devotion
Field
Psychoportive
MAC
8
PSP (Initial)
5
PSP (Ongoing)
2
Range
Area of Effect
Personal
Prerequisites
Power Score
Critical (20)

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