A psychic wind isn’t a physical wind like that found on the
Material Plane, but a storm of thought that batters travelers’ minds rather than their bodies. A psychic wind is made up of lost memories, forgotten ideas, minor musings, and subconscious fears that went astray in the
Astral Plane and conglomerated into this powerful force.
A psychic wind is first sensed as a rapid darkening of the silver-gray sky. After a few rounds, the area becomes as dark as a moonless night. As the sky darkens, the traveler feels buffeting and shaking, as if the plane itself was rebelling against the storm. As quickly as it comes, the psychic wind passes, and the sky returns to normal in a few rounds.
The psychic wind has two kinds of effects: a location effect and a mental effect. A group of travelers journeying together suffers the same location effect. Each traveler affected by the wind must also make a DC 15 Intelligence saving throw. On a failed save, the traveler suffers the mental effect as well. Roll a d20 twice and consult the Psychic Wind Effects table to determine the location and mental effects.
Psychic Wind Effects
d20 | Location Effect |
1-8 |
Diverted; add 1d6 hours to travel time |
9-12 |
Blown off course; add 3d10 hours to travel time |
13-16 |
Lost; at the end of the travel time, characters arrive at a location other than the intended destination |
17-20 |
Sent through color pool to a random plane (roll on the Astral Color Pools table) |
d20 | Mental Effect |
1-8 |
Stunned for 1 minute; you can repeat the saving throw at the end of each of your turns to end the effect on yourself |
9-10 |
Short-Term Madness |
11-12 |
11 (2d10) psychic damage |
13-16 |
22 (4d10) psychic damage |
17-18 |
Long-Term Madness |
19-20 |
Unconcious for 5 (1d10) minutes; the effect on you ends if you take damage or if another creature uses an action to shake you awake |
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