Ethersickness (GEP)

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When a body passes out of the Border and into the Deep, she loses all sense of space and floats freely in the ethereal mists, buffeted by gentle ethereal vapors and fogs, and on occasion caught up in swirling flows of possibility. Some cutters can't handle this lack of orientation and become ethersick. Ethersickness is a severe disability that leaves a body violently ill.
The first time a traveler spends more than 1 tum in the Deep Ethereal, she must make a saving throw vs. paralyzation. Success indicates that a body has found her "inner" orientation and remains unfazed. Such a character need never check for ethersickness again. Failure means that a poor sod can't come to terms with the swirling fogs and lack of direction, and she suffers a -2 penalty on all actions-including attack rolls, saving throws, and proficiency checks-for as long as she remains in the Deep Ethereal. Afflicted berks can regain control of themselves if they leave the Deep. However, they must make still make a saving throw vs. paralyzation to avoid ethersickness anytime they reenter the Deep Ethereal.
==Deep Ethereal Movement==
Most primes think that moving in the Deep is just like moving on the Astral Plane: It's purely a function of the mind. Well, they're right-and wrong. See, there're two kinds of movement in the Deep: short distance (encounter) and long distance (planar).
Short-distance movement occurs when a body encounters another object in the Deep, whether it's the initial currents of a vortex front, another planewalker, or an island of solid ether. Like moving on the Border, a body in the Deep has to propel herself physically for short-distance movement, and she can travel at her normal movement rate. However, the Deep has another facet that most cutters don't know about-a body can really travel as fast as she desires, if she's willing to give up part of her essence. All a traveler has to do is concentrate and she can cut through the swirling mists like lightning. 'Course, a body'll take some damage along the way, as her form boils away into its component elements and merges with the unstable medium of the plane. The short of it is, a fast-moving basher suffers 2 points of damage each round for every point of movement above her standard rate that she moves-though she can attempt a saving throw vs. death magic throw to reduce the damage by one-half. For example, a fighter with a movement rate of 9 would suffer 6 points of damage if he increased his movement rate to 12 for 1 round. Vehicles, both magical and mundane, allow a body to travel much faster than normal (to that vehicle's specific movement rate) without suffering this damage-though a cutter can't will them to move at an unlimited speed.
Sometimes, a body leaves her plane behind altogether and enters the Deep Ethereal in order to reach a distant demiplane or one of the Elemental Planes. This planar movement occurs somewhat differently from short-distance movement. First off, a body has to have some idea where she's going-either by having visited the location in question, having viewed it through magical means, or having received detailed descriptions of a specific area on that plane as mentioned under "Skirting the Curtain" on page 14-in order to arrive at her destination. A basher who sets out from the curtain of vaporous color without any idea about her location will never discover another area of the curtain or significant feature; instead she'll wander the limitless expanse of the Deep Ethereal. However, a berk can always find her way back to her plane of origin-provided that the Ethereal connects to it.
Once a body possesses a clear picture or understanding of her destination, her mind orients on the small ethereal currents radiating from the destination. From that point on, a body can propel herself toward the location of her choice. Because of the infinite nature of the Ethereal Plane, though, a body's movement rate becomes irrelevant. See, locations in the Deep aren't physical constants, they're closer to states of being. Thus, all journeys occur within a set amount of time, no matter the destination.
 Table 2: Ethereal Planar Travel Times
Skirting the curtain 	1d10x10 hours
To a free-floating location 	1d10x10 turns
To a specific demiplane’s curtain area 	2d10x10 hours
To a specific Inner Plane’s curtain area	1d10x100 hours
To the Prime curtain area 	1d10x100 hours
It's unlikely that a cutter could travel such a long time without stopping to rest. Unfortunately, the Ethereal Plane is a dynamic medium, and the "location" of various sites (entire planes, for example) can shift over time. For every hour a body rests or investigates some other feature of the Deep Ethereal, she must add 1 tum to the overall length of her journey. For example, a traveler who journeys for 12 hours (out of 60) and then rests for 8 hours while floating in the tides of the Ethereal must journey for 48 hours and 8 turns (60-12=48 plus 1 turn per hour of rest=8 turns).
A cutter can easily change her destination before she reaches the end of the journey. If she does this, however, she has to start her journey over; none of her previous travel time counts toward her new destination. Once a body finishes her journey, she arrives at the proper area of the curtain of vaporous color. She can then find a specific location upon the plane beyond the curtain by using the "skirting" method described in the Border Ethereal chapter. Some natives of planes bordered by the Ethereal grow a bit suspicious when they receive a lot of traffic via the Deep. These canny bloods sometimes leave guards outside the curtain to identify friends and keep out invaders, riffraff, and sods with no business coming through to the plane in question.