Astral Caravan

**Discipline:** Psychoportation; **Level:** Nomad 3

**Display:** None

**Manifesting Time:** 1 hour

**Range:** Personal

**Targets:** You and touched willing creatures

**Duration:** See text

**Power Points:** 5

You lead a caravan into the Astral Plane, leaving the
Material Plane behind. Since the Astral Plane touches upon
other planes, you can travel astrally to any of these other
planes as you wish, but only if you know your way (see
below).

You can bring other willing creatures with you, provided
that these subjects have each manifested *astral traveler*
and are linked hand to hand with you at the time of the
*astral caravan*’s manifestation. These fellow travelers are
dependent upon you and must accompany you at all times.
If something happens to you during the journey that causes
you to break hand-to-hand contact, your companions are
stranded wherever you leave them. Because the planes are
a dangerous place, those who lead *astral caravans* usually
choose to manifest this power only if they have a large
party of travelers assembled. Sometimes groups of lower-level adventurers may hire you to lead forays beyond the Material Plane.

The *astral caravan* power lasts while you and your fellow
travelers maintain your original formation, until (1) you
reach your intended destination plane, (2) you desire to end
the power while still traversing the Astral Plane, (3) you or
anyone traveling with you breaks the hand-to-hand chain
connecting the travelers for 2 consecutive rounds, or (4)
the power is terminated by some outside means, such as
*dispel psionics*. When the power ends, you and your fellow
travelers halt in whatever portion of the Astral Plane you
happen to be traversing (the Astral Plane is in many ways
subjective in location; in any event, one place on the Astral
looks much like any other).

While you are traveling through the Astral Plane, those
natives who happen to glimpse you and your fellow travelers perceive you to be moving at a speed of 30 feet (you can’t run), with you flying in the lead and your fellow
travelers strung out behind you, each linked to the next by
one hand.

Depending on your knowledge of the planes, your
journey through the subjective space that is the Astral Plane
may take a longer or shorter period of time. For each 24
hours you travel, make a Knowledge (planes) check. Unless
a location is particularly hard to find and well guarded, or
conversely easy to find and well advertised, the average
DC for an *astral caravan* journey should be set at 20. You
cannot take 20 on this check, though you can take 10. Each
check may be modified by your degree of familiarity with
the destination or by some connection you have with the
place; see the following tables.

 Secondhand (you have heard of the destination)
 Firsthand (you have visited before)
 Familiar (you have visited three or more times)

\*If you have no direct knowledge of your destination, you must have some connection to it in order to travel there; see below.

 Object from destination
 Planar Cartographer’s map of destination

Each successful check indicates that you are one step
closer to your goal. To finally arrive at your location, you
must succeed on six checks within a span of 12 days. (If you
fail to make six successful checks within the first 12 days,
you can continue to make one check per day until you get
the requisite six successes within a span of 12 consecutive
days). When you successfully make the requisite number of
checks, the journey ends, and you appear on your chosen
plane within 10–1,000 (1d% x 10) miles of your intended
destination on that plane.

**Augment:** If you spend 2 additional power points, this
power weaves a quasi-real filmy membrane around yourself
and all those adjacent to each other in the caravan (being
linked by hand is not required if this membrane is used).
You remain visible within the translucent, amorphous
enclosure. You can pick up or drop willing passengers, easily
reaching through the film. Anything you hold is enveloped
by the film. Any attacks made through the enclosure in
either direction have a 25% miss chance due to the rippling
membrane.

When you manifest this power in its augmented form,
your apparent speed to those observing on the Astral Plane
is 40 feet, and you can make a Knowledge (planes) check
once every 12 hours to attempt to make it to your destination
(six successful checks within 12 consecutive days still sees
you to your desired goal).

## Astral Caravan (Mythic)

You can take an additional number of companions equal to your mythic tier, and the manifester level check to dispel your mythic astral caravan is increased by an amount equal to your mythic tier. If a mythic creature using mythic astral caravan has its astral body killed, it may expend one use of its mythic power to gain only one permanent negative level rather than two.

**Augmented (6th):** If you expend one additional use of mythic power per creature, you can surround each of the physical bodies of creatures left behind within an individual wall of force that lasts as long as the mythic astral caravan does unless it is destroyed.