| The ethereal plane is the other
plane of existence which touches the Prime Material Plane and which is also extensively
used for travel. Due to the slower nature of the ethereal plane, as compared to the astral
plane, the distances traveled are at best intraplanetary (point to point on the same
planet) and hardly ever interplanetary (from one planet to another planet), let alone
interstellar or intergalactic distances. THE
NEAR OR BORDER ETHEREAL PLANE
All places on the Prime Material Plane touch the near, or
border ethereal plane. Quite simply, this is where the ethereal plane is most closely tied
to the Prime Material Plane. As such, it is possible for ethereal creatures to even see,
though vaguely, objects on the Prime Material Plane; even then only when there is
sufficient illumination on the Prime Material Plane. Ethereal creatures can be seen here
by people on the Prime Material Plane if they employ magics such as detect invisibility,
or under just the right conditions. (Whatever the DM requires for a story would be a prime
example of the "right" conditions).
There is an unseen wind in the border ethereal whose velocity
is randomly determined. (Actually, this ethereal wind is probably a function of the
planet's revolution and its rotation, but nobody really knows this except the wizard
Michelson and the sage Morley). This wind makes things on the Prime Material Plane, when
an ethereal creature can see them, appear to be in a different location from their real
location. It is because of this wind that ethereal travelers are unable to achieve
pinpoint accuracy when traveling back to the Prime Material Plane, always being off by a
random distance in a random direction up to several hundred feet "indoors" and
several hundred yards "outdoors." Only some natives of the ethereal plane, like
phase spiders, can detect this wind and take such displacements into account. This is why
it is nearly impossible to go ethereal, travel pass a locked door in a dungeon, and come
back to the Prime Material Plane without greatly risking becoming substantial within some
solid, material form (like a wall or a table) on the Prime Material Plane.
If the ethereal traveler accidentally attempts to enter the
Prime Material Plane at a point of solid matter, they may take damage, or perhaps make a
save vs. death, or perhaps they will simply be stunned and displaced to the nearest
available open space on the Prime Material Plane, or even end up stunned and back in the
deep ethereal plane. This is up to the DM and the whims of the DM at that time and is
justified as another unforeseen random factor so it needn't even have similar results each
time it happens. I know for oil of etherealness this always bounces you into the Prime
Material Plane somewhere. In standard play, they seem to have them go into the deep ether,
only to be able to return to the Prime Material Plane later, somehow without the aid of a
plane shift spell? Personally, I don't think so, so if they end up stunned in the deep
ether, when they do recover they will be stranded on the ethereal plane until they either
employ plane shifting magic or find a naturally occurring pool of some kind.
Travel while confined to the border ethereal plane is
relatively safe. You may travel in any direction desired by simply thinking it. Here, the
only sense of up or down, north or south, east of west, or whatever come from any vague
sense you may have of the bordering Prime Material Plane and those directions there. Your
speed is 100 times your normal Prime Material Plane movement rate. That is, if you have a
high rate, you could normally travel 24 miles on the Prime Material Plane in 10 hours, or
240 miles in the border ethereal in 10 hours. As time runs the same here as on the Prime
Material Plane, you would require rest and food at that time. This travel is usually along
a great circle route unless going through the planet's crust, which is a somewhat more
dangerous proposition. This would only be done if it was so much shorter the party decides
to risk it. (Travel through the planet's mostly metal inner layers is impossible). There
is but a single encounter roll when going from point A to point B while confined to the
border ethereal plane, and while staying above, or at least, nearly above ground. Here, in
the border ethereal, the Ether Cyclone is not a normal possibility.
While in an ethereal state, one can pass freely though most
things on the Prime Material Plane without notice or harm. The exceptions are huge
concentrations of metal ores, thick sheets of more refine metals, and the living material
of most creatures found in the monstrous manual as they generate a sufficient aura of
energy which ethereal matter cannot pass though. Also, some now dead material of once
living creatures which had various ethereal properties may be employed as a method of
blocking ethereal matter from transit. Your local alchemist, and therefore your DM, has
the final word on any such materials. One example, however, might be gorgon blood mixed
with mortar. Such a cell constructed with this material would probably keep an individual
from plane shifting out of there or anybody from plane shifting into the cell as well.
ETHEREAL COMBAT
Combat on the ethereal plane is tricky. All magic items are
reduced by one plus. If they are non-magical, they do zero points of damage for weapons or
provide no protection for armor. Any pluses left are still used to hit, damage, save, or
protect as normal. If the weapons or armor are still magical, they work as normal at their
reduced levels. Other protection devices such as bracers of defense, cloaks of protection,
rings of protection can reduce mobility. This usually takes the kind of item into account.
Weapon specialization to hit and to damage are still used.
Natural weapons such as hands, feet, claws, and teeth still do normal damage. Spells and
most other consideration. Normal ethereal materials affect each other only slightly.
Ethereal water will not drown you. Ethereal acid will hurt you, but not as badly as
normal. Real water, somehow brought into the ethereal plane, will eventually turn to
ethereal water. Until it does, however, it can drown you. Gas attacks are less effective
as the PCs can survive without air for up to 10 times longer in the border ethereal and
100 times longer in the deep ethereal.
Some weapons and armor may be ruled to have unusual qualities
which allow them to forgo their normal penalties. Such items are usually intelligent,
wise, very powerful, or from other planes of existence to begin with. Other exceptions
would include items made specifically for the plane in question. Ethereal long sword.
Combat in the border ethereal is identical to combat in the
deep ethereal except for the time differential problems of short term memory. If you want
the full mental reconcilment, you'd best get back to the border ethereal or the Prime
Material Plane relatively soon, least the experience fade from your short term memory.
THE DEEP ETHEREAL PLANE
If greater distances are required, and time is of the
essence, one can travel from the border ethereal through the ethereal curtain into the
deep ethereal. Once there, like in astral travel, there is a time differential, but with a
ratio of only 100 to 1. Most rules concerning attempts to take advantage of the time
differentials which apply to the astral plane also apply here in the deep ethereal plane.
Travel within the grayish fog of the deep ethereal is quicker than the border ethereal.
The number of encounter rolls is determined in the same manner as those in the astral
plane. Here, unlike the border ethereal, the ether cyclone is a normal possible encounter.
Ultimately, this is a safer and quicker method of travel.
The time require for this travel from point A to point B via
the deep ethereal is typically 1/10000th of the time it would take to really travel there
via the Prime Material Plane on a great circle route. This would be like traveling at
10,000 times your normal movement rate or about 240,000 miles in ten hours (Making the top
deep ethereal travel speed about 24,000 mph). One could travel from Earth to Earth's moon
in just 10 hours or so. It is possible to take one's time and be more careful. Such
considerations will subtract one encounter roll, not to be less than one per trip in any
event, but will slow your speed from 10,000x to 1,000x your normal Prime Material Plane
movement rate. Even at this speed of 10x the border ethereal speed, it is possible to get
most places on Orlantia in just under one hour, provided you have no encounters or other
problems along the way.
Once inside the deep ethereal, you can seek out the proper
curtain to one of the inner planes or to the Prime Material Plane. This may be the plane
you just left, but in a more suitable location, or a different plane altogether. There,
you can freely pass through the curtain into the associated border ethereal plane along
that particular inner plane. You may then travel along the border ethereal until you find
what you seek. Another plane shift spell will take you into that inner plane. Thus, a
round trip would require four plane shift spells and the proper two tuning forks. (One to
go ethereal and travel to where you wish to be, one to go Prime Material Plane from that
point and go adventuring on the Prime Material Plane or inner plane, another to go
ethereal again when you are finished in that location and so you may travel back home on
the ethereal plane, and one more to go back to the Prime Material Plane and home).
Here's a lively little example: Your entity wishes to quickly
get to the capital city of Katana on the northern continent. Traveling via ship would take
weeks and this is too long. Using a plane shift, the party moves into the border ethereal
plane near Alodar. Now traveling to Katana would only take 3 or 4 hours, 1/100th the time
of the sea voyage. Since this is in the near or border ethereal only one encounter roll
would be made. Provided no encounter happened, you could then shift down to the Prime
Material Plane and find yourself up to several hundred yards off target. You'd then walk
into Katana. (It's usually a good idea to come down to the Prime Material Plane at least
several hundred yards outside of a city).
Unfortunately, the evil wizard you are after, just teleported
to Katana. If you travel via the border ethereal plane, the wizard will almost certainly
kill your friends in Katana before you'd arrive to stop him. Thus, you travel to the
border ethereal via a plane shift spell. You next pass through the ethereal curtain into
the deep ethereal plane. Traveling to Katana will require at least three encounter rolls
since you've never made this trip before via the deep ethereal plane. If the ethereal
cyclone gets you, you can say a prayer over the graves of your friends later, provided you
survive. If you luck out and manage to avoid any encounters in the deep ethereal, you may
arrive at the adjacent ethereal curtain to Katana.
This is the same curtain you passed through before, but in a
different location. You could go to the curtain of one of the other inner planes from
here, but your friends are counting on you so you stay near the curtain to the Prime
Material Plane. Then, you next pass through the curtain into the border ethereal plane.
From there, you get your bearings and travel a short distance to Katana. Finally, after a
mere 2 seconds Prime Material Plane time of deep ethereal travel, and perhaps a total of
10 minutes of border ethereal travel near both Alodar and near Katana, you arrive on the
Prime Material Plane close to Katana. You hurriedly rush into the city to warn your
friends. Of course, the evil wizard arrived in Katana almost one turn, or 10 minutes,
before you did (Teleportation in the blink of an eye, you know?). Will your advantage of
better knowing the probable location of your friends be enough, or will the evil wizard
still beat you to the punch? |