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The classic mystic skill, Astral Travel allows a
mystic to slip into the astral protodimension. The mystic school of
thought holds that the astral protodimension is the binding force of
the universe, where all of the universe truly becomes one. Since it
is always nearby, a mystic can enter it easily.
Classic astral travel requires mystics to leave
their body completely. This requires a trance, and a successful test
of Astral Travel skill. (Astral Travel is a cascade from
Dimension Walk,
and Dimension Walk
can be substituted at one-half value if the mystic has no Astral
Travel skill. This is not recommended, however, because the astral
protodimension can be a very dangerous place.) The difficulty of the
skill test depends on the circumstances (largely the haste of the
entry into the astral protodimension). If a mystic is at peace and
calm, the task is Easy and takes 30 seconds. If the mystic is
wasting no time getting into the proto-dimension, the task is
Average and takes 15 seconds. If the mystic is in a hurry, the task
is Difficult and takes five seconds. If the mystic is emotionally
upset (angry, sad, a1anned, etc.) the task is one level more
difficult. lf the mystic is affected by violent emotion (panic,
rage, extreme grief, blind fear, etc.) the task is two levels more
difficult.
Once in the astral protodimension, mystics can
journey far from their bodies. Re-entering the body and regaining
control is accomplished just like regaining control from a trance
(since that's exactly what the mystic is doing). No matter how far
mystics travel in the astral proto-dimension, their bodies are just
a thought away, via psychic link. This link appears in the form of
the classic "silver cord" - it doesn't really exist, being merely a
mental reference in the existence of the astral protodimension. But
other travellers in that protodimension can see it, too.
Astral travel allows a mystic to accomplish
several effects normally associated with other psychic powers. For
instance, mystics can mimic clairvoyance simply by sending their
astral form to the appropriate place and observing. Postcognition
and psychometry are duplicated by linking on to the mind of someone
in the past and by following the psychic vibrations of the object in
question back through previous time, respectively. Precognition is,
for some reason not understood by mystics, not possible; psychic
vibrations seem to hit a "wall" and stop in the direction of the
future. See the astral proto-dimension, for more on the properties,
perils, and mechanics of the astral protodimension.
"Third Eye" is not a separate skill, but a trick
of Astral Travel. The mystic slips into the astral protodimension
for a short time, allowing such persons to look into the astral
proto-dimension and the real world without turning their neck. The
uses of this ability include parlor tricks such as blindfolded
mystics seeing beyond the blindfold, describing items behind them,
etc. Another less frivolous use is maintaining an astral watch-many
Dark Minions resonate strongly in the astral proto-dimension,
particularly those closely associated with "magic," Dark Minions
without physical form, such as bleaks, ghosts, poltergeists, and so
on, primarily exist in the astral proto-dimension, intruding on the
"real" world to wreak their havoc. Such strong psyches cannot hide
when viewed through astral eyes.
The Third Eye trick does require some skill.
Slipping into the astral proto-dimension for a moment is no problem,
but oscillating back and forth between the proto-dimension and one's
body in order to maintain consciousness is. As stated earlier, if a
mystic divorces mind from body for more than three seconds, the body
loses all power and collapses. And if the mystic stays in the astral
protodimension using the Third Eye for over 10 seconds, that person
has to re-enter the body as if recovering from a trance, at one
level of difficulty higher than normal.
In order to maintain a semblance of conscious
control while using the Third Eye, mystics have to pass a normal
Astral Travel test each time they pop back into the astral
proto-dimension, modified as per the circumstances. Failing the test
means that they didn't make it into the astral proto-dimension, and
they are stunned for five seconds (one combat turn).
The Third Eye cannot be done while in a trance.
Popping into the astral protodimension while in a trance is really
Astral Travel.
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