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The Complete Psionics Handbook[]

With dimension walk, a psionicist can travel from place to place in his own dimension by piercing other dimensions at right angles. This has two advantages over a dimensional door: 1) a dimension walk is not physically traumatizing and 2) the range of travel is greater. On the other hand, dimension walk only allows the psionicist himself to travel, and he can easily get lost.

The dimension walker opens up a vaguely shimmering portal. Only the psionicist who opened the portal can enter it. As soon as he does, the portal closes behind him. He finds himself engulfed by an inky grayness that is virtually without features. The effect is one of extreme sensory deprivation.

The psionicist can travel through this gray realm at a speed of 7 leagues (21 miles) per turn. He cannot see where he is or where he's going while in the realm. He has only his instinct to guide him, and must make a Wisdom check every turn. If these checks succeed, he'll find himself at his chosen destination when he steps out of the realm. If any single Wisdom check fails, however, the character will stray off course by several miles. When the walker steps out of the gray realm, the DM can place him in any location, within the maximum distance from his starting point (e.g., if the psionicist walked for 10 rounds, he must be within 21 miles of his origin). It's up to the psionicist to figure out his location; this power doesn't help him gain his bearings.

Aside from getting lost, dimension walking is completely safe. Apparently anything that lives in the other dimensions crossed cannot interact with dimensional travelers (Larue d'jar Azif of Dhaztanar postulated that these other dimensions teem with life just as much as our own, but because the traveler is crossing them "against the grain", as it were, they do not register on his senses). The character can bring along as much as he can carry, but bags of holding and other dimensional storage devices spill their contents immediately if taken into this space.

Power Score - The psionicist receives a +2 bonus when making his Wisdom checks.

20 - 0vercome with vertigo, the character can do nothing but retch for three rounds.

Player's Option: Skills & Powers[]

With this power, the user opens a vaguely shimmering portal, which lets him travel from place to place in his own dimension by piercing other dimensions at right angles. This has two advantages over a dimensional door. The first being that a dimension walk isn't physically traumatizing, and the second being that the range of travel is greater. The user can actually travel through this dimension at the speed of 21 miles per turn. However, this power allows only the user to travel, and the portal closes behind him instantly.

The user finds himself engulfed in a featureless, inky grayness. He can't see where he is or where he's going. He has only his instinct to guide him, and he must make a Wisdom check every turn. If these checks succeed, he'll find himself at his chosen destination when he steps out of the dimensional realm. If any check fails, he strays off course by several miles. The DM can place the character in any location within the maximum distance he traveled from his starting point. It's up to the user to figure out his location, as the power does nothing to help him gain his bearings.

The user can take with him whatever he can carry, though bags of holding and other dimensional devices spill their contents if taken into the gray realm. If anything lives in the gray, it never bothers (or can't interact) with dimension walkers.

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