There might be times when a body doesn't want to move by using her mind but wants to use more physical means. While this is possible, it's really a misconception. Everything that a basher does on the Astral uses her mind. It's just a matter of perception. How she perceives she's moving is the important thing here.
Anyway, when a body wants to perceive that she's moving physically, it's still a strange experience on the Astral. With no gravity, no air, and no other forces acting against the mover, it's easy to move - assume the mover's got something to act against, like a floor to walk on or water to swim through.
Pushing Off Another Object[]
It's possible for a cutter to move without directly using his mind on the Astral. Though it's questionable as to why anyone'd want to do it, this technique is best accomplished by pushing off a larger object, such as one of the floating islands or an astral ship. It can also occur as an incidental result of other activities. Exactly how fast a body moves depends on size and Intelligence. Rules for the various situations are as follows:
- A large object pushing off a small object moves 10 feet per round, regardless of the movement of the smaller object. For example, if a body fires an arrow, he moves 10 feet per round in the direction opposite to the arrow's movement.
- Two similarly sized objects pushing off each other each move at a speed equal to half the total Intelligence involved. Therefore, a body with an Intelligence of 12 pushing off a rock has a movement rate of 6 (180 feet per round) - and so does the rock. Two men with Intelligence scores of 12 pushing off each other have a movement rate of 12 (360 feet per round) in opposite directions.
- A small object pushing off a large object moves at a speed equal to the pusher's Intelligence. A body with an Intelligence of 12 who pushes off a floating island has a movement rate of 12. The island would then move at a rate of 10 feet per round in the opposite direction.
All of these rates of movement can be instantly negated by force of will. If an archer doesn't want to be moved back when he fires his arrow and states that he is concentrating on such, he does not move. If not stopped by any other force, the force of mental drag (described above) will bring an intelligent being to a halt in 1d8 rounds.
Climbing[]
While exploring the huge rocklike body of a dead god, or alongside some slab of matter pulled in from the Prime, it may be beneficial to an explorer to move along a surface as though he's climbing. This is actually quite easy. Since there's no gravity, nothing pulls the climber "down." Climbing in such a manner can be accomplished without any chance of failure.
But here's the catch. There're a few places on the Astral that exert gravity or a gravity-like pull (including some of the god corpses). In such places, characters have normal chances for climbing success, with an additional bonus of twice their Intelligence score added to the percentage chance. Rate of movement is normal for climbing. This is the Astral, after all, and mental prowess always counts for something.
Swimming[]
There are not many opportunities to swim on the Astral Plane, but they do exist. For example, a vast expanse of water called the Living Sea floats through the Astral Plane. A character entering this strange ocean must swim through it. A swimmer performs the action according to the rules provided in the Player's Handbook, but instead of using his normal movement rate to figure out his swimming rate, he must use his Intelligence-based movement rate. For example, a swimmer with an Intelligence of 14 would first halve this rate (14 divided by 2 equals 7) then multiply by 10 yards (7 multiplied by 10 yards equals 70). This particular swimmer can swim 75 yards (or 210 feet) per round. This method of figuring out swimming rates should be used even for creatures native to the Living Sea and any other bodies of water on the Astral.
"Gravity"[]
There're places - on some of the dead gods, a few strange astral realms, and so on - where it seems as if there is gravity. When in such a situation, things work as they would on a terrestrial plane. Suddenly, there is an up and a down; walking, running, and flying are possible; and a launched arrow doesn't fly forever. These regions are rare, but comforting to those leatherheads who can't get the hang of the Silver Void.