Astral Plane

An unending expanse of silver, the Astral Plane, or Astral Sea as it is colloquially known, is the realm of thought and dreams. It connects to (but does overlap) each of the outer planes. A mostly empty void, a visitor might occasionally run into the decaying corpse of a forgotten god or chunks of matter from other planes. You may also find a color pool: a portal to another plane. Finding the correct color pool takes 1d4 x 10 hours of travel.

Time has no meaning here. Creatures do not age, nor do they suffer from hunger or thirst. Also, no gravity. A creature can move just by willing it. Their movement speed is equal to 3 x their Intelligence score. Additionally, Intelligence determines the bonus to hit and damage with weapons as if it were Strength as well as any Strength (athletics) checks for the purpose of grappling. Your Wisdom modifier is applied armor class, ranged and finesse weapons, and initiative instead of Dexterity. Projectile based attacks ranges are doubled.

Additionally, any spells or abilities that deal psychic damage have a 5% chance of becoming a living spell.

Psychic Wind
A psychic wind isn't a physical wind like that found on the Material Plane, but a storm of thought that batters travelers' minds rather than their bodies. A psychic wind is made up of lost memories, forgotten ideas, minor musings, and subconscious fears that went astray in the Astral Plane and conglomerated into this powerful force.

A psychic wind is first sensed as a rapid darkening of the silver-gray sky. After a few rounds, the area becomes as dark as a moonless night. As the sky darkens, the traveler feels buffeting and shaking, as if the plane itself was rebelling against the storm. As quickly as it comes, the psychic wind passes, and the sky returns to normal in a few rounds.

The psychic wind has two kinds of effects: a location effect and a mental effect. A group of travelers journeying together suffers the same location effect.

Each traveler affected by the wind must also make a DC 15 Intelligence saving throw. On a failed save, the traveler suffers the mental effect as well. Roll a d20 twice and consult the Psychic Wind Effects tables to determine the location and mental effects.