The simplest rule is this: when the body travels, the gear travels with it. When only the consciousness travels, physical gear stays behind.
A character who steps through a portal, rides a ley line, or passes through a vortex carries what they are wearing and holding, unless the crossing specifically rejects it. Armor, weapons, packs, coins, relics, spellbooks, and holy symbols travel with the body because the body itself has crossed.
Portals are usually the cleanest form of travel for equipment. A properly made portal carries the traveler and their immediate possessions as one complete physical presence. The sword at the belt, the cloak on the shoulders, the pack on the back, and the ring on the finger all pass through as part of the traveler's Material pattern. The portal's resonance key decides what belongs to the traveler and what does not. A worn amulet passes easily. A wagon full of stolen temple bells may not.
Ley line travel also carries physical gear, but less neatly. Because ley lines move travelers through natural magical channels rather than crafted doors, carried objects may pick up residue from the journey. Metal may feel warm, cold, or faintly humming. Ink may blur and settle again. Food may taste slightly different. Most of these effects are harmless, but sensitive relics, cursed items, divine objects, or lower-realm materials may react strongly to the current being traveled.
Vortex travel is the least predictable. A vortex is not built to serve travelers; it is a natural threshold where realities press close together. Most of the time, gear travels with the body, but the DN may decide that certain objects arrive changed, delayed, marked, or rejected if they do not match the nature of the crossing. A blade carried into a realm of peace may grow heavy. A holy symbol taken through a lower-realm vortex may burn cold against the skin. A stolen relic may arrive before its thief, waiting in the dust like an accusation.
Astral travel is different. During astral projection, the traveler's consciousness leaves the body, but physical gear remains behind. Weapons, armor, packs, coins, tools, scrolls, spellbooks, and ordinary relics do not travel into the Astral unless a specific spell, item, or realm effect says otherwise. The body remains where it was placed, surrounded by the traveler's real possessions, vulnerable to theft, damage, or interference.
An astral form may still appear clothed, armored, or armed, but these appearances are expressions of identity, memory, faith, and training. A fighter may appear with a ghostly version of their trusted sword. A cleric may appear with the symbol of their god shining at their chest. A thief may appear with spectral tools at their belt. These are not physical items. They are the traveler's idea of themselves given temporary shape.
The DN decides what astral gear can actually do. In most cases, astral weapons and armor function only as part of the traveler's spiritual presence, not as true equipment. A warrior's astral blade may allow them to fight astral threats because the warrior's will knows itself through the weapon. A wizard's astral spellbook may appear as pages of memory, but losing it does not destroy the real spellbook beside the body. A cleric's astral holy symbol may carry real devotional force because faith is not purely physical.
Some items are exceptions. Certain relics are made specifically to cross boundaries of body and spirit. A Gate Keeper's Seal, astral stone, divine shard, dream-lens, soul-chain, or similar object may project an echo of itself with the traveler, or may allow its power to be invoked from the body's side of the connection. Such items should be rare and clearly noted. Ordinary gear stays with the body. Realm-touched relics may bend that rule. This distinction matters because travel should have consequences. A party entering a portal is still physically armed. A party riding a ley line still carries its packs. A party stepping into a vortex may bring everything and still arrive changed. But a party traveling astrally leaves its steel, rations, armor, and sleeping bodies behind. They enter as selves rather than as inventory.