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Astral Projection

9th-Level Necromancy

Effect

The caster and up to eight willing creatures within range project their astral bodies into the Astral Plane (the spell fails and all the casting is wasted if they are already on that plane).

Side/Secondary Effects

Astral Projection is one of the most powerful necromancy spells there is, and as such, the toll on the body can be enormous. While short-term use can be met twith nothing more than brief exhaustion fixed by a quick nap, long-term use of the spell can have much more permanent effects on their physical body.   One who finds themself on the astral plane for a long time as a result of this spell can find themselves marked with some unusual physicalities. Symptoms of extended astral projection include:
  • Eyes turning white
  • Ends of limbs turning translucent
  • White splattering around skin (reminiscent of fog on Astral Plane)
  • Black looping around wrists (leftover from astral tethering)

Manifestation

One's astral body resembles their mortal form in almost every way, save for the addition of a silvery cord that extends from between the shoulder blades and trails behind them, fading to invisibility after one foot, which tethers them to their material body.

Meta

Basic Rules

Astral Projection

9-level Necromancy

Casting Time: 1 hour
Range/Area: 10ft
Components: Vocal, Somatic, Material
Materials: A jacinth worth at least 1,000 gp for each creature affected and one ornately carved bar of silver worth at least 100 gp, which the spell consumes
Duration: Special
Attack/Save: None
Damage/Effect: Teleportation
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age. Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut--something that can happen only when an effect specifically states that it does--your soul and body are separated, killing you instantly.   Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.   The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.   The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.   If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.
Available for: Cleric, Warlock, Wizard
Material Components
For each creature affected:
  • One jacinth worth at least 1,000 gold pieces (consumed)
  • One ornately carved bar of silver worth at least 100 gold pieces (consumed)
Gestures & Ritual
  • Vocal: Reciting an arcane passage.
  • Somatic: Draw an. arcane sigil connecting all material components, then place hands on the outer ring for intended hour.
Related Discipline
Clergy
Witchcraft
Wizardry
Related School
Necromancy
Effect Duration
Special
Effect Casting Time
1 hour
Range
10 feet
Level
9th
Applied Restriction
This spell, being necromancy, is illegal to practice under the dominion of the Wizarding Council.
Source
Divine

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Cover image: All Zombies Now by Dominik Mayer

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