Astral projection was a necromancy spell that projected the caster and a number of companions into the Astral Plane.[5] This spell was sometimes called the astral spell and was considered a member of the alteration school.[10]

Effects[edit | edit source]

The spell created a projection of the caster's body and up to eight additional willing creatures in the Astral Plane, leaving their physical bodies behind in a state of magically suspended animation. The projections carried all of their owners' possessions at the time of casting and were essentially identical to their physical bodies. While the spell lasted, the travelers' souls remained tethered to their physical bodies via a silver cord that trailed behind the astral form, departing from its shoulder blades and remaining visible for only 1 foot (30 centimeters).[2]

The astral form could travel freely through the Astral and pass through portals normally.[2] Upon entering another plane, a new body formed at the destination, with the traveler's soul and equipment transported to the new form via the silver cord.[5]

The spell could last indefinitely, until the caster dismissed it, in which case all companions safely returned to the Prime Material plane, or until a dispel magic was cast on an astral form or physical body, thereby ending the effect for that particular traveler.[2]

If an astral form was killed, the soul also returned to its owner's physical body via the silver cord.[2] There were no lasting consequences, although reports existed of subsequent wariness and severe headaches in the worst cases.[19]

Components[edit | edit source]

The spell required verbal, somatic, and material components. The materials required were a jacinth valued at 1,000 gp or more and a silver bar worth 5 gp per person to be taken along.[5] After the Second Sundering the jade price remained the same but the ornately carved silver bar had to be worth at least 100 gp. All material components were consumed when the spell was cast.[2]

At the time of casting, the willing companions needed to remain in a circle formation together with the caster.[5]

Particularly powerful monks were capable of astral projecting by channeling their ki. They could do so without the need of any material components, but could take no companions with them.[3]

History[edit | edit source]

The spell was attributed to Netherese arcanist Valdick in −1791 DR and was originally called Valdick's astral form.[1]

Appendix[edit | edit source]

References[edit | edit source]

  1. 1.0 1.1 1.2 slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 25, 27. ISBN 0-7869-0437-2.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 207–211, 215. ISBN 978-0-7869-6560-1.
  3. 3.0 3.1 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 79. ISBN 978-0-7869-6560-1.
  4. Jeremy Crawford, Mike Mearls, Robert J. Schwalb, Adam Lee, Christopher Perkins, Matt Sernett (November 2017). Xanathar's Guide to Everything. Edited by Kim Mohan. (Wizards of the Coast), pp. 32–35. ISBN 978-0-7869-6612-7.
  5. 5.0 5.1 5.2 5.3 5.4 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), pp. 185, 189, 196, 201. ISBN 0-7869-2886-7.
  6. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 64. ISBN 0-7869-1836-5.
  7. Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 88. ISBN 0-7869-3134-5.
  8. Matthew Sernett, Jeff Grubb, Mike McArtor (Dec 2005). Spell Compendium. (Wizards of the Coast), p. 280. ISBN 0-7869-3702-5.
  9. Hal Maclean (September 2004). “Seven Deadly Domains”. In Matthew Sernett ed. Dragon #323 (Paizo Publishing, LLC), p. 64.
  10. 10.0 10.1 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), pp. 194, 231. ISBN 0-88038-716-5.
  11. David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), p. 293. ISBN 0-7869-0329-5.
  12. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), p. 180. ISBN 0-7869-0394-5.
  13. Barry A. A. Dillinger (May 1996). “The Dimensional Wizard”. In Pierce Watters ed. Dragon #229 (TSR, Inc.), pp. 50–52.
  14. Sam Witt (January 1994). The Complete Sha'ir's Handbook. (TSR, Inc), p. 126. ISBN 978-1560768289.
  15. slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), p. 121. ISBN 0-7869-0437-2.
  16. Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), p. 52. ISBN 0-9356-9601-6.
  17. Gary Gygax, David Cook, and François Marcela-Froideval (1985). Oriental Adventures. (TSR, Inc), p. 71. ISBN 0-8803-8099-3.
  18. Gary Gygax, David Cook, and François Marcela-Froideval (1985). Oriental Adventures. (TSR, Inc), p. 96. ISBN 0-8803-8099-3.
  19. David "Zeb" Cook (1994). Planescape Campaign Setting, A DM Guide to the Planes. Edited by David Wise. (TSR, Inc), p. 20. ISBN 978-1560768340.
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