|This article includes a list of references or external links, but its sources remain unclear because it lacks in-text citations.
You can improve this article by introducing more precise citations.
Astral projection was a necromancy spell that projected the caster and his/her companions into the Astral Plane. Formerly, this spell was called the astral spell and was a member of the alteration school.
Freeing your spirit from your physical body, this spell allows you to project an astral body into another plane altogether. You can bring the astral forms of other creatures with you, provided the creatures are linked in a circle with you at the time of the casting. These fellow travellers are dependent upon you and must accompany you at all times. If something happens to you during the journey, the companions are stranded wherever you left them.
You project your astral self into the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. You then leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter.
When on the Astral Plane or another plane, your astral body is connected at all times to your material body by a silvery cord. If the cord is broken, you are killed, astrally and materially. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the incorporeal silvery cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, reviving it from its state of suspended animation. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.
You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to their physical bodies. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, or the destruction of your body back on the Material Plane (which kills you).
The spell required verbal, somatic and material components. The materials required were a jacinth worth at least 1,000 gp, plus a silver bar worth 5 gp for each person to be affected. 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.
- Whatever you do when using astral projection to travel the planes, never get on the wrong side of a githyanki. If they sever your cord with their silver swords, you will be killed instantly.
- ↑ 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.
- ↑ 2.0 2.1 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 207–211, 215. ISBN 978-0-7869-6560-1.
- ↑ Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 79. ISBN 978-0-7869-6560-1.
- ↑ 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.
- ↑ Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), p. 201. ISBN 0-7869-2886-7.
- ↑ Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 88. ISBN 0-7869-3134-5.
- ↑ Hal Maclean (September 2004). “Seven Deadly Domains”. In Matthew Sernett ed. Dragon #323 (Paizo Publishing, LLC), p. 64.
- ↑ David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), pp. 194, 231. ISBN 0-88038-716-5.
- ↑ David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), p. 293. ISBN 0-7869-0329-5.
- ↑ Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), p. 180. ISBN 0-7869-0394-5.
- ↑ Barry A. A. Dillinger (May 1996). “The Dimensional Wizard”. In Pierce Watters ed. Dragon #229 (TSR, Inc.), pp. 50–52.
- ↑ Sam Witt (January 1994). The Complete Sha'ir's Handbook. (TSR, Inc), p. 126. ISBN 978-1560768289.
- ↑ slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), p. 121. ISBN 0-7869-0437-2.
- ↑ Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), p. 52. ISBN 0-9356-9601-6.
- ↑ Gary Gygax, David Cook, and François Marcela-Froideval (1985). Oriental Adventures. (TSR, Inc), p. 71. ISBN 0-8803-8099-3.
- ↑ Gary Gygax, David Cook, and François Marcela-Froideval (1985). Oriental Adventures. (TSR, Inc), p. 96. ISBN 0-8803-8099-3.