Allows the caster to enter an astral state and move their consciousness.
Original D&D Edit
Debuted in Supplement I: Greyhawk, for the magic-user and the cleric (and anti-cleric). Dragon Magazine #1 introduced this spell to the Illusionist spell list. Dragon Magazine #12 retained this spell as an illusionist spell, at level 7.
- Spell Level 9 (magic-user), 7 (cleric, anti-cleric, illusionist)
- Duration Subterranean: 12 turns / Outdoors: 8 hours.
- Range Subterranean: 24" / Outdoors: 100 miles per level over 18th
The caster sends their astral form (undetectable except to other astral creatures) to another place. While in astral form, the caster may move 100 miles per hour per level above 18th when outdoors, and may move 12"/turn when subterranean. An astral caster may employ spells, but suffers a 5% chance per spell level that it is miscast. When a spell is failed, it has a 2% chance per spell level of returning the caster to the caster's own body. If the caster's body is moved beyond the spell's range, or if it is destroyed, the caster is sent to gibber and shriek on the floor of the lowest hell.
When used by a cleric or anti-cleric, the chance for failure and return is halved.
Astral Spell Edit
Debuted in the Player's Handbook as a cleric spell.
|Level: 7||School: Alteration|
|Components: V, S|
|Range: Touch||Casting Time: 3 turns|
|Duration: Permanent||Saving Throw: None|
|Targets: The caster, and up to 5 creatures linked in a circle.|
Allows the astral body of the targets to travel the astral plane, leaving the caster's mortal form (and any magic items that are not cross-planar) behind. An astral form can only be seen by other astral creatures, and can only affect other astral creatures. It is connected to the mortal form by a silvery cord (if broken, the astral traveler is killed, but only a few rare effects can break the cord). The caster determines how fast or slow the astral travel is, and if the caster abandons the other targets, they may be stranded in astral form.
While in astral form, the targets can travel anywhere in the material world or in the astral plane. They may alos travel to the outer planes, and if they do so, they are given a new physical body on those planes.
DM's Advice: Magic items become non-operational on the Astral Plane, except those that cast spells that work on any plane, or +3 or better armor or weapons (each at your discretion). Artifacts and relics should continue to function, and items that draw their power from a partiuclar plane may become more powerful when on that plane.