Spells / Astral Projection
Astral Projection
necromancy
LevelArcanist 9, Cleric 9, Oracle 9, Sorcerer 9, Warpriest 9, Witch 9, Wizard 9Casting time30 minutesRangetouchTargetsyou plus one additional willing creature touched per two caster levelsDurationsee textSaving thrownoneComponentsV, S, M (jacinth worth 1,000 gp)
Engine mechanics - what the game actually does
Dispel
dispel check: d20 + CL vs 11 + target CL
Classified by SpellMechanics from this spell's own body text; the same object drives the game engine, the cards, and this page.
Description
By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether. You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them. You project your astral self onto 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. To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter. While you are on the Astral Plane, your astral body is connected at all times to your physical body by an incorporeal silver cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the silver 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...