Astral Spell
(Alteration)
(wj: Evocation)


L^: c7, mu9, i7, sh7, wj9
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R#: T
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D^: S
C^: v.s
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CT: 3t (mu: 9s) (wj: 9s)
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S^: None
A^: S
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psionic encounter: 25%
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MP: 19, 28, 61, 63

Effect: By means of the astral spell a cleric is able to project his || her astral body into the Astral Plane,
leaving his or her physical body and material possessions behind on the PMP,
(the plane on which the entire universe and all of its parallels have existence).

Only certain magic items which have multi-planed existence can be brought into the Astral Plone.
As the Astral Plone touches upon all of the first levels of the Outer Planes,
the cleric can travel astrally to any of these Outer Planes as he or she wills.
The cleric then leaves the Astral Plane, forming a body on the plone of existence he or she has chosen to enter.
It is also possible to travel astrally anywhere in the PMP by means of the astral spell,
but a second body cannot be formed on the PMP.
As a general rule, a person astrally projected can be seen only by creatures on the Astral Plane.
At all times the astral body is connected to the material by a silvery cord.
If the cord is broken,
    the affected person is killed, astrally and materially, but generally only the psychic wind can normally cause the cord to break. When a second body is formed on a different plane,
    the silvery cord remains invisibly attached to the new body, and the cord simply returns to the latter where it rests on the
    Prime Material Plane, reviving it from its state of suspended animation.
Although astrally projected persons are able to function on the Astral Plane,
their actions do not affect creatures not existing on the Astral Plane.
The spell lasts until the cleric desires to end it,
or until it is terminated by some outside means
(dispel magic || destruction of the cleric’s body on the PMP).
The cleric can take up to five other creatures with him or her by means of the astral spell,
providing the creatures are linked in a circle with the cleric.
These fellow travelers are dependent upon the cleric and can be stranded.
Travel in the Astral Plane con be slow or fast according to the cleric‘s desire.
The ultimate destination arrived at is subject to the conceptualization of the cleric.
(See APPENDIX IV, THE KNOWN PLANES OF EXISTENCE, for further info on the Astral Plane and astral projection.)

DMG: Any magic items can go into the Astral Plane,
but most will become non-magical thereon,
or on any planes removed from the Prime Material Plane.
Those which contain spells which you determine will
function on any given plane will function on that plane. Armor and weapons
which are + 3 or better might also function on other planes, but this is
at your option. All artifacts and relics should be allowed to function
anywhere. Items which draw their power from a particular plane will be
likely to be far more powerful on the plane from whence their power
comes, e.g., a ring of fire resistance on the Elemental Plane of Fire or a
sword of life stealing on the Negative Material Plane. For creatures encountered
see APPENDIX C: RANDOM MONSTER ENCOUNTERS, ASTRAL & ETHEREAL ENCOUNTER TABLES.
 

Shukenja: The shukenja using the astral spell is able to project his or her body into the Astral Plane.
The physical body and its possessions are left behind on the Prime Material Plane, connected to the astral form by a silver
cord. If this cord is severed, the shukenja is slain in both astral and material forms. Up to five people may
accompany the shukenja in this travel, and these companions are dependent on the caster for a safe return.
Using this spell the shukenja may enter the first levels of the Outer Planes, forming a body on that plane upon
arrival. The astral spell lasts until the shukenja ends it, or the spell is terminated by outside means (dispel magic
or destruction of the cleric's body). The astral form can travel throughout the Prime Material Plane, but cannot
form a second body, and generally can be seen only by creatures on the astral plane.
 

Wu Jen: Except as noted, this spell is the same as the 7th-level shukenja spell of the same name.

<theory: give each link a different color: color pools>