Astral Spell
(Alteration)
(wj: Evocation)
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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>