Attn: James Jacobs. Help with Astral Projection or anyone's input please


Dungeon Magazine General Discussion

Liberty's Edge

My players want to use Astral projection. They want to project to the Astral plane and then reform new physical bodies on the prime material. Can they do this or will there spirits return to there bodies that are in stasis. Can you cast the spell say in Sigil ,project to the Astral and then reform on the material? ?????

Paizo Employee Creative Director

Professor Frankln Von Wolfstien wrote:
My players want to use Astral projection. They want to project to the Astral plane and then reform new physical bodies on the prime material. Can they do this or will there spirits return to there bodies that are in stasis. Can you cast the spell say in Sigil ,project to the Astral and then reform on the material? ?????

Yup; you can cast astral projection anywhere that the astral plane is available (which is most areas, but not all). Once you astrally project, you can reappear on any plane, including the one from which you projected in the first place; your bodies only wake up when the spell ends.

Contributor

Professor Frankln Von Wolfstien wrote:
My players want to use Astral projection. They want to project to the Astral plane and then reform new physical bodies on the prime material. Can they do this or will there spirits return to there bodies that are in stasis. Can you cast the spell say in Sigil ,project to the Astral and then reform on the material? ?????

As for forming surrogate bodies through astral projection, keep in mind that it can have unfortunate side effects (a petrified astral surrogate won't cause them to wake back up in their bodies for instance...). I used the Astral Projection/surrogate body trick with a minor yugoloth archfiend in a campaign, and the players finally stopped her with that little trick (which would effectively be a death sentence for a mortal).

As for projecting while within Sigil, that's up for question. Spells that require the Astral still work within Sigil, but there's no true overlap with the Astral plane within the City of Doors (or it's a sequestered portion of the plane, or it's a pseudo-astral overlaying Sigil created by the city itself, or the Lady of Pain, etc). I'd argue that it's not possible to cast astral projection within Sigil and then travel outside the city unless the portal you exit Sigil by remained open the entire time the spell was in operation, similarly with walking into Sigil when astrally projected.


Maybe you guys can help me out with this, but what exactly are the advantages of using Astral Projection over and above Plane shift. This just never made sense to me.

Am I being dense or what?


YuKyDave wrote:

Maybe you guys can help me out with this, but what exactly are the advantages of using Astral Projection over and above Plane shift. This just never made sense to me.

Am I being dense or what?

Well, there's the fact that you can cast Astral Projection, form a new body (complete with equipment) on the Material Plane, then adventure as normal. If your "body" is killed, no biggie, you just wake up. Then cast it again. It's basically a save-game feature.

There's also the point about how, since you've got copies of all your equipment, you could sell all the Astrally Projected copies — they last as long as the spell does, which is indefinitely.

It is, as written, a spell that invites phenomenal levels of abuse.


There are very few high-level spells that I genuinely dread my players attempting to juice for mad cheese (wait...what did I just say?), but Astral Projection is a big'un. I still hardly understand the full effects of the spell, myself. Such as, can an astrally projected character be attacked in the same fashion as a character traveling on the astral plane (e.g. by githyanki w/silver swords, attacking silver cords, astral dreadnoughts, etc).

It's a very clever spell, and wonderfully useful, in that it also gets around a lot of dilly-dallying on planes, and puts a fun, new spin on planar travel. But I just see headaches from trying to figure out what happens to this or that, if this or that happens.

I, too, see the potential for abuse with this spell. While etherealness may also allow a party to "jump to the end" of a dungeon, this could, at worst, make for an invincible party. Not a universally triumphant one, but one that has no real threat of destruction. (Well, with a few instances, I'm sure...lord knows I can't think of them right now.)

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