Eldan
2011-04-05, 01:47 PM
So, I was again tinkering around with a few of the spells that are considered broken or at least too powerful. This is my possible re-write of Astral Projection (though it's pretty different now). While this makes a useful scout spell, it probably doesn't deserve 9th level anymore. Where would you place it?
Spirit Journey
Necromancy
Casting Time: 10 minutes
Range: Touch
Duration: see text
Saving Throw: None
Spell Resistance: Yes
Components: M, V, F, S
You send a single, willing creature, on an spirit journey, by extracting the spirit from it’s body. The body falls in a state of suspended animation, where it requires no food and only little water (a few drops of water per day are generally enough). The spirit, meanwhile, becomes a projection on the astral plane, though it can travel from the astral plane to any of the planes touched by the astral normally.
The projection is absolutely intangible, and can move past any kind of physical barrier. Spells that specifically prevent outsiders or creatures of an appropriate alignment from accessing an area still prevent passage, but other magical barriers don’t. A projection can not be harmed by physical objects or magical effects in any way, but also can not affect the physical realm in any way, not even by magic. The projection has copies of the projected creature’s equipment, but this equipment can not affect anything other than the creature itself, and any slots or charges expended are drained from the real equipment as well. Any one-use items crumble to dust when their spirit counterparts are used. However, the copy can normally affect, and be affected by, other projections or their magic and it's spells and similar powers work normally on itself.
The projection appears as a vague, silvery shape to all creatures that are not themselves projected, but True Seeing reveals them for who they are.
The projected creature can end the projection at any time by traveling back along it’s silver cord, which, no matter the distance, only takes a full round. If the cord should be severed (a rare occurence, as only two things are known that can sever a cord: Astral Dreadnaughts and Githyanki silver swords), the creature is lost on the Astral Plane. Unless it has a way to travel back to it's body via magic (a planeshift spell or similar), it will take 6d6 hours to travel back to it's body and reinhabit it, unless someone else undertakes a spirit journey to find the projection and lead it back.
Material Component:
A jacinth worth 1000gold pieces, and a silver bar worth 5 gold pieces per participant.
Spirit Journey
Necromancy
Casting Time: 10 minutes
Range: Touch
Duration: see text
Saving Throw: None
Spell Resistance: Yes
Components: M, V, F, S
You send a single, willing creature, on an spirit journey, by extracting the spirit from it’s body. The body falls in a state of suspended animation, where it requires no food and only little water (a few drops of water per day are generally enough). The spirit, meanwhile, becomes a projection on the astral plane, though it can travel from the astral plane to any of the planes touched by the astral normally.
The projection is absolutely intangible, and can move past any kind of physical barrier. Spells that specifically prevent outsiders or creatures of an appropriate alignment from accessing an area still prevent passage, but other magical barriers don’t. A projection can not be harmed by physical objects or magical effects in any way, but also can not affect the physical realm in any way, not even by magic. The projection has copies of the projected creature’s equipment, but this equipment can not affect anything other than the creature itself, and any slots or charges expended are drained from the real equipment as well. Any one-use items crumble to dust when their spirit counterparts are used. However, the copy can normally affect, and be affected by, other projections or their magic and it's spells and similar powers work normally on itself.
The projection appears as a vague, silvery shape to all creatures that are not themselves projected, but True Seeing reveals them for who they are.
The projected creature can end the projection at any time by traveling back along it’s silver cord, which, no matter the distance, only takes a full round. If the cord should be severed (a rare occurence, as only two things are known that can sever a cord: Astral Dreadnaughts and Githyanki silver swords), the creature is lost on the Astral Plane. Unless it has a way to travel back to it's body via magic (a planeshift spell or similar), it will take 6d6 hours to travel back to it's body and reinhabit it, unless someone else undertakes a spirit journey to find the projection and lead it back.
Material Component:
A jacinth worth 1000gold pieces, and a silver bar worth 5 gold pieces per participant.