Astral Projection — Complete D&D 5e Spell Guide
Table of Contents
- •Quick Answer
- •Overview
- •Stat Block
- •When NOT to Use
- •Comparisons
- •Spell Slot Efficiency
- •Pro Tips
- •Common Mistakes
- •Usage Tips
- •Synergies
- •FAQ
Astral Projection is a 9th-level Necromancy spell that lets you and up to eight allies project astral forms onto the Astral Plane, leaving your physical bodies in suspended animation tethered by an indestructible silver cord (unless specifically severed, which is RAW rare). Your astral self mirrors your mortal stats and gear, travels at thought-speed through the colorless Astral Sea, and can hop planes via portals, dragging your real body along safely. It's Situational gold in planar-heavy campaigns for risk-free multi-plane tours, but a massive trap in 90% of games—burning a level 9 slot, 1-hour cast, and 1,100gp+ per person in gems on glorified travel.
| Property | Value |
|---|---|
| Level | 9 |
| School | Necromancy |
| Casting Time | 1 hour |
| Range | 10 feet |
| Components | V, S, M |
| Material | For each creature you affect with this spell, you must provide one jacinth worth at least 1,000gp and one ornately carved bar of silver worth at least 100gp, all of which the spell consumes. |
| Duration | Special |
| Concentration | No |
| Ritual | No |
| Save/Attack | None |
| Classes | Cleric, Warlock, Wizard |
| Metric | Assessment |
|---|---|
| Slot Efficiency | Poor - Level 9 slot for niche travel; averages 0 combats resolved vs Meteor Swarm's 100+ DPR. |
| Action Economy | Poor |
| Opportunity Cost | Wish for custom effects, Power Word Kill for bosses, or Foresight for whole day buffs. |
When worth the slot: Planar sandbox campaigns (e.g., Planescape); safe group teleports beat 8 Plane Shifts.
When NOT worth the slot: Material Plane dungeon crawls; Teleport/Plane Shift cheaper/faster.
Why veterans know this: Astral forms get new buffs, but hour-long cast leaves bodies exposed; layered defenses prevent cheap dispels.
This avoids the mistake of: Newbies forget body vulnerability, get dispelled/TK'd during cast.
Why veterans know this: Astral possessions replicate but aren't 'real' loot carriers; RAW, only bodies bring items home.
This avoids the mistake of: Players try hauling astral gold back—cord pulls only bodies/possessions on re-entry.
Why veterans know this: No aging on bodies means indefinite research; dismiss when done.
This avoids the mistake of: Forgetting spell slots refresh on long rest in astral (semi-plane rules).
Why it's bad: Astral has no air/food/aging issues but enemies like githyanki shred level 20s; wastes level 9.
Do this instead: Scout first, then project for travel/evasion only.
Why it's bad: Tier 4 gold sinks fast; can't recoup if campaign ends.
Do this instead: Limit to 2-3 key members; buy gems in bulk.
Why it's bad: RAW, cords are near-indestructible; paranoia wastes actions fleeing.
Do this instead: Embrace safety—only specific lore effects (non-SRD) threaten.
Situational—excellent for planar travel in Astral Sea campaigns, poor trap in Material-only games. Burns level 9 slot +1k gp/person but enables safe group plane-hopping. Skip unless DM loves planes.
Astral Projection safer (no save, group, bodies follow via portals), but 1hr cast vs Plane Shift's action. Use Projection for multi-hop tours; Shift for quick singles. Projection wins long-term planar arcs.
1,000gp jacinth + 100gp silver bar per creature, all consumed on cast. Full party (9): 9,900gp. Stockpile gems; no upcast savings.
Fails if cast on Astral; works elsewhere, projecting to Astral first. Hop portals to any plane, bringing bodies. Perfect for Abyss/Feywild raids.
No—0 HP on astral pulls you home via cord; only specific cord-sever effects (rare, non-SRD) kill. Dispel or voluntary dismiss ends safely. Near-immortal scouting.
No concentration—lasts until dismiss, dispel, or 0 HP. Special duration shines for long astral jaunts. Buff physical body with non-concentration spells pre-cast.
Wizard (w/ allies for group); Warlock solo patron visits. Cleric for divine plane quests. All access at 17+, but Wizards prep it most.
Yes—astral form has full stats/slots/gear. Cast Fireball from astral safely. Slots refresh on long rest anywhere.
Citations: api:spells/astral-projection
Includes SRD content per CC BY 4.0. Source: dnd5eapi.co.
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