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    Overview

    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.

    Stat Block

    PropertyValue
    Level9
    SchoolNecromancy
    Casting Time1 hour
    Range10 feet
    ComponentsV, S, M
    MaterialFor 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.
    DurationSpecial
    ConcentrationNo
    RitualNo
    Save/AttackNone
    ClassesCleric, Warlock, Wizard

    When NOT to Use This

    • •Party is combat-rolled into a short day—1 hour cast gets interrupted 90% time.
    • •DM's campaign is 100% Faerun ground-level—no planes mentioned.
    • •Gold <5k spare; materials irrecoverable.
    • •Allies unwilling or untrusted—stranded on premature return.
    • •Already on Astral Plane—spell auto-fails.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyPoor - Level 9 slot for niche travel; averages 0 combats resolved vs Meteor Swarm's 100+ DPR.
    Action EconomyPoor
    Opportunity CostWish 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.

    Pro Tips (Veteran Secrets)

    Tip #1: Pre-cast buffs like Mind Blank on physical bodies before projecting—they don't transfer but protect the shell.

    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.

    Tip #2: Use for 'cheese' gold runs: astral to plane with easy treasure portals, loot astral dupes if allowed (DM fiat).

    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.

    Tip #3: Warlock Pact of Tome: project solo to raid forbidden libraries undetected.

    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).

    Common Mistakes to Avoid

    Projecting entire party into combat on Astral Plane.

    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.

    Ignoring material cost scaling—full party is 9k+ gp.

    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.

    Expecting cord sever from random damage/spells.

    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.

    Usage Tips

    • •Use for group planar travel: project to Astral, thought-travel to a portal to Abyss/Feywild/etc., enter to bring bodies safely—no Plane Shift mishaps.
    • •Scout deadly areas by sending one astral form ahead; it can't die permanently without cord sever (rare), and returns on 0 HP.
    • •Stockpile jacinths/silver pre-campaign if DM loves planes; cost is 1,100gp/person but consumable only on cast.
    • •Dismiss only after all are safe; premature end strands allies in astral limbo.
    • •Warlocks love this for patron visits without risk; Wizards for library raids on other planes.

    Rules Notes

    • •The silver cord is only severed by effects that specifically state they do so—RAW, no SRD spells or monsters do this reliably.
    • •Astral forms replicate all game statistics and possessions, including spell slots and prepared spells; you can cast from astral form.
    • •If prematurely returned, companions must fend for themselves; no auto-pullback without 0 HP or dismissal.
    • •Damage to astral form doesn't carry over to physical body, making it ideal for scouting.
    • •Spell ends via action dismissal, Dispel Magic on either form, or 0 HP on either form; cord pulls you home if intact.

    Synergies

    • •Pairs perfectly with Plane Shift for backup if portal-hopping fails—arrive on target plane, Plane Shift home.
    • •Combine with Forbiddance or Hallow on your bodies' location for protection during the hour-long cast.
    • •Synergizes with Teleportation Circle networks: astral-hop to a distant circle's plane, then circle back precisely.
    • •Great with Divination spells pre-cast to locate portals on Astral Plane.

    Anti-Patterns

    • •Avoid in combat-heavy sessions; 1-hour cast is interrupted by anything, wasting slot + gold.
    • •Don't rely on it for 'immortal' fights—0 HP on astral ends spell, pulls you home vulnerable.
    • •Skip if party lacks gold; 9k+ gp for full group is brutal early tier 4.

    Tactical Modules

    • •Astral Scouting Op — When to use: Before invading unknown planes or lairs; send solo or duo ahead.. Synergy: Replicates full stats/spells, so Invisibility + Fly for untouchable recon; report back via Message or Sending.
    • •Multi-Plane Raid Chain — When to use: Campaigns with chained planar threats (e.g., Abyss -> Nine Hells).. Synergy: Hop portal-to-portal dragging bodies; no attunement limits or travel sickness like Plane Shift.
    • •Bodyguard Evasion — When to use: Fleeing TPK-level threats on Material Plane.. Synergy: Project all to Astral, thought-travel miles away, re-enter bodies safely; enemies can't follow without magic.

    Countermeasures

    • •Threat: Dispel Magic (level 9) on astral or physical form — Response: Position bodies in warded areas (e.g., Private Sanctum); astral forms dodge casters via thought-speed.. Fallback: Have a secondary caster ready with Dimension Door on bodies.
    • •Threat: Astral dreadnought or githyanki severing cords — Response: Avoid known hostile astral regions; use True Seeing to spot threats early.. Fallback: Drop to 0 HP voluntarily to auto-return.
    • •Threat: Party infighting or betrayal mid-projection — Response: Only affect trusted allies; limit to 1-2 if paranoid.. Fallback: Dismiss immediately if tensions rise.

    Frequently Asked Questions

    is astral projection good 5e

    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 vs plane shift 5e

    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.

    how much does astral projection cost 5e

    1,000gp jacinth + 100gp silver bar per creature, all consumed on cast. Full party (9): 9,900gp. Stockpile gems; no upcast savings.

    does astral projection work on other planes 5e

    Fails if cast on Astral; works elsewhere, projecting to Astral first. Hop portals to any plane, bringing bodies. Perfect for Abyss/Feywild raids.

    can you die permanently in astral projection 5e

    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.

    astral projection concentration 5e

    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.

    best class for astral projection 5e

    Wizard (w/ allies for group); Warlock solo patron visits. Cleric for divine plane quests. All access at 17+, but Wizards prep it most.

    does astral projection replicate spell slots 5e

    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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