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Astral Projection

Level 9 · Necromancy

  • Control

Listed under necromancy, Astral Projection costs a 9th-level slot for cleric, warlock, and wizard casters. Cast time: 1 Hour. Range 10 feet, components V/S/M, duration until dispelled. Material: for each of the spell's targes, one jacinth worth 1,000+ GP, all of which the sp…. Effect: You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane).

Stat Block

Level
9
School
Necromancy
Casting Time
1 Hour
Range / Area
10 feet
Components
V, S, M
Duration
Until dispelled
Ritual
No
Concentration
No
Classes
Cleric, Warlock, Wizard
Material
for each of the spell's targes, one jacinth worth 1,000+ GP, all of which the spell consumes

Description

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target's body is left behind in a state of suspended animation; it has the Unconscious condition, doesn't need food or air, and doesn't age. A target's astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut—which happens only when an effect states that it does so—the target's body and astral form both die. A target's astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target's body and possessions travel along the silver cord, causing the target to re- enter its body on the new plane. Any damage or other effects that apply to an astral form have no effect on the target's body and vice versa. If a target's body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic action to dismiss it. When the spell ends for a target who isn't dead, the target reappears in its body and exits the state of suspended animation.

5e (2014) vs 2024 changes

This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.

Doungim Lore

School Fit

Necromancy is the school of the boundary between life and death. Some spells push creatures across it; others bring back what was on the wrong side. Astral Projection reads as Necromancy because the spell works on the boundary between life and death — draining, raising, or extending vitality. At level 9, the slot itself is part of the spell — Astral Projection is meant to feel like a big moment.

Class Fit

  • Cleric: Channel Divinity is the Cleric's Bonus-Action competitor; pair Astral Projection with Channel Divinity only if both fit the same turn. The 10-foot range on Astral Projection leaves room for the caster to stay in the back line.
  • Warlock: Tier 1 Warlocks have a single slot; tier 2 have two. Astral Projection only earns its known-spell slot if the build casts it most short rests. At 10 feet, Astral Projection stays usable from the caster's typical positioning.
  • Wizard: Wizards add Astral Projection to the spellbook once and prepare it on the days that warrant it — a different decision from the class's known-spell competitors. 10 feet is enough range that Astral Projection doesn't pull the caster forward.
Cleric spellsWarlock spellsWizard spellsNecromancy schoolLevel 9

Related Spells

Frequently Asked Questions about Astral Projection

What level spell is Astral Projection?
In D&D 5e, Astral Projection is classified as a level 9 spell of the Necromancy school. Available classes: Cleric, Warlock, Wizard.
What is the range of Astral Projection?
Astral Projection can target a point or creature within 10 feet of the caster.
How long does Astral Projection last?
The duration on Astral Projection is until dispelled, with no concentration required.
What components and casting time does Astral Projection need?
Note: the components are V, S, M. Beyond that — Material component: for each of the spell's targes, one jacinth worth 1,000+ GP, all of which the spell consumes; the casting time is 1 hour (not a standard Action).
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Scannable QR code encoding the URL https://www.doungim.com/dnd/spells/astral-projection. Point a phone camera at this code to open the Astral Projection page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.