![]() ![]() For example, Teleportation Circle (which is handy in that it allows you to teleport to a known circle) takes 1 minute to cast, which still isn’t ideal for combat.Unique spell flavoring is one of my favorite aspects in this game–finding ways to keep the mechanical impact of a spell the same, but changing up the flavor so it fits my concept.Always check the casting time of a spell before learning it, just in case it takes longer to cast than you think it does.If you want a “quick escape” spell to keep on hand when combat gets too rough, spells such as Teleport, Plane Shift, or even Gate are ideal-they take 1 action to cast, so they’re easier to pull off in the middle of a fight.It’s not intended to be an easy form of teleportation or a quick escape for sticky situations rather, cast it outside of combat if you actually need to reach the astral plane or a different world. X Research source One round of combat is six seconds long, so any battle would be long over by the time you finished casting the spell. Because it takes an hour to cast, Astral Projection isn’t the kind of spell that can be cast during combat. DM Tip: Astral Projection is a powerful spell that can expand the scope of your campaign at the drop of a hat, so be prepared if one of your players learns it! You might design a one-shot or quest that involves travel to a specific plane, for example.Ĭast the Astral Projection spell outside of combat.Your PC might also travel from a material plane to a fantastical one, like Elysium, the Nine Hells, Arborea, Pandemonium, or Limbo.They might travel from Greyhawk to the Forgotten Realms, for example. For example, your PC might try to navigate the astral plane to move between material planes (which are basically the habitable worlds that most campaigns take place in).Along with spells like Plane Shift and Gate, Astral Projection allows your PC to not only visit the astral plane but to go to virtually any world that exists within D&D lore (or beyond, if your DM wants to create their own world!) So, if your goal is to hop from one world to another, or your current quest involves traveling to a different plane, you might cast the Astral Projection spell to do so. Use the Astral Projection spell to explore distant planes and worlds. If your PC is searching for powerful components, they might travel to the astral plane to find what they need. The husks of dead gods often end up in the astral plane, though they still emit great power or energy.Your PC might want to visit the Astral Sea, a perilous place with treasures from worlds across the D&D multiverse.Similarly, if your PC is an astral elf or has allies or enemies among the astral elves, they might use the spell to visit their home plane.For example, your PC might use the spell if they have enemies or allies among the githyanki, a race of people who live in the astral plane.If your character’s goal is to explore the astral plane, they might try to learn the Astral Projection spell in order to do so. ![]() The most basic reason to cast the Astral Projection spell is to visit the astral plane! It’s one of the few spells capable of taking the entire campaign to a different world, which is why it’s so powerful and high-level.
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