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AD&D Players Handbook/Database/Spells/Cleric/Astral Spell
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=== OCR source record === <pre>Components: V, S Casting Time: 3 turns Saving Throw: None Level: 7 Range: Touch Duration: Special Area of Effect: Special Explanation/Description: By means of the astral spell a cleric is able to project his or her astral body into the Astrol Plane, leaving his or her physical body and material possessions behind on the Prime Moteriol Plone, (the plane on which the entire universe and all of its parallels have existence). Only certain magic items which have multi-planed existence can be brought into the Astrol Plone. As the Astrol Plone touches upon all of the first levels of the Outer Planes, the cleric can travel astrally to any of these Outer Planes as he or she wills. The cleric then leaves the Astrol Plone, forming a body on the plone of existence he or she .has chosen to enter. It is also possible to travel astrally anywhere in the Prime Moterial Plone by means of the astral spell, but a second body cannot be formed on the Prime Material Plone. As a general rule, a person astrally projected con be seen only by creatures on the Astrol Plane. At all times the astral body is connected to the material by a silvery cord. If the cord is broken, the affected person is killed, astrally and materially, but generally only the psychic wind can normally cause the cord to break. When a second body is formed on a different plane, the silvery cord remains invisibly attached to the new body, and the cord simply returns to the latter where it rests on the Prime Moteriol Plone, reviving it from its state of suspended onimation. Although astrally projected persons are able to function on the Astrol Plane, their actions do not affect creatures not existing on the Astrol Plane. The spell lasts until the cleric desires to end it, or until it is terminated by some outside means (dispel magic or destruction of the cleric’s body on the Prime Moterial Plone). The cleric can take up to five other creatures with him or her by means of the astral spell, providing the creatures are linked in a circle with the cleric. These fellow travelers are dependent upon the cleric and can be stranded. Travel in the Astral Plone con be slow or fast according to the cleric‘s desire. The ultimate destination arrived at is TERRAIN Cove or cavern Collapses roof Cliffs -Crumble causing landslide Ground - Cracks open, causing creatures to fall in and be killed as follows: -Size S- 1 in 4 (d4) -Size M- 1 in 6 (d6) -SizeL-1 inE(d8) -Drains water off to form muddy, Marsh 52</pre> [[Category:AD&D Database]] [[Category:AD&D Spells]] [[Category:AD&D Cleric Spells]] [[Category:AD&D Cleric Level 7 Spells]]
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