Astral Projection

A
Utility

Astral Projection is a Utility spell. Utility spells solve problems outside of combat or provide unique situational advantages.

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spell that sends you and up to eight allies
traveling the Astral Plane

Astral Projection is a Mobility spell. Mobility spells augment or allow for new ways of moving.

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for
group travel

Astral Projection is a Multi Target spell. Multi Target spells have an area of effect or can explicitly target multiple allies or enemies.

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while your bodies rest safely.

2024 Rules

Level & School
9th-level necromancy
Casting Time
1 hour
Range
10 feet
Components
V, S, M (for each of the spell's targes, one jacinth worth 1,000+ GP, all of which the spell consumes)
Duration
Until dispelled
Classes
Cleric, Warlock, Wizard

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.

2014 Rules

Level & School
9th-level necromancy
Casting Time
1 hour
Range
10 feet
Components
V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes)
Duration
Special
Classes
Cleric, Warlock, Wizard

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age.

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.

Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.

The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.

The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.

If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

Astral Projection 5.5e 2024 vs. 5e 2014 edition differences

The main rules change is the duration: it’s now “until dispelled” instead of Special. The spell now also explicitly says it fails instantly if you’re already on the Astral Plane. If the silver cord is cut, 2024 says both the body and astral form die. The end of the spell now says dead targets don’t return to their bodies.

Spells similar to Astral Projection

  • Gate 9th-level conjuration

    Both are highest-tier spells that let you bypass normal planar boundaries and move you or others between planes at the cost of major resources.

  • Plane Shift 7th-level conjuration

    This spell, like the target, moves creatures to another plane and is chosen when you need reliable interplanar travel for multiple people.

  • Demiplane 8th-level conjuration

    While it creates a pocket realm instead of projecting souls, it serves a similar utility of relocating people and possessions to another plane-like space for extended periods.

  • Etherealness 7th-level conjuration

    Both let you and companions shift out of the Material Plane into a different plane for an extended duration with a focus on travel and safety rather than damage.

  • Teleport 7th-level conjuration

    Teleport is a lower-level way to move multiple creatures instantly between distant locations and is often an alternative choice when fast group relocation is needed.

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