Level
Cantrip
Casting Time
1 Action
Range/Area
Self 10 ft.
Components
S
Duration
Concentration
School
Transmutation
Attack/Save
None
Damage/Effect
Teleportation

You draw upon your astral self to physically enter the Astral Plane (if already on the Astral Plane this spell can be used to return to the Prime Material Plane, the location is random).

Your astral body and material body being one allows you to physically enter the Astral. Unlike other beings, your astral self has no cord as it has no physical form to connect to. You can freely roam within the Astral Plane with distance traveled varying when compared to the Material Plane. When you decide to end the spell's effect, roll a d20 + your Charisma modifier. You can move up to double your movement speed when exiting with the roll acting as an accuracy test. Higher the roll the closer you are to where you wanted to renter the Material Plane. (DM discretion is heeded for how accurate your remanifestation was. 1 being horridly inaccurate meaning you could be in the completely opposite end of where you wanted to be and 20 being exactly where you wanted to be)

Your astral form can freely travel through the Astral Plane and pass through portals leading to any other plane. Your astral form is an integrated piece of your physical one. Any damage or other effects that apply to it affect your physical body and do persist when you return to the Material Plane.

The spell might also end early for you. A successful dispel magic spell used against you ends the spell. If your health drops to 0 hit points, the spell ends. If the spell ends prematurely you will be placed in a state of suspended animation for 24 hours. 

Spell Tags: Teleportation

Available For:

FireContact

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