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.
* - (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)
The spell states that if your physical body is reduced to 0 HP, the spell ends, and if your cord was intact, then your soul returns to its body.
As a monk you can kinda use this to become a statue.
(emphasis mine)
So the DMG states that Astral Projection allows you to go through portals to any other Outer Planes in your astral body, leaving your physical body at home; but the spell description states that when you "enter a new plane or return to the plane you were on", your physical body is transported to the new location...
Since the spell makes a fairly general statement about entering "a new plane", while the Dungeon Master's Guide makes specific mention of the Outer Planes, I think we can draw an inference of general rule & specific exception, here:
If your astral body exits the Astral Plane through a portal to another material plane, your physical body will be pulled there by your silver thread; but in the specific case that your astral body exits the Astral Plane through a portal to another Outer Plane, your physical body remains in place & the astral body effect is maintained.
This means that characters adventuring in the Outer Planes by means of Astral Projection, will neither die (unless their silver thread is cut), nor bring anything back. On the other hand, your astral body stepping through a portal from the Astral Plane to any given location on a Material Plane, would bring your physical body along for the ride.
So Astral Projection is a slightly risky way to get your physical body (& by extension, loot) to a distant location on any Material Plane, and a relatively safe way of leaving your physical body at home while visiting any Outer Planes.
So can you cast demiplane... hole up in that plane, then astral project to the material world?
Your astral body replicates your possessions... so what happens if you use them? Drink your astral potion of healing? Use your astral diamond dust to cast stoneskin? Shoot your astral arrows at a githyanki warrior? Do the originals still exist? Do they mysteriously vanish?
Ok, going off of this logic, let's say that I use Astral Projection to travel to an Outer Plane (we'll go with Gehenna, but it could be any), and then I cast Gate and walk through back to the Material Plane. What happens? Because now my astral form and my physical body are on the same plane. Does my astral self have to go find my physical body and rejoin it? Would that let me bring stuff back from that plane?
so what what happens if you use astral projection to go to somewhere other than the outer planes? Because from I know there are color pools that also go to all inner planes, the ethereal plane, the feywild and the shadowfell. also, let's say you are in , for example, mechanus, and you cast astral projection and go to the material plane. Would your physical body be teleported to you, or would the material plane create a temporary body for your astral form to inhabit
How is this spell necromancy and not divination?
When you want to return to the physical world, do you just return to where your body was or does your body get transported to where your projected self is on the physical realm? So would you be able to use this ability to get out of a prison for example. Otherwise, this spell is just to walk around as a ghost and explore, but thats about it.
Gate anyone?
For getting to the Astral Plane, yeah, Gate is way better than this due to being cheaper in material costs, more precise if you know where you're going, and more versatile in what it can potentially do.
Here in the spell, we read: "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." (emphasis added).
This seems to imply (strongly) that upon entering an Outer Plane the character's body vanishes from the Prime Material, travels along the silver cord, to where the spirit/soul of the character is, and both are truly and fully re-united on the Outer Plane, suggesting that to die there, in that state, would result in actual death.
However, in the section about the Astral Plane, in the DMG, (and specifically about Astral Projection) we read: "Traveling through the Astral Plane by means of the astral projection spell involves projecting one’s consciousness there, usually in search of a gateway to an Outer Plane to visit. Since the Outer Planes are as much spiritual states of being as they are physical places, this allows a character to manifest in an Outer Plane as if he or she had physically traveled there, but as in a dream. A character’s death — either in the Astral Plane or on the destination plane — causes no actual harm. Only the severing of a character’s silver cord while on the Astral Plane (or the death of his or her helpless physical body on the Material Plane) can result in the character’s true death. Thus, high-level characters sometimes travel to the Outer Planes by way of astral projection rather than seek out a portal or use a more direct spell." (emphasis added)
Contrary to the spell's entry, this seems to imply (again, strongly) that the Character's body remains on the original plane, and only a dreamlike version of their body travels along the cord and manifests in the outer plane, and that to die in this state does not result in the Character's actual death.
Given the fact that this is a 9th level spell, and can be undone with a simple Dispel Magic spell, it would seem that the latter understanding, given in the DMG, ought to be the correct reading, but it really does seem to contradict the reading in the PHB. I am wondering how others have handled this, and whether there are any clarifications given elsewhere?
Thought I'd look into this further, and found this, from the 3rd Edition Manual of the Planes:
Traveling Elsewhere: If an astral form passes through a color pool or otherwise manifests on another plane, it forms a new body from the building blocks of the plane itself. That body is identical with its natural form, except it is immune to the natural hazards of that particular plane. An astral body that travels to the Elemental Plane of Fire is immune to damage from the fire-dominant trait, for example. If the astral form is slain, the soul returns to the unharmed original body and location.
I think I'm going to go with this, as the way to reconcile the 5e difference.
^this right here. DnD Beyond staff, which is correct? Your body follows you through to the next plane when using Astral Projection, or your body stays on the native plane and you can move freely because you're using Astral Projection, as opposed to Gate or something?
Can your projection cast spells
I feel like the fact that this spell requires an absolute fortune of material components, is ninth level, and allows up to 8 characters implies that the Astral Plane is ridiculously dangerous. (8 level 17 characters?)
With this in mind, does that means that the whole bag of holding inside another thing is an almost guaranteed death sentence for lower level PC’s and lower CR NPC’s?
It depends on the DM. The Astral Plane does have terrors like the astral dreadnought (which can one-hit kill someone who's astral projected with a critical hit), the githyanki generally aren't friendly (and the knights have magic silver swords that can also one-hit kill someone who's astral projected when they crit with those swords), and you can have all sorts of fiends and celestials passing through since the Astral Plane is directly linked to the Outer Planes. The psychic winds are also an environmental problem since they can throw the party off course.
However, because the Astral Plane is a big empty space for the most part, the DM could have the party encounter few or none of these things and get to where they need to go without much trouble. The main reason to be in the Astral Plane (assuming the campaign isn't set there like in Spelljammer) is to get to the Outer Planes without needing a tuning fork for plane shift or needing permission to get into these planes from their rulers like with gate.
Here's how I adjudicated astral projection for my game, to reconcile the spell description with the DMG and answer lingering questions. The key for me is that, being 9th level, the spell should have a benefit over lower level planar travel spells like plane shift and gate.
Everyone affected by the spell remains in their astral form if they enter an outer plane. This makes characters effectively immune to death while visiting the outer planes.
Entering any plane other than an outer plane brings the creature's physical body along to the new plane, but does not end the spell. Creatures under the spell's effect can re-enter the astral plane whenever they wish, leaving their physical bodies on the new plane.
The astral form replicates a creature's possessions. Using the astral versions of any mundane consumables (arrows, spell components) does not deplete their physical counterparts. Similarly, losing or destroying an item's astral replication has no effect on the physical item. When a creature re-enters its physical body, any astral replications left on an outer plane vanish.
Astral replications of magic items draw on the magic of their physical counterparts through the silver cord. Using consumable magic items or magic item charges also depletes their magic in the physical item. Charges and other limited use abilities are recovered normally.
Any objects in the possession of your astral form are transported back along the silver cord when you return to your physical body, including new items you claimed on an outer plane.
If you cast this while in an area protected by Forbiddance, does it fail?
For sure you can't enter the astral plane while within the area, so creatures can't leave their bodies. At the DMs discretion, the spell may be active, but creatures must leave the protected area in order to leave their bodies. Alternatively, it might simply fail. At my table, I'd rule it fails, just to keep it simple.