Aspect Codex
Astral Projection
Astral Projection is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
What This Aspect Does
Astral Projection defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Power Links
Phantom Tug
Your astral self tugs at the spirit of one creature you can see within range. The target must make a WIS save. On a failed save, it takes 3 (1d4) psychic damage and cannot take Reactions until the start of its next turn. On a successful save, it takes no damage and suffers no other effect.
Slight Projection
Project your sight or hearing to an unoccupied point you can see within range until the start of your next turn. While projecting sight, you are blinded to your own body’s surroundings. While projecting hearing, you are deafened to your own body’s surroundings. The projection cannot pass through total cover and cannot interact with objects or creatures.
Astral Spark
Once per turn when you hit with a simple or martial weapon, you may cause the target to take extra psychic damage equal to your proficiency bonus as your astral self strikes alongside your body.
Spirit Feint
Project a faint astral double beside one creature you can see within range. Until the start of your next turn, the next attack roll made against the target has advantage as the double distracts its spirit.
Astral Glimpse
Loosen your senses from your body. For the duration, you can see faint astral traces within 30 ft., allowing you to detect invisible creatures, projected spirits, possessed creatures, and active astral or planar effects that are not behind total cover.
Silver Thread
When a willing creature you can see within range would be moved, teleported, possessed, banished, or magically put to sleep, you tug its spirit back toward its body. The creature rolls 1d6 and adds the result to its saving throw or ability check against the triggering effect. If the effect does not allow a roll, the creature instead gains advantage on the first saving throw it makes against that effect before the end of its next turn.
Astral Step
Teleport, along with anything you are wearing or carrying, up to 30 ft. to an unoccupied space you can see as your spirit briefly pulls your body through the Astral.
Astral Trance
You do not need to sleep, and magic cannot put you to sleep. You can finish a long rest in 4 hours if you spend that time in trancelike meditation while remaining conscious. Whenever you finish this trance, choose one skill and one weapon or tool proficiency. You gain proficiency with both until you finish your next long rest.
Projected Hand
Project a faint astral hand to an unoccupied point you can see within range. For the duration, you can use your action to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or perform a simple task within 5 ft. of the hand. The hand cannot attack, activate magic items, or carry more than 10 pounds. Your physical body must remain conscious for the hand to function.
Spirit Drag
Your astral self hooks into one creature you can see within range and drags its spirit out of rhythm with its body. The target must make a WIS save. On a failed save, it takes 10 (3d6) psychic damage and is pulled up to 10 ft. in a straight line toward you. On a successful save, it takes half damage and is not moved.
Astral Double
Project a visible astral double of yourself into an unoccupied space within range. The double occupies its space but has no hit points and cannot be damaged. When you take the Attack action or use an Astral Projection power, you may originate one attack or power from the double’s space instead of yours. The double vanishes if it is ever more than 60 ft. from you.
Spirit Hook
Choose one creature you can see within range. The target must make a WIS save. On a failed save, its spirit is hooked by your astral self. For the duration, the target cannot take Reactions, and the first time on each of your turns that you deal psychic damage to it, you may pull it up to 10 ft. in a straight line. At the end of each of its turns, it repeats the save, ending the effect on a success.
Project Senses
Project your sight and hearing to an unoccupied point you can see within range. For the duration, you can see and hear from that point as though you occupied it. While using the projection, your body is blinded and deafened to its own surroundings. As a bonus action, you may move the projection up to 30 ft. to another point you can see within range.
Cord Anchor
When a willing creature you can see within range fails a saving throw against being charmed, possessed, banished, teleported, magically put to sleep, or having its soul displaced, roll 1d8 and add it to the saving throw, potentially turning the failure into a success.
Astral Jaunt
You partially loosen your astral self from your body. For the duration, you can move through creatures and objects as difficult terrain. If you end your turn inside an object, you are shunted to the nearest unoccupied space and take 10 (3d6) force damage. Once per turn when you move through a creature’s space, that creature takes 9 (2d8) psychic damage.
Spirit Rend
Your astral self claws at one creature’s spirit. The target must make a WIS save, taking 27 (6d8) psychic damage on a failed save, or half as much on a success. If the target is charmed, possessed, projecting, banished, or under an astral or planar effect, it has disadvantage on this save.
Astral Scout
Your astral form slips up to 300 ft. from your body. Your body becomes blinded, deafened, and incapacitated while you scout. Your astral form is invisible, can fly at your walking speed, can pass through creatures and objects as difficult terrain, and can see and hear normally. It cannot attack, use powers, carry objects, or interact with creatures. If it takes damage or moves more than 300 ft. from your body, the effect ends.
Soul Ward
Strengthen the connection between body and spirit around you. For the duration, creatures of your choice in the emanation have advantage on saving throws against possession, charm, magical sleep, banishment, teleportation against their will, and effects that would displace or trap their soul.
Astral Strike
Project yourself through the Astral to strike one creature you can see within range. Make a melee spell attack against the target. On a hit, the target takes 33 (6d10) psychic damage, and you may teleport to an unoccupied space within 5 ft. of it. If you do, the target cannot take Reactions until the start of your next turn.
Spirit Leash
Choose one creature you can see within range. The target must make a WIS save. On a failed save, its spirit is tethered to you for the duration. While tethered, the target cannot willingly move more than 60 ft. from you, cannot teleport or be teleported more than 60 ft. from you, and takes 18 (4d8) psychic damage the first time each turn it tries to move or teleport beyond that limit. At the end of each of its turns, it repeats the save, ending the effect on a success.
Distant Projection
Project an invisible astral scout form up to 1 mile from your body. Your body is unconscious while the projection lasts. The projection has your senses, flying speed equal to your walking speed, and can pass through creatures and objects as difficult terrain. It cannot attack, use powers, carry objects, or interact physically. If the projection takes damage, the effect ends and you wake stunned until the end of your next turn.
Silver Recall
When a willing creature you can see within range would drop to 0 hit points, be banished, possessed, teleported against its will, or have its soul displaced, you pull its spirit back toward safety. The creature may immediately teleport up to 30 ft. to an unoccupied space you can see and gains temporary hit points equal to 10 + your spellcasting ability modifier.
Astral Sever
Choose one creature you can see within range. The target must make a WIS save. On a failed save, its astral self is partially severed from its body. For the duration, the target is slowed: its speed is halved, it cannot take Reactions, and it subtracts 1d6 from attack rolls and DEX saving throws. At the end of each of its turns, it repeats the save, ending the effect on a success.
Astral Passage
Open a shimmering astral passage between two unoccupied spaces you can see within 300 ft. of you. The passage appears as two 10-ft. wide doorways. A creature that enters one doorway exits from the other by spending 5 ft. of movement. The passage cannot cross planes and closes early if either doorway is blocked by total cover.
Projected Casting
Create a focused astral projection of yourself in an unoccupied space within 60 ft. For the duration, when you use an Astral Projection power with a range other than Self, you may originate it from either your body or the projection. The projection cannot move more than 60 ft. from you and vanishes if you are incapacitated.
Cord Shelter
Protect nearby spirits with a luminous web of silver cords. For the duration, creatures of your choice in the emanation cannot be possessed, magically put to sleep, or have their souls displaced. They also have advantage on saving throws against charm, banishment, and unwilling teleportation.
Astral Body
Separate from your body as a combat-capable astral form. Your body becomes unconscious and suspended in animation. Your astral body appears in an unoccupied space within 10 ft., has your statistics and senses, can use your Astral Projection powers, and has a flying speed equal to your walking speed. It cannot move more than 300 ft. from your body. If the astral body drops to 0 hit points, the effect ends and you return to your body stunned until the end of your next turn.
Spirit Prison
Choose one creature you can see within range. The target must make a WIS save. On a failed save, its spirit is locked inside its body. For the duration, it is restrained, cannot teleport, cannot be possessed or willingly leave its body, and cannot benefit from effects that would move it between planes. At the end of each of its turns, it repeats the save, ending the effect on a success.
Astral Rift
Open a tearing rift through the Astral in a 60-ft. long, 10-ft. wide line. Each creature in the line must make a WIS save, taking 45 (10d8) psychic damage on a failed save, or half as much on a success. A creature that fails the save cannot take Reactions and has its speed halved until the start of your next turn.
Silver Cord Binding
Choose up to three willing creatures you can see within range. For the duration, they are bound by silver cords. While at least one bound creature is conscious, each bound creature has advantage on saving throws against charm, possession, banishment, magical sleep, unwilling teleportation, and effects that displace the soul. Once per round, when a bound creature takes psychic damage, another bound creature may use its reaction to take half that damage instead.
Greater Astral Body
Separate from your body as a powerful astral form. Your body becomes unconscious and suspended in animation. Your astral body appears within 10 ft., has your statistics, senses, powers, and equipment, can fly at twice your walking speed, and can move through creatures and objects as difficult terrain. It cannot move more than 1 mile from your body. If the astral body drops to 0 hit points, the effect ends and you return to your body stunned until the end of your next turn.
Astral Storm
Create a 30-ft. radius storm of astral force centered on a point within range. The area is difficult terrain for enemies. When a creature enters the area for the first time on a turn or starts its turn there, it must make a WIS save, taking 36 (8d8) psychic damage on a failed save, or half as much on a success. On a failed save, the creature also cannot take Reactions until the start of its next turn.
Silver Cord Bastion
Create a bastion of stabilizing astral cords around you. For the duration, creatures of your choice in the emanation cannot be possessed, magically put to sleep, unwillingly teleported, banished, or have their souls displaced unless they choose to allow it. In addition, chosen creatures have resistance to psychic damage.
Astral Doorway
Open a stable doorway between your current location and a known location on the Astral Plane. The doorway is up to 10 ft. wide and remains open for the duration. Creatures and objects may pass through while the effect lasts. If the destination is warded, unstable, or unknown, the power fails without opening the doorway.
Astral Projection
You and up to eight willing creatures within range project your astral bodies into the Astral Plane. Each body is left behind unconscious in suspended animation, needing no food or air and not aging. The astral form duplicates the target’s statistics and possessions and trails a silvery cord that links back to the body. If the cord is cut, both body and astral form die. When an astral form leaves the Astral Plane, the body and possessions travel along the cord and the target re-enters its body on the new plane. If either body or astral form drops to 0 hit points, the effect ends for that target.
Mass Spirit Severance
Choose up to six creatures you can see within range. Each target must make a WIS save. On a failed save, its astral self is violently pulled out of rhythm with its body. While affected, the target is slowed, cannot take Reactions, has disadvantage on WIS and CHA saving throws, and takes 27 (6d8) psychic damage at the start of each of its turns. At the end of each of its turns, it repeats the save, ending the effect on a success.
Astral Citadel
Create a fortified astral refuge overlapping your location. Creatures of your choice in the emanation have resistance to psychic damage and cannot be possessed, magically put to sleep, banished, unwillingly teleported, or have their souls displaced unless they allow it. As a bonus action, you may move one willing creature in the emanation up to 30 ft. to another unoccupied space in the emanation as its spirit is carried by silver cords.
Planar Cordwalk
Open a luminous astral passage between your current location and a location you know on the Astral Plane or a plane you have visited. The passage is up to 10 ft. wide and remains open for the duration. Creatures and objects may pass through while the effect lasts. If the destination is warded, unknown, or unsafe, the power fails without opening the passage.
Perfect Astral Body
You separate from your body as a perfected astral form. Your body becomes unconscious and suspended in animation, while your astral body appears in an unoccupied space within 10 ft. of it. For the duration, your astral body has your statistics, senses, powers, and equipment, but it is resistant to nonmagical bludgeoning, piercing, and slashing damage, can move through creatures and objects as difficult terrain, and has a flying speed equal to your walking speed. If the astral body drops to 0 hit points, the effect ends and you return to your body stunned until the end of your next turn.
Silver Cord Dominion
You perceive and command the astral cords binding spirit to body. For the duration, creatures of your choice in the emanation cannot have their souls displaced, possessed, banished, or separated from their bodies unless you allow it. When a hostile creature in the emanation starts its turn, it must make a WIS save. On a failed save, choose one: it cannot take Reactions until the start of its next turn, its speed is halved until the start of its next turn, or it takes 22 (4d10) psychic damage as its spirit is pulled against its body.
Astral Gatewalk
Open a stable astral passage between your current location and a location you know on the Astral Plane, or between the Astral Plane and a plane you have visited. The passage appears as a luminous doorway up to 15 ft. wide. Creatures and objects may pass through while the effect lasts. If the destination is warded, unknown, or unsafe, the power fails without opening the passage.
Severance of the Self
Choose one creature you can see within range and attempt to wrench its spirit partly free of its body. The target must make a WIS save. On a failed save, its astral self is partially severed for the duration. While severed, the target is incapacitated, its speed is 0, and at the start of each of its turns it takes 33 (6d10) psychic damage. At the end of each of its turns, it repeats the save, ending the effect on a success. If this damage reduces the target to 0 hit points, its spirit is cast adrift and the body falls unconscious rather than dying, unless the GM rules the creature has no separable spirit.