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Astral Projection
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<blockquote data-quote="aramis erak" data-source="post: 6652487" data-attributes="member: 6779310"><p>Plane Shift is more limited in that the material component is given an value (and thus is not substitutable with a focus), and must be specifically attuned to the destination. If you have a forked rod attuned to, say, Sigil, you cannot use it to get to (nor anywhere but Sigil from) the Astral. Each plane is a different rod, at a minimum 250 GP of handiwork each, in addition to the research, and potential adventures to get the materials to be crafted...</p><p></p><p>Plane shift is thus not nearly so flexible in terms of general utility. </p><p></p><p>Astral Projection can take you ANYWHERE in the multiverse that connects to the Astral. Perhaps requiring some intermediate stops.</p><p></p><p>1100 GP in consumed components, but no restriction on which plane... </p><p></p><p>The DMG addendum to Astral Projection notes "<span style="color: #FF0000">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.</span>" Key word: Allows. The spell specifies it moves the body. The DMG enables another use - safe projection to the outer planes with no real risk of character death. Allows, not requires.</p><p></p><p>So, if you WANT to go, the spell text allows you to snap your body to you. Or, you can generate the dream-like incarnation, and be safe from dying on an outer plane, as per the DMG notes.</p><p></p><p>Generally, one is a fool if one doesn't use the option to generate a new body - but there ARE reasons not to. For example, if rescuing a soul from a particular plane, because you need to go, find it in its outer planar incarnation, then get it out body and soul - and in order to cast it again, it can be argued you'd need to dismiss it, which would snap one back to one's body if one didn't pul the body through. Astral Projection CAN snap the body out - a particularly useful tool for returning the dead to life. (They may not appreciate it, and the gods will NOT be happy, either. And making the attempt may result in having only a very short time to get to another portal... as some annoyed locals try to kill the bodies left while you search for the portal. But, hey, that's what the plane shift is for. Go in via Astral, snap your body and stuff to you, find your target, plane shift back to the prime with them.)</p><p></p><p>Heck, for those who are truly familiar with Greek mythology, travel to the nether realms to rescue the dead is a classic trope. One that, in a more D&D-ish cosmology, has been revived in modern tellings by Rick Riordan in the <em>Percy Jackson and the Olympians</em> series.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 6652487, member: 6779310"] Plane Shift is more limited in that the material component is given an value (and thus is not substitutable with a focus), and must be specifically attuned to the destination. If you have a forked rod attuned to, say, Sigil, you cannot use it to get to (nor anywhere but Sigil from) the Astral. Each plane is a different rod, at a minimum 250 GP of handiwork each, in addition to the research, and potential adventures to get the materials to be crafted... Plane shift is thus not nearly so flexible in terms of general utility. Astral Projection can take you ANYWHERE in the multiverse that connects to the Astral. Perhaps requiring some intermediate stops. 1100 GP in consumed components, but no restriction on which plane... The DMG addendum to Astral Projection notes "[COLOR="#FF0000"]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.[/COLOR]" Key word: Allows. The spell specifies it moves the body. The DMG enables another use - safe projection to the outer planes with no real risk of character death. Allows, not requires. So, if you WANT to go, the spell text allows you to snap your body to you. Or, you can generate the dream-like incarnation, and be safe from dying on an outer plane, as per the DMG notes. Generally, one is a fool if one doesn't use the option to generate a new body - but there ARE reasons not to. For example, if rescuing a soul from a particular plane, because you need to go, find it in its outer planar incarnation, then get it out body and soul - and in order to cast it again, it can be argued you'd need to dismiss it, which would snap one back to one's body if one didn't pul the body through. Astral Projection CAN snap the body out - a particularly useful tool for returning the dead to life. (They may not appreciate it, and the gods will NOT be happy, either. And making the attempt may result in having only a very short time to get to another portal... as some annoyed locals try to kill the bodies left while you search for the portal. But, hey, that's what the plane shift is for. Go in via Astral, snap your body and stuff to you, find your target, plane shift back to the prime with them.) Heck, for those who are truly familiar with Greek mythology, travel to the nether realms to rescue the dead is a classic trope. One that, in a more D&D-ish cosmology, has been revived in modern tellings by Rick Riordan in the [I]Percy Jackson and the Olympians[/I] series. [/QUOTE]
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