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Astral Projection
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<blockquote data-quote="Sword of Spirit" data-source="post: 6653129" data-attributes="member: 6677017"><p>I will give you that <em>plane shift</em> requires more up front preparation--but it is significant that it is a one time cost, and the component is not consumed.</p><p></p><p></p><p></p><p>The problem here is that <em>gate</em> is better, faster, cheaper in that department. An expensive component, but it is not consumed, and works to get you to <em>any plane</em>, even planes that aren't connected to the Astral Plane. It has a one action casting time. It is the most precise of all planar travel spells, going exactly where you want it to instantly (unless a powerful being prevents it from working...and I'd think that power would apply to astral portals too). And its extra features are much more versatile than the extra feature (see below) of <em>astral projection</em>. You can open a portal that numerous creatures can pile through--yet it is concentration so you can dismiss it at any time to cut off pursuit. You can even use it as a way to get an ally to you, which can be quite useful.</p><p></p><p></p><p></p><p>Now this interpretation I like. Basically what you are adding to what I said is that the character can <em>choose</em> how to manifest if they use this spell to reach an Outer Plane. Thanks for bringing that idea up!</p><p></p><p>The only thing I'm not sure if we are ruling the same in that department is that if you then take your Outer Planes manifested astral form to another plane, your body snaps back to where you are and the spell ends.</p><p></p><p></p><p></p><p>I have no problem with interesting uses like that. I just think that the DMG-added feature (which I agree is added by the DMG and not latent in the PHB) is a necessary component to make the spell worth its 9th level spell slot. It seems like that's our only area of disagreement.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6653129, member: 6677017"] I will give you that [I]plane shift[/I] requires more up front preparation--but it is significant that it is a one time cost, and the component is not consumed. The problem here is that [I]gate[/I] is better, faster, cheaper in that department. An expensive component, but it is not consumed, and works to get you to [I]any plane[/I], even planes that aren't connected to the Astral Plane. It has a one action casting time. It is the most precise of all planar travel spells, going exactly where you want it to instantly (unless a powerful being prevents it from working...and I'd think that power would apply to astral portals too). And its extra features are much more versatile than the extra feature (see below) of [I]astral projection[/I]. You can open a portal that numerous creatures can pile through--yet it is concentration so you can dismiss it at any time to cut off pursuit. You can even use it as a way to get an ally to you, which can be quite useful. Now this interpretation I like. Basically what you are adding to what I said is that the character can [I]choose[/I] how to manifest if they use this spell to reach an Outer Plane. Thanks for bringing that idea up! The only thing I'm not sure if we are ruling the same in that department is that if you then take your Outer Planes manifested astral form to another plane, your body snaps back to where you are and the spell ends. I have no problem with interesting uses like that. I just think that the DMG-added feature (which I agree is added by the DMG and not latent in the PHB) is a necessary component to make the spell worth its 9th level spell slot. It seems like that's our only area of disagreement. [/QUOTE]
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