Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Psion as Wizard archetype − Happy Fun Hour
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Yaarel" data-source="post: 7415304" data-attributes="member: 58172"><p>Astral Projection is a high level spell because it makes the entire party virtually unkillable. In this context, the projections are fully functioning duplicates, and if a duplicate gets killed, the projector simply returns to the original body. It is a powerful spell.</p><p></p><p>On the other hand, projecting ones mind outofbody, is a low level spell. First, it is an inconvenience to secure the meditating body, while the mind is wandering. Second, according to the folklore, if the mental projection gets injured, the body gets injured in the same way. For example, if a projection encounters an other projection, and one punches the other in the eye, then the original body spontaneously evidences a black eye. In other words, hit points are hit points.</p><p></p><p>At a low level, outofbody is a relatively vulnerable method of Clairvoyance. Probably spell level 2 (compare Beast Sense). However, the outofbody mind can interact with the physical world as the virtual body is made out of telekinetic force (compare Mage Hand), being ether, and can even manifest visibly the same way a ghost can.</p><p></p><p>The outofbody mind can also interact telepathically with other nearby minds, including mental enchantment spells. Reciprocally, a person in the material world can fight back against an outofbody mind by force damage and psychic damage. Similarly, if the mind is interacting with a physical object, it is possible to interact with that object in away that can injure the mind − thus the original body.</p><p></p><p>Spells relating to Protection from Evil and Good: because their 5e versions are moreso protection from extraplanar creatures, they *should* block out all outofbody minds, the same way it blocks out extraplanar creatures.</p><p></p><p>These Protections spells should be a simple way to prevent all forms of clairvoyance, ethereal traveling, and so on. The heroes can use these to defend themselves. More importantly, the DM should be able to use these spells as a simple low-level method of plot protection to prevent heroes from scrying or extradimentionally entering certain rooms. In this way, the DM can keep certain things secret, and make the heroes work to discover the mystery.</p><p></p><p>For example, the DM can have a villain cast Hallow on an important room, a Protection related spell at spell level 5, thus by this simple tool, permanently keep away all extraplanar scrying, ethereal travel, outofbody wandering, or so on.</p><p></p><p>Because there would be such a simple way to keep out ethereal creatures, it becomes possible to have spells like Etherealness and Clairvoyance, Outofbody, and ‘phasing’ thru solid objects, at the lowest spell levels. The DM can still keep certain secrets secret.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7415304, member: 58172"] Astral Projection is a high level spell because it makes the entire party virtually unkillable. In this context, the projections are fully functioning duplicates, and if a duplicate gets killed, the projector simply returns to the original body. It is a powerful spell. On the other hand, projecting ones mind outofbody, is a low level spell. First, it is an inconvenience to secure the meditating body, while the mind is wandering. Second, according to the folklore, if the mental projection gets injured, the body gets injured in the same way. For example, if a projection encounters an other projection, and one punches the other in the eye, then the original body spontaneously evidences a black eye. In other words, hit points are hit points. At a low level, outofbody is a relatively vulnerable method of Clairvoyance. Probably spell level 2 (compare Beast Sense). However, the outofbody mind can interact with the physical world as the virtual body is made out of telekinetic force (compare Mage Hand), being ether, and can even manifest visibly the same way a ghost can. The outofbody mind can also interact telepathically with other nearby minds, including mental enchantment spells. Reciprocally, a person in the material world can fight back against an outofbody mind by force damage and psychic damage. Similarly, if the mind is interacting with a physical object, it is possible to interact with that object in away that can injure the mind − thus the original body. Spells relating to Protection from Evil and Good: because their 5e versions are moreso protection from extraplanar creatures, they *should* block out all outofbody minds, the same way it blocks out extraplanar creatures. These Protections spells should be a simple way to prevent all forms of clairvoyance, ethereal traveling, and so on. The heroes can use these to defend themselves. More importantly, the DM should be able to use these spells as a simple low-level method of plot protection to prevent heroes from scrying or extradimentionally entering certain rooms. In this way, the DM can keep certain things secret, and make the heroes work to discover the mystery. For example, the DM can have a villain cast Hallow on an important room, a Protection related spell at spell level 5, thus by this simple tool, permanently keep away all extraplanar scrying, ethereal travel, outofbody wandering, or so on. Because there would be such a simple way to keep out ethereal creatures, it becomes possible to have spells like Etherealness and Clairvoyance, Outofbody, and ‘phasing’ thru solid objects, at the lowest spell levels. The DM can still keep certain secrets secret. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Psion as Wizard archetype − Happy Fun Hour
Top