ASTRAL PROJECTION

Level: 4.
Range: Self.
Duration: 5 minutes ( 20 melees) per level of experience.
Saving Throw: None
P.P.E.: 10

The incantation sends the spell caster's astral body into the Astral Plane, another dimension. This magic functions exactly like the psychic Sensitive ability of the same name.

Unlike the psychic power of the same name, this magic requires no concentration/meditation before use, the magic does it for them. With this magic the mage can free their mind, or inner self, from their physical body. This inner self is the astral body, a whitish, transparent, ghostly image of the character's physical form. A long silver thread or cord connects the astral body with its physical self. If the cord is severed the character is likely to die of sudden shock as body and soul are torn asunder. There is only a 30% chance the astral self can locate its physical body without the silver umbilical cord (roll best 2 out of three).

The physical body lapses into a coma-like trance when the astral self has left. In this state the body is completely helpless. It can not walk, move or think; completely catatonic.

The hazards are threefold. First, if the physical body is killed, the astral body is forever lost and will die, fade away, within six hours. Second, if the astral body gets lost or captured while in the Astral Plane, the body will begin to waste away and die. (Note: One minute of our time is equal to one week in the Astral Plane.) Third, the astral body is vulnerable to psychics attacks and attacks from ghosts, entities, and creatures of the Astral Plane.

There are two levels of astral projection, coexistence (physical body and spirit form) in the material world and/or the Astral Plane (another dimension). Astral projection from the physical body into the Material Plane (our normal dimension) creates a ghostly spectre of the astral self which can be seen only by other psychics, young children under 13 years old, animals, and most supernatural creatures. While in astral form the character automatically gains the ability to float, fly (Mach one/670mph maximum), see the invisible, pass through solid objects, be impervious to physical harm (including cold, heat, and energy), and see and hear as usual. The astral body can not communicate with the physical world except through telepathy or empathy, nor speak to, smell, or touch anything on the Material Plane. The astral self is little more than a mute, ghostly observer. Of course, this is a great way to locate invisible supernatural entities, as well as spy on other humans on the Material Plane (although limited by short sprints - see Duration).

Travelling in astral form has its own very special dangers. While the character can see the invisible and other astral travellers, they can also see the character. This makes them susceptible to any psychic and astral form attacks, for two astral travellers can lock into hand to hand combat as well. The most vulnerable target is the silver cord which is the astral traveller's lifeline to the physical world. Fortunately, the cord has an Astral S.D.C. which is equal to twice that of the person's physical hit points and S.D.C. combined. The thread-like silver cord is a difficult target to hit; attackers are -6 to strike. The astral body also has an S.D.C. equal to that of the cord's (twice physical S.D.C. + hit points). [Example: if a character has 18 hit points and 28 S.D.C. both their astral body and its silver cord have 92 Astral S.D.C. each (18+28 = 46 x2 =92 each).] Remember, magic and psychic influence will have full effect on the astral body. This includes Exorcism, which will force the astral traveller to leave the immediate area (400ft. (121.92m) radius) and not return for 24 hours. The astral traveller has the same number of attacks per melee, bonuses, hand to hand, skills, and knowledge and psychic powers that they have in the Material Plane.

Entering the Astral Plane is like entering the twilight zone. After casting the magic, the astral gateway appears as a bright patch of shimmering, white light. Once the astral traveller passes through it, they find themselves in an endless expanse of white light, and rolling, white clouds. There is no up or down, no bottom or top; no north or south, no land or air or sea, just endless, slowly swirling white. Time too, is a different or altered state, for what would seem to be a week in the Astral Plane is barely one minute in the physical world. Time and space twisted and distorted, the astral traveller can travel from one end of our planet to the other, in the blink of an eye, by hopping through the Astral Plane. While this may sound wonderful, the Astral Plane has its dangers as well. First, the distortion of place and time makes it extremely difficult to find the Material Plane and one's dormant, physical body. Even trying to follow the silver cord can lead to nowhere.

To return from the Astral Plane to the physical body a roll on the Location of the Physical Body Table must be made. Each roll will determine the astral traveller's state of mind and sense of direction. The roll can be made up to three times per melee (15 seconds). The player must roll 'Definitely Certain' to successfully return.The player may keep rolling until they succeed or time elapses.

LOCATION OF THE PHYSICAL BODY TABLE
Roll 1D100
Result
1-30
Hopelessly lost. (Roll again)
31-50
Uncertain. Confused. (Roll again)
51-76
Fairly Certain, on the right track. (Roll again)
77-100
Definitely Certain. (Whew! Made it back.)


Note: Travelling on the Material Plane in astral form is infinitely easier than the Astral Plane. To find the physical body the character need only return to where they left it. If it has been moved or hidden the astral self can sense its location with a 60% efficiency (roll once per melee). Astral travel with a partner is a much safer way to travel, because if one can find their body, they can lead the other out with them.

The other danger lies in being attacked by other beings in the Astral Plane. Entities and elemental creatures of magic live in the Astral Plane or travel through it. These beings are usually hostile, evil forces. While the astral body can not touch or communicate with the material world, the astral body is quite solid to other inhabitants of the Astral Plane. The astral body is also vulnerable to magic and psychic powers, as well as physical assault by astral entities.

The energy which composes the Astral Plane is responsive to thoughts and desires. The strongest astral beings can mentally or magically control what a small area might look like. This means the Astral Plane is made up of hundreds or perhaps thousands, or even millions, of tiny astral 'kingdoms' adrift within the vast whiteness. Exactly what these kingdoms look like is up to the entity that creates it. Some may look like a modern city, others, castles or forests, while still others, a frightening landscape. Perhaps this is where the legends of visitations to heaven and hell originate? It is always wise to avoid an astral kingdom,because only the most powerful entities and astral beings can create and maintain them. In Professor Victor Lazlo's book: Worlds Within Worlds, he provides us with his first hand account of astral travel.