Astral Dismissal

9th-level necromancy


  • Casting Time: 1 action
  • Range: 100 ft
  • Components: V, S, M*
  • Duration: Special

You crush the meteorite in your hand and cast it forth, it looks as if the stars from the sky were falling to the earth. Each creature in a 40-foot-radius, 60-foot-high cylinder centered on the point you choose must make a Charisma saving throw. The cylinder spreads around corners. On a successful save the spell has the same effect as Astral Projection and a creature can end the spell when tjey use their action to dismiss it. The affected creature returns to its physical body, and it awakens.

On a failed save a creature can't leave the Atral Plane by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. Additionally, their body is no longer visible on the plane they were on. Attached to the end of the silvery cord extending from their back is a ball of light that represents their physical body.

If the creature is reduced to 0 hit points on the Astral Plane in this state they will permanently reside there.

  • (you must provide a piece of meteorite worth at least 1,000 gp, which the spell consumes)
;
1 / 1