Astral Magic · movement / utility
Astral Journey
Astral Journey allows the caster's spirit to separate from their motionless body and briefly explore an area. It can offer a different view of a place and pass through nonmagical obstacles. Its strength lies in exploration rather than attack. The spirit cannot manipulate objects, attack or cast other spells, so it cannot automatically deal with everything it discovers along the way.
The party should plan how to keep the motionless body safe and return within the limited time. A magical barrier blocks the spirit, and the ability to fly in the story does not remove this restriction. The expedition can gain information, but subsequent physical action still requires a different approach. A single use per adventure encourages careful selection of an exploration that matters.
Exact effect: The caster's spirit can fly and pass through nonmagical obstacles. It cannot attack, cast other spells, manipulate objects or pass through a magical barrier. Target: caster. Duration: up to 10 minutes. Limit: once per adventure; the body remains motionless. Use requires at least INT 14 and Level 12, the appropriate spellcasting ability and knowledge of this spell. Meeting the numerical requirements alone does not grant knowledge of the spell.
- Requirements:Min. INT 14 · Min. Level 12
- Rules:Exact spell parameters

Spell parameters
Target, duration, restrictions, and exact effect.
- School
- Astral Magic
- Type
- movement / utility
- Min. Intelligence
- 14
- Min. Level
- 12
- Bonus
- —
- Target
- caster
- Duration
- up to 10 minutes
- Restrictions
- Once per adventure; the body remains motionless
- Exact effect
- The caster's spirit can fly and pass through nonmagical obstacles. It cannot attack, cast other spells, manipulate objects or pass through a magical barrier.
Min. INT and Min. Level only allow a spell to be learned. The character must actually acquire it through leveling, a teacher, a book, a scroll, a reward, a discovery, or the story.