Planar Visit (VH)
Special
The caster leaves his body behind and wanders freely as a spirit on another plane of existence. He is totally insubstantial and cannot affect any- thing or interact with his surroundings in any way (a blessing in disguise, since this also confers total physical immunity to whatever environment he is traversing). He cannot even cast spells, although he can maintain existing ones. He is likewise immune to magic that does not affect minds or spirits (which the caster is, until he returns to his body). The caster is imperceptible to ordinary senses; only magic (Astral Vision, Sense Spirit, Sense Observation and similar spells) will detect his presence.
There is a different spell for travel to each plane or dimension. Which spells exist, and the precise details of the dimensions they lead to, is up to the GM.
The subject’s senses are altered to correspond to the average plane dweller’s; on a plane of perpetual gloom he would have Dark Vision, on the astral plane he would have his senses augmented as per Astral Vision, and on a dimension where all life forms sense only via sound he would have Scanning Sense (Sonar). Visiting very strange alternate planes can be hazardous to the mental health of an unsuspecting traveler . . .
The most common plane visited in most worlds is the astral, which co- exists with the mundane universe and allows visitors to observe real-world places unseen (at least, unseen except by natives of the astral realm, if there are any). While traveling astrally, the caster moves at twice his full unencumbered Speed and may walk through walls, mountains, creatures... He may also walk down into the bowels of the earth or up into the higher atmosphere. Astral Block (p. 159), Pentagram (p. 124) and the “Utter” spells (p. 170) stop him, while Repel Spirits (p. 158) will resist his intrusion.
If the spell ends before his spirit rejoins his body or if his body is harmed while his spirit is away, he must roll vs. HT, using the long-distance modifiers, to stay alive! Needless to say, his body is totally defenseless for the duration of the spell, though a casual medical examination will reveal it to be (barely) alive.
Duration: 1 minute.
Cost: 4 to cast. 2 to maintain. Some planes may cost more, carry a skill penalty, or both.
Time to cast: 30 seconds.
Prerequisites: Magery 2 and either Projection or Planar Summons.
Item
- (a) Staff, wand, or jewelry. Usable only by mages; only affects the wearer.
Energy cost to create: 1,000. Although the item stays with the body while the spirit walks about, it may still be used to maintain the spell. - (b) Weapon. Usable only by mages. A spiritual analogue of this item accompanies the spirit of its user!
Energy cost to create: 2,000 per pound (minimum of 1 pound).