Spirit Roam
Necromancy
Level: Clr 9, Sor/Wiz 9, Dream 9
Components: V, F
Casting Time: 1 action
Range: Personal
Target/Area/Effect: You
Duration: Concentration (see text)
Saving Throw: None
Spell Resistance: No
You fall into a deep trance, separating your spirit from your physical body, causing it to appear in the air floating before you. All of your senses originate from your spirit form. Thus, you see from your spirit's "eyes", hear from its "ears", and feel with its sense of touch. While in spirit form you are unable to detect any sensation that your physical body experiences, such as damage. For this reason, many spellcasters go to great efforts to protect their physical bodies before they cast this spell.
Your spirit form can perform any task you are capable of. This includes speaking, casting spells, and physically interacting with objects. While you are in spirit form you harm creatures with your physical attacks as if you possessed a +1 magical attack bonus, thus allowing you to strike and normally damage creatures which possess damage resistance to non-magical weapons. Your spirit form has a damage resistance 20/+1, but otherwise has identical statistics to your physical body.
Your spirit form can transport itself to any place you have personally visited. The process is a full round action, during which you fade from sight at your origin and fade into sight at your destination. Once you have completed transporting your spirit you cannot do so again for one minute. Your spiritual body cannot bypass magical barriers that obstruct ethereal creatures. You can force your spiritual form through physical objects to a depth of one foot with a successful concentration check (DC 15 + hardness of penetrated object - see table 8-12 PHB).
While you may end this spell at any time, there is a period of one minute during which you are unable to initiate any action as your spirit returns to your body, regardless of actual distance between your spirit and your physical body. Others may end your spell by use of a successful dispel magic spell or by reducing your spiritual body to zero hit points. If your spiritual form is dispelled or destroyed then you must make a fortitude save (DC 20) or suffer 1d6 points of temporary ability damage (intelligence for wizards, charisma for sorcerers, wisdom for clerics) and be stunned for 10d6 rounds.
Focus: A hollow silver pyramid which contains something from your body, something that represents your spiritual beliefs, and a knife blade.