Alterations to Other Spells (GAP)

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While spellcasting restrictions exist on, the Astral Plane - due to its nature as well as its "location" in the planar scheme of things - most casters believe it to be an easy place to cast spells. The nonphysical environment fosters magical energies and t spellcasting requirements. It may be the closest thing there is to a plane of magic.
==General Conditions==
Magic dealing with only physical matter, such as the spell disintegrate or a sphere of annihilation, has no potency here. While other spells which may seem to be physical — such as fireball and lightning bolt - are translated by the nature of the Astral into mental energy equivalents, these effects are too overtly physical in nature to function on the Astral. Likewise, the spells there/not there, physical mirror, time stop, and reverse time (as well as all time-related enchantments) do not function because of their link to physical reality or space and/or time. These spells, however, can function with the proper spell keys. 
The lack of solid "ground," for the most part, puts logical limitations on spells like dig, Evard's black tentacles, move earth, Tenser's floating disc, and other spells requiring or affecting the ground or terrain (spell keys could fix problems faced by the last two examples, but not the first two). Likewise, the full 360-degree environment limits the usefulness of wall spells, whether they be made of fog, force, or prismatic energy.
Due to the magical nature of the plane, all spells are conducted through the mental medium with efficiency. Spell ranges are increased by 5O% (although range of sight is still limited to only 200 yards). All spells have their casting times reduced by 1, to a minimum of 1, and those spells with casting times over a full round are reduced to a single round (no spell ever takes longer).
Because access to a foe's mind is more direct, all mindinfluencing spells work better on the Astral Plane. Durations increase by 50%, and a -1 penalty is applied to saving throws (where applicable). Feeblemind effectively keeps the victim from moving, since Intelligence dictates movement.
As a special note, spellcasters should realize that find the path decreases long-distance travel times on the Astral by four hours (to a minimum of one hour). Its reverse, lose the path, adds four hours. True sight and similar magic (such as a gem of seeing) allows the caster to see with a more "normal" visual range, rather than the 200-yard limitation characteristic of the Astral Plane. However, the first time the viewer gazes into the endless void, there is a 100% chance minus 5% per level that the viewer will be overcome by the experience and be unable to act for Id6 turns. 
In all other respects, the Astral Plane is restricted, as are all Outer Planes, in regard to connection to the Ethereal Plane and those planes it reaches. Spell keys are required to access spells needing connections to these planes.
ALTERATION (•). In general, alteration spells that deal with physical matter, time, and space are modified as described above. For example, haste and slow affect characters normally, except for movement. Since these spells do not affect the mind, movement rates are calculated as described in the chapter on astral movement.
CONJURATION/SUMMONING (>). On the one hand, conjurations other than elemental summonings work very well: The Astral has efficient magical means of access to a number of other planes. For example, monster summoning spells can call creatures from the Prime, as well as any of the Outer Planes. However, there is a 25% chance that the magical summoning will fail altogether.
ILLUSION/PHANTASM (•). On the Astral, random thoughts blow around (see the chapter called "Mindstorms: Psychic Winds"). Because the Astral is such a mental realm, there is a 30% chance that illusions such as phantasmal force or hallucinatory terrain are usurped by these floating thoughts. For example, a spellslinger wishes to create an illusion of a red dragon, but an errant thought comes along and replaces the seed of the caster's illusion. Instead of having a red dragon show up, the caster is now staring at the illusion of someone working on the outside of a house.
WILD MAGIC (+). Wild magic functions as if it was cast one level higher than the spellslinger's actual level, and all saving throws against spells of this school are made at a -1 penalty
ELEMENTAL (•). More than any other plane, the Astral is cut off from the Inner Planes. The dense, unadulterated intensity of the elements there is the antithesis of the Astral Plane. No elemental can exist on the Astral, and there are no spell keys which allow a caster to change this. (This is not true of elemental effects, such as a burning torch or a fireball.)
==Astrally Projecting Spellcasters==
The only thing that physically distinguishes a spell-using character on the Astral as opposed to one using the astral spell is that an astrally projecting character must have somehow enchanted his material components before he came, because he can only bring magical objects with him. A physically traveling caster has all of his possessions, including his material components.