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Re: Some Plane Questions ...

Posted: Thu Jul 30, 2020 9:49 pm
by Solomoriah
The point is not to limit how many planes we recognize, but to avoid explaining how they relate or connect. How they are arranged. And personally, I do use the ethereal plane, but as of right now have not used the astral (and I don't see it happening).

Re: Some Plane Questions ...

Posted: Fri Jul 31, 2020 1:06 am
by daryen
Ok, good. So, I'm now on the right track.

Two more questions in one: what are your thoughts on the Faerie Realm/Plane and the Shadow Plane?

Re: Some Plane Questions ...

Posted: Fri Jul 31, 2020 8:15 am
by Solomoriah
I frequently use the Plane of Shadow in some form or another in my own campaign, but would prefer all references to it in supplements to be vague and... shadowy.

I actually never heard of a Faerie Plane until I read Dresden (the Nevernever). Would prefer to keep it out, as in many campaigns faerie races are grounded in the material world.

Re: Some Plane Questions ...

Posted: Fri Jul 31, 2020 1:24 pm
by daryen
Perfect! Thank you!

I see two good spells to include: Plane Shift and Gate.

Plane Shift is very non-specific beyond the plane in question and you have no real control on where in that plane you end up (other than it shouldn't kill you immediately). It is an instantaneous one-way transition. So, you'd better have access to it again to get back. (Don't do this if you only have a single scroll ...) Its spell level varies between 5-7. I'd pick 6 because you probably need to be pretty powerful to use it and survive, and it makes it available even if seventh level spells are not used. 5th level seems too low and 7th makes it redundant with Gate.

Gate opens a 5-20 ft diameter "hole" between two planes, and the destination can be specified. It is also used as a means of summoning, but I would drop that aspect of the spell and just use it for travel. This is truly two-way and allows creatures on both sides to travel through for as long as it stays open. This is a straight up 7th level spell without the summoning portion of the 3.5SRD spell.

In both cases you physically transition to the other plane and you'd better have a means to actually survive on the other side. So, water breathing for the Plane of Water and fire resistance or immunity for the Plane of Fire or some "nether planes". It's on the characters to be prepared.

There is a third one that can also be included, called Astral Projection. Before discarding it, do realize that it doesn't actually require an Astral Plane. While other versions of the game do tie the spell to the Astral Plane, the historical inspirations for the spell do not require it. The reason why this spell is still useful even with the other two is that, rather than physically transporting you to the destination, it actually leaves your body behind in "suspended animation" (what that exactly means is left to the GM) and your soul/spirit/whatever is the projected to the destination, whereupon you are given a new body. It has to be determined if the new body is an exact duplicate or if it automatically acclimated to the destination plane's environment. (I lean to the latter. If the new body is pulled from the stuff from the plane, then it should be able to exist on that plane.) If your new body dies, your soul immediately returns to your "real" body. If your "real" body is found and killed, both bodies die for real. So, this spell provides an alternative approach that is both safer and more dangerous at the same time. If the name is problematic, it can be called Planar Projection or something like that. This is 7th level, too.

Re: Some Plane Questions ...

Posted: Fri Jul 31, 2020 4:32 pm
by Solomoriah
I like Gate for the history and your idea of Astral Projection. Not sold on Plane Shift... don't like how it feels.

Re: Some Plane Questions ...

Posted: Fri Jul 31, 2020 8:09 pm
by daryen
... and that's why I ask. :)

The main point of Plane Shift is that it isn't a seventh level spell. Gate and Astral Projection are without question seventh level spells. Plane Shift is not, and that provides more options.

That said, I'll work on the first two and see where it needs to go from there.

Re: Some Plane Questions ...

Posted: Fri Jul 31, 2020 8:15 pm
by Seven
Plane Shift does not sound overlay useful or game breaking.
It's an offensive spell with a saving throw. Normally a successful hit as well.
It started as a 6th level Cleric only spell.

Players don't usually jump planes of their own initiative.

Re: Some Plane Questions ...

Posted: Fri Jul 31, 2020 9:35 pm
by daryen
Yes, the other games' spell can be used offensively. Not really asking for that here. Just wanting to use it as a lower level option for personal/team travel.

Honestly, its best use is to get back, not go there. Though, if you are adventurous or foolhardy, you can give it a go to get wherever you're trying to go.

Re: Some Plane Questions ...

Posted: Sat Aug 01, 2020 7:42 am
by Seven
The difference between Cleric spells and Magic-User spells is that you can have obscure Magic-User spells that are very rarely known but every Cleric has access to all of the Cleric spells. Normally, anyway.
So this would basically function as a get back to home plane, but wherever the GM chooses?

Re: Some Plane Questions ...

Posted: Sat Aug 01, 2020 8:48 am
by daryen
I'm going on the assumption that any non-standard spell must be found or researched before it can be used. That applies to both Magic-User and Cleric spells. And by "non-standard" I mean any spell not found on their primary spell list.

So, for Clerics in particular, if the spell is not on their spell list in the Core Rules, they must find it, research it, or be given it by their god. They can't just pick it.

And even for the seventh level spells, the will not be in the "list of eight". So for someone to get any for these planar spells, it is purely a function of the GM allowing it when they are ready for it.