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Plane shift

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Plane shift was an alteration or conjuration spell that transported the caster and a few others to a different plane of existence.[1][2][3][4][7]

EffectsEdit

By means of this spell, the caster and up to seven other beings could be transported to a chosen plane or alternate dimension, including specific layers of multilayer planes. Willing subjects had to form a circle with the caster, holding hands or otherwise maintaining physical contact while the spell was being cast. The caster could also choose to send a single subject to a random location on another plane, but if the subject was unwilling, the caster had to successfully touch the target and the victim had a chance to resist the magic of this spell.[1][2][3][4][7]

The earliest version of this spell was quite accurate, placing the travelers at a specific location if desired.[7] Later versions had problems with accuracy,[1][3][4] with one version having a maximum error of 500 miles (800 km).[2]

ComponentsEdit

In addition to verbal and somatic components, the key to casting this spell was a forked metal rod of a certain size and composition that attuned it to the desired destination plane.[1][2][3][4][7] In some schools of thought, the size and metal type of the rod were crucial to guarantee the correct destination was reached,[2][3][4][7] but there may have been other ways to attune a given rod to a specific plane.[1]

HistoryEdit

In the time of ancient Netheril, divine spells were considered to come from the breath of gods and called "winds".[8] This spell was classified as being a Transcendent wind.[9]

AppendixEdit

See AlsoEdit

ReferencesEdit

  1. 1.0 1.1 1.2 1.3 1.4 1.5 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 266. ISBN 978-0-7869-6560-1.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), p. 262. ISBN 0-7869-2886-7.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 224. ISBN 0-88038-716-5.
  4. 4.0 4.1 4.2 4.3 4.4 4.5 David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), pp. 283–284. ISBN 0-7869-0329-5.
  5. Cook, Findley, Herring, Kubasik, Sargent, Swan (1991). Tome of Magic 2nd edition. (TSR, Inc), p. 152. ISBN 1-56076-107-5.
  6. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), p. 186. ISBN 0-7869-0394-5.
  7. 7.0 7.1 7.2 7.3 7.4 7.5 Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), p. 50. ISBN 0-9356-9601-6.
  8. slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), p. 19. ISBN 0-7869-0437-2.
  9. slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), p. 125. ISBN 0-7869-0437-2.

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