FANDOM


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]

Planar ForksEdit

The following table details the forks known to access most planes. Material is the substance out of which the fork was made, usually metal. For example, in general, gold led to upper planes, while iron led to lower planes. Pure metals were used for inner planes, while alloys of those metals led to the respective paraelemental planes.[8]

Pitch is the single note to which an individual fork was tuned. If a plane had layers, this note always led to the first layer of that plane. Quasi-elemental planes could be reached by using a fork tuned sharp for positive planes and flat for negative planes. Chord, in the table, indicates that multiple forks were required to ring in harmony. Major chords usually took one to the second layer of a plane, while minor chords took one to the third layer. More complicated harmonies were rumored to be able to reach other layers.[8]

Plane Material Pitch Chord Special
The Prime Steel C
Outlands Platinum C
Elemental Planes
Fire Copper A
Earth Zinc A
Water Lead A
Air Tin A
Paraelemental Planes
Smoke Bronze A
Magma Brass A
Ooze Zinc/lead mix A
Ice Pewter A
Quasi-Elemental Planes
Radiance Copper A♯
Minerals Zinc A♯
Steam Lead A♯
Lightning Tin A♯
Ash Copper A♭
Dust Zinc A♭
Salt Lead A♭
Vacuum Tin A♭
Energy Planes
Positive None known
Negative None known
Transitive Planes
Ethereal Glass B Glass always breaks in casting of spell.
Astral Quartz B Quartz breaks about half the time in casting of spell.
Outer Planes
Mechanus Silver C
Arcadia
  Abellio
  Buxenus
  Layer 3
Gold
C♯



C♯ major
C♯ minor
Mount Celestia
  Lunia
  Mercuria
  Venya
  Other layers
Gold
D




D major
D minor
Unknown
Bytopia
  Dothion
  Shurrock
Gold
E♭


E♭ major
Elysium
  Amoria
  Eronia
  Belierin
  Thalasia
Gold
E




E major
E minor
Unknown
The Beastlands
  Krigala
  Brux
  Karasuthra
Gold
F



F major
F minor
Arborea
  Arvandor
  Aquallor
  Mithardir
Gold
F♯



F♯ major
F♯ minor
Ysgard
  Ysgard
  Muspelheim
  Nidavellir
Gold
G



G major
G minor
Limbo Nickel C Precise determination of destination layer not possible.
Pandemonium
  Pandesmos
  Cocytus
  Phlegethon
  Agathion
Iron
C♯




C♯ major
C♯ minor
Unknown
Abyss
  Plain of Infinite Portals
  Other layers
Iron
D


Unknown


Lower layers may be reached through random chords.
Carceri
  Orthrys
  Cathrys
  Minethys
  Other layers
Iron
E♭




E♭ major
E♭ minor
Unknown
Hades
  Oinos
  Niflheim
  Pluton
Iron
E



E major
E minor
Gehenna
  Khalas
  Chamada
  Mungoth
  Krangath
Iron
F




F major
F minor
Unknown
Nine Hells
  Avernus
  Dis
  Minauros
  Other layers
Iron
F♯




F♯ major
F♯ minor
Unknown
Acheron
  Avalas
  Thuldanin
  Tintibulus
  Ocanthus
Iron
G




G major
G minor
Unknown

HistoryEdit

In the time of ancient Netheril, divine spells were considered to come from the breath of gods and called "winds".[9] This spell was classified as being a Transcendent wind.[10]

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. 8.0 8.1 Jeff Grubb (April 1987). “Plane Speaking: Tuning in to the Outer Planes”. In Roger E. Moore ed. Dragon #120 (TSR, Inc.), pp. 42–43.
  9. slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), p. 19. ISBN 0-7869-0437-2.
  10. slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), p. 125. ISBN 0-7869-0437-2.