"Lower" planes: Niflheim (ethereal only), Nidavellir, Muspelheim (no ethereal)Īsgard has only an Astral plane, Alfheim has all three transitives, and Vanaheim has only the ethereal and the shadow transitive planes. "Middle" planes: Jotunheim (shadow only), Midgard, Svartalfheim (no shadow) "Upper" planes: Asgard (astral only), Alfheim, Vanaheim (no astral) Essentially, each of the Nine Worlds is its own material plane, with access to one, two, or all three of their own transitive planes (Astral, Ethereal, and Shadow). I'm running a Norse-themed game with a unique cosmology based upon Norse myth. For those with multiple layers, the second layer can be reached with a fork producing the major chord of the first layer, and the third layer can be reached with a fork producing the minor chord of the first layer's note, using the same metal. In it, each plane (first layer for those with several) is given a material and a pitch for the tuning fork to reach that plane. However strong entities can still prevent you from using it, so it is still restricted.There is some info on tuning forks in Dragon #120. The only other spell that covers the same domain of power is the 9th power "Gate" spell, which can also be used as an interplanar teleportation spell. Do you need to confront a god, but they're prevent you from teleporting into their plane? Do you need to go to the plane of water, but you've never been there before and you can't "just" buy a tuning fork from whoever? Astral projection. With it you can go literally anywhere in the planes, with or without any prior knowledge of where to go. When you get the plane shift spell you can't just say "Sweet, now I'm going to go on a camping trip to mount celestia!".Īstral projection is the interplanar version of the teleportation/wind walk spell. Plane shift is the interplanar equivalent of teleportation circle: You need to have visited the area before you can go there, or otherwise get "permission" from the DM (by buying a tuning fork from a market or similar). It's definitely weaker than it was in older editions, but IMO there are still a number of compelling reasons it has different applications and is arguably far stronger than Plane Shift. This was too strong and also caused issues with questions about item-duplication. In previous editions, when you went to a new plane from the Astral using this spell, it made you a totally new, totally fake body and all your gear, and you could walk around that plane being nigh-unkillable too. Like reading every book in the library you stuffed in your Bag of Holding, doing arcane experiments, or scrying on the rest of the universe. You can spend as long as you want doing whatever you want there. The body you leave behind is in suspended animation, meaning if you were careful hiding it and careful to avoid the above in the Astral, you're basically immortal. To everything else, you're effectively unkillable. Most githyanki don't even own one - it's considered a great honor and it's a legendary magic item, only the most powerful enemies have 'em - out of all the gith in MToF only the Commander (CR 14) has one. Yes, severing your silver cord can instantly kill you - but there are only two (2) things that can do that: an Astral Dreadnought (which it can only do if it crits), or a githyanki silver sword (which also has to crit on you for this to happen). With Plane Shift, you are physically there, there's no escape besides your other capabilities (which require additional resources and can be blocked more easily). At any time you can just use an action to dismiss it and nope out if you need to (like say, if a githyanki hit squad or Astral Dreadnought found you). You can find a color pool in the astral to any plane you want in 1d4x10 hours.Īstral Projection has a built-in "oh shit" button. The material component for Plane Shift is implied to be particularly difficult to get in its description. This question has been asked here many times, I'll see if I can break down the answers I remember:
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