So I'm wondering if someone could use teleport or teleportation circle to teleport to another world, like forgotten realms to Eberron, if they knew the sigil sequence of a teleportation circle on Eberron. I know dream of the blue veil lets you go between worlds but it doesn't exactly take you where you want to go (within one mile of the item creation). My thought however is that the spells only say that it must be on the same plane but if I'm correct (let me know if im wrong) the crystal spheres are all on the material plane therefore the same plane. I don't think that this is the intended use of the spells since dream of the blue veil exists but I think it would make sense to make my characters use dream of the blue veil first but once they learn a sigil sequence allow them to teleport there more easily.
This seems to firmly fall into the “DM decision“ category. Changing worlds like that would mean a dramatic alteration to the campaign. It could only happen if the DM is cool with it and ready for it to happen. I mean, the whole existence of crystal spheres is going to be up to the DM if that’s the way the cosmology works in their world.
Whether it could happen in theory, I guess? Maybe. I think it’s pretty ill-defined how the various prime material planes interact. I could see it making a pretty cool plot point if everyone wanted a change, or if you wanted a way for elminster and mordenkainen to get together to play cards or whatever.
In order to use this, the first step is to get to an already existing Teleport Circle that has the sigil to go where you want to go. Someone else must have used something like the Dream of the Blue Vale to get there, and in order for someone to cast Dream of the Blue Vale they have to have a magic item that came from where they want to go. That's tricky. How many places are going to have someone who is high enough level to cast a 7th level spell and has been visited by the world you want to go to?
Once you have gone through, you can learn a sigil in one minute. Then you can use someone else's Teleport Circle or make one of your own. You can't teleport somewhere without a Teleport Circle without risk of something going wrong. After that, the Teleport spell will let you go there and back freely.
You have to do the entire process from the beginning for each new sigil you want to learn.
It's the DM's option if there are "Crystal Spheres" because those came from Spelljammer and there is no 5th edition official version of that yet. Otherwise the different worlds might be on different versions of the Material Plane.
I'd probably allow it, but some Spheres wouldn't be possible to travel to, like the Dark Sun Sphere, and all the Spheres were created by the gods, so you might need to get permission from them. It would probably be easier to go to Sigil, the City of Doors, but that's Planescape, and hasn't officially been released for the 5th edition. It's one of the setting I hope will come soon.
Yeah that makes sense. As for getting to another sphere, one of my players is from a different world so it would be fine with the "someone born from that world" im just wondering if I should allow them to go back and forth more easily. Also that why im asking because there's not a lot in 5e about the different worlds so I wasn't sure how they're supposed to work.
In order to use this, the first step is to get to an already existing Teleport Circle that has the sigil to go where you want to go. Someone else must have used something like the Dream of the Blue Vale to get there, and in order for someone to cast Dream of the Blue Vale they have to have a magic item that came from where they want to go.
This is a good point, but it doesn't necessarily have to be someone from the party who did it. A quest to find out the information about world-hopping based on rumors of a long-dead mage who went to another world and came back could be a pretty interesting arc/side quest. Or it could even be a major plot point of a main quest.
Note, I'm not disagreeing with you, it just occurred to me another way to make it part of a campaign.
Yeah that makes sense. As for getting to another sphere, one of my players is from a different world so it would be fine with the "someone born from that world" im just wondering if I should allow them to go back and forth more easily. Also that why im asking because there's not a lot in 5e about the different worlds so I wasn't sure how they're supposed to work.
That's going to be up to you how easy you want it to be. I'd say maybe not too easy. If that one character has a personal quest that involves them going back, and the rest of the party is OK with taking the trip, that could be cool. Just realize that's going to keep the spotlight on that one character for an extended period. How well that will work is going to depend on the table.
I failed to mention something. There is another way to travel to another setting without risk.
Someone from whatever place you want to go, can pick up an item, it needs not be magical, it just has to be "associated" with the setting, and give it to anyone, and that lets you use a Teleport Circle and the Teleport spell to get where that item came from. Dream of the Blue Vale requires a Magic Item to cast. Nobody has to use that spell, that's just the most direct way, there just has to be an item from somewhere that is associated with the place you want to go, and you need to get hold of it.
It does say "Associated" and does not define this. The DM gets to decide what that means. It might require something unique, possibly a special crystal. Maybe a painting. I wouldn't suggest that the item be something as easily broken as a leaf, nor something so common it couldn't be told form an item in your own world, like a rock or a twig from a tree. Other than that, go nuts.
Dream of the blue veil actually works with a native of another world fyi for those saying it requires a magic item.
”Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born."
I've always considered the material plane in each of the Crystal Spheres to be its own. In that case it would not work. I may be off there, though.
Yeah i was thinking that as well but the wording in dream of the blue veil says "another world on the Material Plane" so it makes it sound like it's one big Plane.
I failed to mention something. There is another way to travel to another setting without risk.
Someone from whatever place you want to go, can pick up an item, it needs not be magical, it just has to be "associated" with the setting, and give it to anyone, and that lets you use a Teleport Circle and the Teleport spell to get where that item came from. Dream of the Blue Vale requires a Magic Item to cast. Nobody has to use that spell, that's just the most direct way, there just has to be an item from somewhere that is associated with the place you want to go, and you need to get hold of it.
It does say "Associated" and does not define this. The DM gets to decide what that means. It might require something unique, possibly a special crystal. Maybe a painting. I wouldn't suggest that the item be something as easily broken as a leaf, nor something so common it couldn't be told form an item in your own world, like a rock or a twig from a tree. Other than that, go nuts.
I would say say no to this since I think that would make it way too easy for interworld teleportation, especially since dream of the blue veil requires a magic item so just a regular item for a faster spell would be a bit OP
Ok, I have read something on this before because the question came up within a reddit thread.
You basically need to Planeshift to a Plane that would be connected between the two places. If you are a player of Dungeons and Dragons Online, to get between Toril and Eberron in the game you first have to use the Demonweb in order to be able to do, which involves a quest completion to do so and dealing with the Spider Queen. In 4th Edition they had Shadowfell connecting the two of them.
At the end of the day its upto the DM on how they set about connecting the two Spheres for their adventure.
However, the wording of the spell itself when you read it has this line and the keywords within it as has been mentioned.
"As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you."
That line there while can be argued only means your sphere, the material plane doesnt just mean YOUR Crystal, so a DM could rule that if you know the sigils for a circle in another sphere, then you can shift between the two spheres without any problem, of course you then have the issue of being stuck in a foreign world if any of the circles you know for the return journey get moved or destroyed.
Could you teleport to a teleportation circle in a different Crystal Sphere if you don't know the sigil? No, however, I'd say you could use the Plane Shift spell to go to visit a god to take you to the Teleport Circle on the world you want to go to, and then you could use the Teleport Circle there to and use the Teleport spell to go back home and create a Teleport Circle of you own to use the Teleport spell to go back and forth, or you could ask the god nicely to take you back home and Create a Teleport Circle of your own and use the Teleport spell to go back and forth.
Or, if you don't want to negotiate with a god, you could use the Plane Shift spell to go to the Outlands, and travel to Sigil, the City of Doors, but then you would need to find the key somewhere to open the Door to the world you wanted to go to somehow, and then you'd have to find the Teleport Circle there, use the Teleport spell to go back home and create your own Teleport Circle. Then you could use the Teleport spell to go back and forth.
So I'm wondering if someone could use teleport or teleportation circle to teleport to another world, like forgotten realms to Eberron, if they knew the sigil sequence of a teleportation circle on Eberron. I know dream of the blue veil lets you go between worlds but it doesn't exactly take you where you want to go (within one mile of the item creation). My thought however is that the spells only say that it must be on the same plane but if I'm correct (let me know if im wrong) the crystal spheres are all on the material plane therefore the same plane. I don't think that this is the intended use of the spells since dream of the blue veil exists but I think it would make sense to make my characters use dream of the blue veil first but once they learn a sigil sequence allow them to teleport there more easily.
This seems to firmly fall into the “DM decision“ category. Changing worlds like that would mean a dramatic alteration to the campaign. It could only happen if the DM is cool with it and ready for it to happen. I mean, the whole existence of crystal spheres is going to be up to the DM if that’s the way the cosmology works in their world.
Whether it could happen in theory, I guess? Maybe. I think it’s pretty ill-defined how the various prime material planes interact. I could see it making a pretty cool plot point if everyone wanted a change, or if you wanted a way for elminster and mordenkainen to get together to play cards or whatever.
In order to use this, the first step is to get to an already existing Teleport Circle that has the sigil to go where you want to go. Someone else must have used something like the Dream of the Blue Vale to get there, and in order for someone to cast Dream of the Blue Vale they have to have a magic item that came from where they want to go. That's tricky. How many places are going to have someone who is high enough level to cast a 7th level spell and has been visited by the world you want to go to?
Once you have gone through, you can learn a sigil in one minute. Then you can use someone else's Teleport Circle or make one of your own. You can't teleport somewhere without a Teleport Circle without risk of something going wrong. After that, the Teleport spell will let you go there and back freely.
You have to do the entire process from the beginning for each new sigil you want to learn.
It's the DM's option if there are "Crystal Spheres" because those came from Spelljammer and there is no 5th edition official version of that yet. Otherwise the different worlds might be on different versions of the Material Plane.
I'd probably allow it, but some Spheres wouldn't be possible to travel to, like the Dark Sun Sphere, and all the Spheres were created by the gods, so you might need to get permission from them. It would probably be easier to go to Sigil, the City of Doors, but that's Planescape, and hasn't officially been released for the 5th edition. It's one of the setting I hope will come soon.
<Insert clever signature here>
Yeah that makes sense. As for getting to another sphere, one of my players is from a different world so it would be fine with the "someone born from that world" im just wondering if I should allow them to go back and forth more easily. Also that why im asking because there's not a lot in 5e about the different worlds so I wasn't sure how they're supposed to work.
This is a good point, but it doesn't necessarily have to be someone from the party who did it. A quest to find out the information about world-hopping based on rumors of a long-dead mage who went to another world and came back could be a pretty interesting arc/side quest. Or it could even be a major plot point of a main quest.
Note, I'm not disagreeing with you, it just occurred to me another way to make it part of a campaign.
That's going to be up to you how easy you want it to be. I'd say maybe not too easy. If that one character has a personal quest that involves them going back, and the rest of the party is OK with taking the trip, that could be cool. Just realize that's going to keep the spotlight on that one character for an extended period. How well that will work is going to depend on the table.
I've always considered the material plane in each of the Crystal Spheres to be its own. In that case it would not work. I may be off there, though.
More Interesting Lock Picking Rules
I failed to mention something. There is another way to travel to another setting without risk.
Someone from whatever place you want to go, can pick up an item, it needs not be magical, it just has to be "associated" with the setting, and give it to anyone, and that lets you use a Teleport Circle and the Teleport spell to get where that item came from. Dream of the Blue Vale requires a Magic Item to cast. Nobody has to use that spell, that's just the most direct way, there just has to be an item from somewhere that is associated with the place you want to go, and you need to get hold of it.
It does say "Associated" and does not define this. The DM gets to decide what that means. It might require something unique, possibly a special crystal. Maybe a painting. I wouldn't suggest that the item be something as easily broken as a leaf, nor something so common it couldn't be told form an item in your own world, like a rock or a twig from a tree. Other than that, go nuts.
<Insert clever signature here>
Dream of the blue veil actually works with a native of another world fyi for those saying it requires a magic item.
”Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born."
Yeah i was thinking that as well but the wording in dream of the blue veil says "another world on the Material Plane" so it makes it sound like it's one big Plane.
I would say say no to this since I think that would make it way too easy for interworld teleportation, especially since dream of the blue veil requires a magic item so just a regular item for a faster spell would be a bit OP
Ok, I have read something on this before because the question came up within a reddit thread.
You basically need to Planeshift to a Plane that would be connected between the two places. If you are a player of Dungeons and Dragons Online, to get between Toril and Eberron in the game you first have to use the Demonweb in order to be able to do, which involves a quest completion to do so and dealing with the Spider Queen. In 4th Edition they had Shadowfell connecting the two of them.
At the end of the day its upto the DM on how they set about connecting the two Spheres for their adventure.
However, the wording of the spell itself when you read it has this line and the keywords within it as has been mentioned.
"As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you."
That line there while can be argued only means your sphere, the material plane doesnt just mean YOUR Crystal, so a DM could rule that if you know the sigils for a circle in another sphere, then you can shift between the two spheres without any problem, of course you then have the issue of being stuck in a foreign world if any of the circles you know for the return journey get moved or destroyed.
Could you teleport to a teleportation circle in a different Crystal Sphere if you don't know the sigil? No, however, I'd say you could use the Plane Shift spell to go to visit a god to take you to the Teleport Circle on the world you want to go to, and then you could use the Teleport Circle there to and use the Teleport spell to go back home and create a Teleport Circle of you own to use the Teleport spell to go back and forth, or you could ask the god nicely to take you back home and Create a Teleport Circle of your own and use the Teleport spell to go back and forth.
Or, if you don't want to negotiate with a god, you could use the Plane Shift spell to go to the Outlands, and travel to Sigil, the City of Doors, but then you would need to find the key somewhere to open the Door to the world you wanted to go to somehow, and then you'd have to find the Teleport Circle there, use the Teleport spell to go back home and create your own Teleport Circle. Then you could use the Teleport spell to go back and forth.
<Insert clever signature here>