Casting Time: 10 minutes Range: 20 feet Components: V, S, M (a magic item or a willing creature from the destination world) Duration: 6 hours
You and up to eight willing creatures within range fall unconscious for the spells’ duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.
To cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world’s existence, even if you don’t know the world’s name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. 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.
The spell ends early on a creature if that creature takes any damage, and the creature isn’t transported. If you take any damage, the spell ends for you and all other creatures, with none of you being transported.
This spell allows you to "dream" into other material planes. In the sidebar next to the spell description in Tashas it states that home-brew worlds count as said material planes. Which means that any game ever played is considered a possible location to be dreamt to. Any home-brew ever done. The world filled with only Tarrasques? Exists. A world were everyone is a lvl 20 sorcerer? That exists as well.
Yes, you have to know the dimension exists. But just like the nature of our universe, practically universe you can think of exists with infinite universes, which means the second you think of the universe, it is an applicable universe to teleport to.
Maybe there should be a campaign where the all BBEG can cast this spell and came from another universe and the party would need to level up enough to find a way to incapacitate and cast this spell on said villain to send it back to its home world.
Is this crazy game breaking? Should this line of reasoning be allowed?
To cast this spell, you must have a magic item that originated on the world you wish to reach,
Some worlds might not have magic items.
Usually this is a way to switch campaign worlds if the DM and players want to try something different.
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"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
It’s not all that different from plane shift, in terms of it moving you from one plane to another (yes, there are differences in exactly how, and plane shift can be used offensively, I’m just talking about changing planes). And in either case, you need a very specific item, which the DM can choose to allow or not.
Its just a flavorful way of moving between different planes. Not sure what the problem is.
What Brian said. You can't just go to another world whether you are absolutely sure it exists or only reasonably sure that it must exist as an infinite possibility. You need a magic item or creature that originate from that world.
Good point. I always think of different worlds as different planes, but I guess “official” lore is they’re all on the prime material.
Except Eberron which is within the Deep Ethereal and shrouded in its own cosmology. It is a Material world with its own planes, but it is not part of the Prime. ;P
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Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
Yes, but what if a creature from another prime material found a loophole and dreamt into your plane. You now have the potential to use him as a material component for the spell. This is good cause since it’s infinite DMs that don’t want it will live in worlds will never experience other worlds using this spell.
Wouldn't banishment do the trick to permanently send them back if they're not in their native world?
Also the spell specifically requires 8 willing targets, so you wouldn't be able to cast it on any hostile party to send them anywhere against their will.
Wouldn't banishment do the trick to permanently send them back if they're not in their native world?
Also the spell specifically requires 8 willing targets, so you wouldn't be able to cast it on any hostile party to send them anywhere against their will.
As DJC noted, someone from a different world is still from the same plane, the Prime Material. So banishment couldn't send them back to it because they're already on it. It would send them to a demiplane for the spell duration, but then they'd pop back in after a minute.
@Torinpeacemaker, someone from another world would only find their way to yours if the DM wanted it to happen. In which case, the DM is presumably willing and/or prepared for the party to go visit this other creature's home. A spell like this could be campaign breaking, if the party could just do it whenever they liked. But the requirement of an item or creature from the plane as a material component means it can only happen if the DM allows it, since they're the only ones who can place such an item or creature.
@Torinpeacemaker, someone from another world would only find their way to yours if the DM wanted it to happen. In which case, the DM is presumably willing and/or prepared for the party to go visit this other creature's home. A spell like this could be campaign breaking, if the party could just do it whenever they liked. But the requirement of an item or creature from the plane as a material component means it can only happen if the DM allows it, since they're the only ones who can place such an item or creature.
That is why it is lvl 7. And I am just allowing those who ARE willing to be able to do that legally. Not trying to break the world.
I absolutely love the idea that a big-bad cracked the code to get into the players favored (or home) material plane ! I especially love the idea that this was a known big bad that was comfortably thought to be precluded from ever troubling the players home plane again (a betrayer God, a banished Illithid-lich, or a home brewed aberration with infectious abilities ...).
I especially, especially love the idea that some aspect of the players actions earlier in the campaign enabled this. Oh the possibilities for narrative angst !! Our heroes' early victory was managed with some little compromise that no one really needs to know about, not really even worth mentioning ... until ... Hey, how did Torog suddenly get loose !?
DM:"You guys remember that spell scroll that you couldn't read or use at the time (you were just 6th level) that you traded to one of his worshipers ? The guy wilth the funky magic item that your eyes kept sliding off of cause it didn't fit in this reality ... You remember, the 'blue dream ... something or other' ? Heh, yeah, whoopsie daisy ... "
Perfectly legitimate use for this spell. Absolutely why it was created, let the chaos ensue ! If it wasn't created for this, this is how it should be used.
Other "fun" ways to use this spell :
1.) "...with each of you encountering and pulling back a mysterious blue curtain ... and arriving within one mile of where the magic item was created/creature was born" This might imply that each of you encounter different blue curtains. No where does it say you all wind up at the same safe location on the destination material plane ! Tiny wrinkle to start things off; party members arrive two miles apart on opposite sides of a valley, mountain ridge, different caverns in an underground complex, araging battle front ... You get the gist.
2.) With dreams having distinct reality bubbles in the astral plane, maybe one or two members get a visit from a dream predator and take some damage before completing the dream requiring multiple trips to re-unite the party. Perhaps the dream predator simply introduces some other wrinkle of a devious DMs conniving mind. DMs are not out to kill the player's characters. They are out to complicate the heck out of their plans.
3.) A isolationist cult/society is aware that the magic item that has been whisked off to another material plane and feel threatened enough by the possibility of off-worlders arriving there uninvited that they have set up patrols of enhanced zealots guarding the area around it's creation. A cold welcome for the players arrival !
Yeah, this spell lends itself to a host of narratives that simply do not correspond to a party's hopeful expectations of wonder and wide-eyed exploration !
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Dream of the Blue Veil
Lvl 7 Conjuration
Casting Time: 10 minutes
Range: 20 feet
Components: V, S, M (a magic item or a willing creature from the destination world)
Duration: 6 hours
You and up to eight willing creatures within range fall unconscious for the spells’ duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.
To cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world’s existence, even if you don’t know the world’s name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. 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.
The spell ends early on a creature if that creature takes any damage, and the creature isn’t transported. If you take any damage, the spell ends for you and all other creatures, with none of you being transported.
This spell allows you to "dream" into other material planes. In the sidebar next to the spell description in Tashas it states that home-brew worlds count as said material planes. Which means that any game ever played is considered a possible location to be dreamt to. Any home-brew ever done. The world filled with only Tarrasques? Exists. A world were everyone is a lvl 20 sorcerer? That exists as well.
Yes, you have to know the dimension exists. But just like the nature of our universe, practically universe you can think of exists with infinite universes, which means the second you think of the universe, it is an applicable universe to teleport to.
Maybe there should be a campaign where the all BBEG can cast this spell and came from another universe and the party would need to level up enough to find a way to incapacitate and cast this spell on said villain to send it back to its home world.
Is this crazy game breaking? Should this line of reasoning be allowed?
To cast this spell, you must have a magic item that originated on the world you wish to reach,
Some worlds might not have magic items.
Usually this is a way to switch campaign worlds if the DM and players want to try something different.
It’s not all that different from plane shift, in terms of it moving you from one plane to another (yes, there are differences in exactly how, and plane shift can be used offensively, I’m just talking about changing planes). And in either case, you need a very specific item, which the DM can choose to allow or not.
Its just a flavorful way of moving between different planes. Not sure what the problem is.
What Brian said. You can't just go to another world whether you are absolutely sure it exists or only reasonably sure that it must exist as an infinite possibility. You need a magic item or creature that originate from that world.
Notably, this is not a means of changing planes, but rather a means of changing settings. Like going from the sword coast to Eberron to Ravnica.
Good point. I always think of different worlds as different planes, but I guess “official” lore is they’re all on the prime material.
Except Eberron which is within the Deep Ethereal and shrouded in its own cosmology. It is a Material world with its own planes, but it is not part of the Prime. ;P
Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
Yes, but what if a creature from another prime material found a loophole and dreamt into your plane. You now have the potential to use him as a material component for the spell.
This is good cause since it’s infinite DMs that don’t want it will live in worlds will never experience other worlds using this spell.
Wouldn't banishment do the trick to permanently send them back if they're not in their native world?
Also the spell specifically requires 8 willing targets, so you wouldn't be able to cast it on any hostile party to send them anywhere against their will.
As DJC noted, someone from a different world is still from the same plane, the Prime Material. So banishment couldn't send them back to it because they're already on it. It would send them to a demiplane for the spell duration, but then they'd pop back in after a minute.
@Torinpeacemaker, someone from another world would only find their way to yours if the DM wanted it to happen. In which case, the DM is presumably willing and/or prepared for the party to go visit this other creature's home. A spell like this could be campaign breaking, if the party could just do it whenever they liked. But the requirement of an item or creature from the plane as a material component means it can only happen if the DM allows it, since they're the only ones who can place such an item or creature.
That is why it is lvl 7. And I am just allowing those who ARE willing to be able to do that legally. Not trying to break the world.
I absolutely love the idea that a big-bad cracked the code to get into the players favored (or home) material plane ! I especially love the idea that this was a known big bad that was comfortably thought to be precluded from ever troubling the players home plane again (a betrayer God, a banished Illithid-lich, or a home brewed aberration with infectious abilities ...).
I especially, especially love the idea that some aspect of the players actions earlier in the campaign enabled this. Oh the possibilities for narrative angst !! Our heroes' early victory was managed with some little compromise that no one really needs to know about, not really even worth mentioning ... until ... Hey, how did Torog suddenly get loose !?
DM:"You guys remember that spell scroll that you couldn't read or use at the time (you were just 6th level) that you traded to one of his worshipers ? The guy wilth the funky magic item that your eyes kept sliding off of cause it didn't fit in this reality ... You remember, the 'blue dream ... something or other' ? Heh, yeah, whoopsie daisy ... "
Perfectly legitimate use for this spell. Absolutely why it was created, let the chaos ensue ! If it wasn't created for this, this is how it should be used.
Other "fun" ways to use this spell :
1.) "...with each of you encountering and pulling back a mysterious blue curtain ... and arriving within one mile of where the magic item was created/creature was born" This might imply that each of you encounter different blue curtains. No where does it say you all wind up at the same safe location on the destination material plane ! Tiny wrinkle to start things off; party members arrive two miles apart on opposite sides of a valley, mountain ridge, different caverns in an underground complex, a raging battle front ... You get the gist.
2.) With dreams having distinct reality bubbles in the astral plane, maybe one or two members get a visit from a dream predator and take some damage before completing the dream requiring multiple trips to re-unite the party. Perhaps the dream predator simply introduces some other wrinkle of a devious DMs conniving mind. DMs are not out to kill the player's characters. They are out to complicate the heck out of their plans.
3.) A isolationist cult/society is aware that the magic item that has been whisked off to another material plane and feel threatened enough by the possibility of off-worlders arriving there uninvited that they have set up patrols of enhanced zealots guarding the area around it's creation. A cold welcome for the players arrival !
Yeah, this spell lends itself to a host of narratives that simply do not correspond to a party's hopeful expectations of wonder and wide-eyed exploration !