Can spells like Plane Shift transport characters to other world's (eg Faerûn to Wildemount)/can a Staff of the Magi transport you through magical planar mishap?
The Material Plane is the nexus where the philosophical and elemental forces that define the other planes collide in the jumbled existence of mortal life and mundane matter. All the worlds of D&D exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane.
I personally prefer connecting the different manifestations / locales / material-plane-in-a-plane through the astral sea because I don't want to deal with deep space, but I have never had a problem with giving people relatively easy keys to go to another plane to royally jack stuff up in the campaign. "Here's a box, Pandora... please don't open it, just hold it for me." My players have NEVER let me down so far...
Actually, I take some of that back, because I do enjoy Spelljammer set in the vast breathable space between planets of the material plane as if we were flying in Treasure Planet... and WOTC really needs to come out with a good Spelljammer book because it is getting old adapting everything there... especially with the whole Gith segment of Mordenkainen's Tome.
Absolute minimum, even if there is no penalty, you would have to know the other prime even exists to be able to say you are going there....
I ran an adventure once that was a result of a Teleportation mishap. The party ended up in a similar area, but on a different world. Was quite a bit of fun really.
Rollback Post to RevisionRollBack
She/Her Player and Dungeon Master
To post a comment, please login or register a new account.
Can spells like Plane Shift transport characters to other world's (eg Faerûn to Wildemount)/can a Staff of the Magi transport you through magical planar mishap?
Technically, you can Teleport between campaign worlds as they are all on the Prime Material Plane.
She/Her Player and Dungeon Master
The Material Plane
The Material Plane is the nexus where the philosophical and elemental forces that define the other planes collide in the jumbled existence of mortal life and mundane matter. All the worlds of D&D exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane.
She/Her Player and Dungeon Master
Technically true RAW.... But what the heck, why not?
Technically Eberron has its own cosmology so it could theoretically be reached throughout “interplanar travel.”
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I personally prefer connecting the different manifestations / locales / material-plane-in-a-plane through the astral sea because I don't want to deal with deep space, but I have never had a problem with giving people relatively easy keys to go to another plane to royally jack stuff up in the campaign. "Here's a box, Pandora... please don't open it, just hold it for me." My players have NEVER let me down so far...
Actually, I take some of that back, because I do enjoy Spelljammer set in the vast breathable space between planets of the material plane as if we were flying in Treasure Planet... and WOTC really needs to come out with a good Spelljammer book because it is getting old adapting everything there... especially with the whole Gith segment of Mordenkainen's Tome.
I ran an adventure once that was a result of a Teleportation mishap. The party ended up in a similar area, but on a different world. Was quite a bit of fun really.
She/Her Player and Dungeon Master