You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM's discretion.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
* - (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
I thought Planar Travel spells and Items, could only ever take you to the First Layer of a Plane? Because the Astral Plane doesn't connect to Lower Layers? But the text of Plane Shift says,
"You can specify a target destination in general terms, such as ... the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination."
I'm really confused about this, has 5e changed the way Planar Travel works? Or am just mistaken about how it used to work? ... or is the text here wrong in its ability to take you to the Second Layer of Hell?
There is no hard ruling on this in 5E, in my games I work off the information on the Forgotten Realms wiki, since it never actually explains how to attune the material component rod to a plane, nor does this spell specify that the spell has to take you to the same plane the rod is connected to. RAW, I could attune the component to the shadowfell but then use it to teleport anywhere
Assuming one is lawful evil and the rest of the party is neutral or good, what's safe??
Easiest answer is the Outlands. It's the True Neutral plane and serves as a sort of mutual boundary between all the Outer Planes. All of the Elemental Planes also have some degree of solid ground, assuming your DM isn't inclined to push the "or near" caveat into actively obstructive interpretations. Really anything that's not obviously Evil is probably not going to be significantly more inimical to anyone based on alignment for a layover.
Have someone true polymorph the battle Ballon (it is a non magical item right?) Into a creature, then planshift the creature to whatever plane, then true polymorph it back.
"The Minotaur lifts his greataxe, preparing to sink it deep into the Rogue's neck, when suddenly; with a shudder and a failed Charisma save, it winks out of existence, and a Familiar (thrice-cursed by the DM) Owl is in its place. The Minotaur finds itself drifting helplessly through the Astral Plane."
This spell is ridiculously OP when you use the Familiar's ability to deliver spells. Just Ready Action to hold this spell, and, with your Familiar going after you in the Initiative Order, have it fly over and Banish whatever you're fighting using this spell. One 7th lvl Spell Slot can instantly win you basically fight as long as the enemy isn't good at CHA Saves.
Awaken that balloon and we can talk :)
Would be super nice if the devs could actually tell us HOW to attune a fork to a particular plane of existence so the DM doesn't just have to make everything up. If you're going to add a rule, explain how it works. Maybe they'll fix this omission in the next version.
Tuning forks work great. You could just have a shopkeeper selling them. There are versions that specify the type of metals used, gold for upper planes, iron for lower, and specific notes need to be struck to go to certain planes.
The entire point is to keep access to the forks under DM's discretion. Defining a process creates two problems: a) if the DM isn't careful a player can queue something up to get a whole bunch of forks and find some way to give the DM and possibly the rest of the table headaches as they hop between planes and b) defining a process can make it impossible for certain homebrew settings to make the forks, depending on what's involved.
Frankly, if inventing a mini-quest or just saying "you need to go buy them from a magic shop" is too onerous a task to be borne, I have to start questioning someone's qualifications to DM.
I'm using a special stone with a piece of terrain from each plane attached to it so that it has a constant it linking it to all planes of existence that have been discovered.
Huh.... so suppose you had two characters marry, would they not be able to use this to embed a teleportation circle into pendants or their rings that they can then use plane shift to move to? The circles may be too small for them or anyone else to use normally, but this could be a good way for couples or parties to make checkpoints on specific individuals or locations by leaving behind subtle teleportation circles that the party member with the spell has memorized.