If the caster can modify the spell plane shift et al. The 7th-level cleric spell greater plane shift ( Spell Compendium 159) solves the off-target issue, but the caster must've once visited the destination, and the spell's higher level means devoting even greater resources to multiple castings.Įnough gold solves at least some of volume problem, though. (A unique case is when a creature's sent to the Seven Mounting Heavens of Celestia: folks sent to that plane always end up on the shores of the lake surrounding the base of Mount Celestia, and probably near an inquisitive angel bear. This is less of an issue if the cleric does have a destination in mind ("Because everybody loves the City of Brass, right?"), but the subject will still be from 5 to 500 miles away from that destination, which could be fatal if the destination is on, for instance, the Elemental Plane of Fire. Using the spell plane shift in such a fashion still carries with it some risk: if the caster says, "I plane shift the guard to Mechanus," for example, either the spell fails because Mechanus is no more a destination than the Material Plane or the DM randomly determines where on Mechanus the poor guard ends up. Its low level compared to the sorcerer/wizard version means that a high-level cleric can prepare several such spells-enough, anyway, for an infiltration mission during which foes are to be dispatched to other dimensions yet not-deliberately nor technically-outright killed. The first spell commonly available to move a foe to another plane is, in fact, the 5th-level cleric spell plane shift ( Player's Handbook 262). The desired effect may just be too complicated…
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