Samuel Cole
First Post
One of the PCs in my group has gotten deep into planar magic - she's an elemental warlock skyseer with the planeshifter PP and the planeshaper ED. (They're currently level 24 and are in the second half of adventure 10.) This gives her a lot of teleportation powers, including several ways to remove someone from the battlefield by temporarily depositing them in a pocket plane she's built (Astral Critical), or hopping them around to various planes to do elemental damage (Planar Cascade). Her Paragon Path also gives her the Planar Portal ritual, but this requires her to have a teleportation circle at her destination, so we've mostly used this for plot-relevant things like bringing the party into the Bleak Gate facility at Cauldron Hill.
However, at level 24 she's decided to take the Ritual Caster feat, which opens up a whole lot of utility options, including a level 18 ritual called Plane Shift (mechanics below). This is a pretty big game changer, allowing the party (and their flying ship) to immediately hop to any dimension they like, even ones they haven't visited before.
On one hand, this removes a lot of the effort of plane-hopping involved in Adventure 12 and part of me is inclined to disallow it. On the other hand, this ritual is pretty clearly the culmination of the character's story trajectory, and I'd be sad to say no. (Also, I'm of the opinion that PCs doing things is always better than NPCs doing things, so I'm not inherently opposed to having this PC teleport their ship around the multiverse.)
Here are a couple options I'm considering:
What are your thoughts on it? How would you handle this ritual? Are there other ways that this ritual would change the metaplot that I haven't considered yet?
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Plane Shift
You move a vehicle (including the vehicle’s pilot, crew, and load) that has the navigation focus trait from one plane to another.
At the ritual’s conclusion, you name a location you have previously visited. The location must be a fixed place, and it must be in the same location it was when you last visited it. Once the location is named, make an Arcana check. The check determines the distance between your vehicle and your destination when you arrive on the plane.
[TABLE="width: 560"]
[TR]
[TH="align: left"]Arcana Check Result[/TH]
[TH="align: left"]Destination Location[/TH]
[/TR]
[TR]
[TD]19 or lower[/TD]
[TD]100 miles from the destination[/TD]
[/TR]
[TR]
[TD]20–29[/TD]
[TD]50 miles from the destination[/TD]
[/TR]
[TR]
[TD]30–39[/TD]
[TD]10 miles from the destination[/TD]
[/TR]
[TR]
[TD]40 or higher[/TD]
[TD]Arrive at destination[/TD]
[/TR]
[/TABLE]
Instead of choosing a specific location, you can also choose a plane as a general destination. In this case, the vehicle appears in a random location on that plane (no Arcana check necessary). It’s not necessary for you to have visited the destination plane to use the ritual in this manner.
However, at level 24 she's decided to take the Ritual Caster feat, which opens up a whole lot of utility options, including a level 18 ritual called Plane Shift (mechanics below). This is a pretty big game changer, allowing the party (and their flying ship) to immediately hop to any dimension they like, even ones they haven't visited before.
On one hand, this removes a lot of the effort of plane-hopping involved in Adventure 12 and part of me is inclined to disallow it. On the other hand, this ritual is pretty clearly the culmination of the character's story trajectory, and I'd be sad to say no. (Also, I'm of the opinion that PCs doing things is always better than NPCs doing things, so I'm not inherently opposed to having this PC teleport their ship around the multiverse.)
Here are a couple options I'm considering:
- Allow it, but make it a level 24 ritual and increase the component cost to $25,000. Going to another plane in the Zeitgeist world is a big deal, and shouldn't be easy.
- Allow it, but make it a level 28 ritual, ensuring that the party doesn't get access to it until Adventure 12.
- Allow it, but state that you can only travel from Lanjyr to planes that its already connected to. In other words, Jiese and Fourmyle are fair game, but Nem is not. (If they decided to go visit Av, I'd probably just build a side quest that foreshadows Av's imminent demise.)
- Allow it, but say that you can only teleport to places you've already been. Just like regular teleportation, if you want to go somewhere, you have to go there the hard way first.
- Allow it and just see what happens. We're three years into this game, after all, and the players have earned some agency.
What are your thoughts on it? How would you handle this ritual? Are there other ways that this ritual would change the metaplot that I haven't considered yet?
------
Plane Shift
You move a vehicle (including the vehicle’s pilot, crew, and load) that has the navigation focus trait from one plane to another.
At the ritual’s conclusion, you name a location you have previously visited. The location must be a fixed place, and it must be in the same location it was when you last visited it. Once the location is named, make an Arcana check. The check determines the distance between your vehicle and your destination when you arrive on the plane.
[TABLE="width: 560"]
[TR]
[TH="align: left"]Arcana Check Result[/TH]
[TH="align: left"]Destination Location[/TH]
[/TR]
[TR]
[TD]19 or lower[/TD]
[TD]100 miles from the destination[/TD]
[/TR]
[TR]
[TD]20–29[/TD]
[TD]50 miles from the destination[/TD]
[/TR]
[TR]
[TD]30–39[/TD]
[TD]10 miles from the destination[/TD]
[/TR]
[TR]
[TD]40 or higher[/TD]
[TD]Arrive at destination[/TD]
[/TR]
[/TABLE]
Instead of choosing a specific location, you can also choose a plane as a general destination. In this case, the vehicle appears in a random location on that plane (no Arcana check necessary). It’s not necessary for you to have visited the destination plane to use the ritual in this manner.
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