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Spell to block Plane Shift
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<blockquote data-quote="koesherbacon" data-source="post: 6156426" data-attributes="member: 78297"><p>I'm looking for a spell, hope you guys can help. I think that "Dimensional Lock" would work, but its area of effect is too small.</p><p></p><p>Let me give you a little bit of detail about what the PCs will be encountering.</p><p></p><p>The group loves to teleport from place to place now that they're level 14 and the Cleric and Summoner can both cast Greater Teleport. (As opposed to the previous method which was to take their ship from port to port and then huff it to their destination). This time however, when the teleport to their next planned destination, I am going to <em>DM Fiat</em> that instead of arriving at their destination, they will end up on another plane (The Boneyard, if that makes a difference). Since both the Cleric and Summoner can cast Plane Shift, transporting them against their will to The Boneyard really won't be a big deal. </p><p> </p><p>Here's my question...</p><p></p><p><em>Is there a spell that will stop them from simply Plane Shifting back to the Material Plane and then teleporting to their actual destination? Or, should I just tell them that any of the spells they use to try to transport back to the Material Plane just do not work for an unknown reason?</em></p><p></p><p>"Dimensional Anchor" seems like a great option, but the problem with it being previously cast on their arrival location is the fact it's only a 40-ft radius. Is there's a similar spell, possibly higher level, that would affect an area much larger (let's say a couple miles)? That would be perfect. I suppose I could say that there are multiple castings of a "permanencied" "Dimensional Locks" cast spreading thousands of feet in either direction, but that sounds pretty ridiculous.</p><p></p><p>Aside from my first <em>DM Fiat</em> I'd like to follow the rules, but if I have to break a couple rules in order for them to have a good time trying to figure out how to get back then I will.</p><p></p><p>I don't intend for them to stay in The Boneyard very long, just long enough for them to explore the plane before finding an place outside the area of the plane that is not allowing teleportation spells to work.</p><p></p><p>Thanks a bunch, I know that was a lot of info to process. I hope you guys and gals can help me out!</p></blockquote><p></p>
[QUOTE="koesherbacon, post: 6156426, member: 78297"] I'm looking for a spell, hope you guys can help. I think that "Dimensional Lock" would work, but its area of effect is too small. Let me give you a little bit of detail about what the PCs will be encountering. The group loves to teleport from place to place now that they're level 14 and the Cleric and Summoner can both cast Greater Teleport. (As opposed to the previous method which was to take their ship from port to port and then huff it to their destination). This time however, when the teleport to their next planned destination, I am going to [I]DM Fiat[/I] that instead of arriving at their destination, they will end up on another plane (The Boneyard, if that makes a difference). Since both the Cleric and Summoner can cast Plane Shift, transporting them against their will to The Boneyard really won't be a big deal. Here's my question... [I]Is there a spell that will stop them from simply Plane Shifting back to the Material Plane and then teleporting to their actual destination? Or, should I just tell them that any of the spells they use to try to transport back to the Material Plane just do not work for an unknown reason?[/I] "Dimensional Anchor" seems like a great option, but the problem with it being previously cast on their arrival location is the fact it's only a 40-ft radius. Is there's a similar spell, possibly higher level, that would affect an area much larger (let's say a couple miles)? That would be perfect. I suppose I could say that there are multiple castings of a "permanencied" "Dimensional Locks" cast spreading thousands of feet in either direction, but that sounds pretty ridiculous. Aside from my first [I]DM Fiat[/I] I'd like to follow the rules, but if I have to break a couple rules in order for them to have a good time trying to figure out how to get back then I will. I don't intend for them to stay in The Boneyard very long, just long enough for them to explore the plane before finding an place outside the area of the plane that is not allowing teleportation spells to work. Thanks a bunch, I know that was a lot of info to process. I hope you guys and gals can help me out! [/QUOTE]
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Spell to block Plane Shift
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