Plane-hopping spell question

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astralsahu's picture
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Joined: 2005-07-22
Plane-hopping spell question

Yes, it's a couple of years and an edition change late, and eminently ignorable, but I've only just noticed: does anyone think they know why teleport without error (greater teleport), a 7th-level wizard spell, lost interplanar travel capability and plane shift was added to the wizard list as a 7th-level spell? The reasonings I could come up with, off the top of my head:

1. Wizards ought to pay a few more gp for scribing the spells.

2. Sorcerers should have it harder when it comes to planar travel.

3. People might get confused by a spell that could do two related but dissimilar things.

4. Tuning forks are a cool component, and wizards ought to get to play with them, too.

5. Monsters with greater teleport as a SLA should not be plane-hopping (seems unlikely, and counter to the point of the SLA, i.e. to allow them to show up in or disappear from anywhere).

6. A consistent teleport subschool that can state its inability to do planar travel was wanted (for less than a handful of spells).

Any other ideas or better  insights?

Sigurd's picture
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I suppose if you were going

I suppose if you were going to rationalize it... 1 Teleport Without Error - 'Greater Teleport' demands enough concentration\power on one plane. Adding planar travel is too powerful for a 7th level spell. 2 Plane Shift should not be a safe thing so easily. The 7th level spell should not be precise because of the difficulty of piercing the fabric of the universe.   Of course the real reasons are  undoubtably game balance. I think its reasonable to think that plane shift adds a random factor because it chooses travel by path of least resistance. If the thinnest barrier between planes puts you on the top of a mountain thats where you end up.     Sigurd

astralsahu's picture
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In 2nd edition Teleport w/o

In 2nd edition Teleport w/o Error was a 7th level spell that could do planar travel. Wizards didn't have Plane Shift. In 3.x wizards have it as 7th level, so they can do the same thing as before, just by casting Plane Shift, then Greater Teleport. The effect is the same, and it's still at 7th spell level. It just takes two slots now. Would it unbalance the game if they did it in one round (as before) instead of two? Clerics have Plane Shift as a 5th level spell, so planar travel isn't that much of a stretch for a 7th level spell. (Yes, it's a most petty nitpick. Just wondering.)

Clueless's picture
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Joined: 2008-06-30
It's possible that they

It's possible that they wanted Teleport Without Error - to be more reflective of the name so they moved the extra features to a different spell. ("It's teleport see... just like it, but you don't have to roll dice! But it's just the same spell.") Perhaps the logic went as follows: that they looked at Teleport, and estimated that giving the no-miss chance was worth 2 levels by itself. Then realizing that the older spell had a planar component, added the Planeshift spell to avoid losing the ability. It's very possible they just didn't think to cross compare on this specific aspect to cleric spells or that clerics were then later given Planeshift at an earlier level ("Because they're closer to the gods who are on the Planes").

Sigurd's picture
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I can see the distiction

I can see the distiction being very useful for limiting magical devices and traps. He's been sent somewhere.... Oh Crap, the item also works across planes.... Sigurd I have to say complaining about the split spell seems like you just don't like a reasonable rule IMHO.

Brace Cormaeril's picture
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Re: Plane-hopping spell question

Odd; when 3.0 came out, my first impression was #5, and I was quite happy for it. My players were all "rules lawyers", with an actual solicitor to chide them on. Option #5 allowed me to keep my fiends Hellbound, without having to fight over the effect this would have on the fiends CR.

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