The forked rod serves as a focus for plane shift, which can be adjusted to any plane that a common tuning fork can be attuned to. A forked metal rod is required to cast plane shift once per day, with the range being touch. The spell requires a fork attuned to the Material Plane to travel to the Material Plane. The tuning fork is not optional and is required for the spell.
The plane shift spell consists of components V, S, F (a forked metal rod attuned to the plane of travel), casting time: 1 standard action, range: touch, duration: instantaneous, saving throws: Will negates. The range is touch, and the duration is instantaneous. The fork is not optional, but it is necessary to create a forked rod on the target plane and then attune it to the specific layer or planet on which it was created.
In Dungeons and Dragons, the only way to make a forked rod “attuned” to a plane is to craft it on that plane and then attune it to the specific layer or planet on which it was created. This bifurcated mithral rod resembles an oversized tuning fork, and the fork being attuned to the target plane of existence refers to a magical process whereby the object is “tuned”.
The spell requires a forked metal rod of a certain size and composition that attunes it to the plane of travel. The effect is range touch, and up to eight willing creatures join the target. The forked metal rod is not a tuning fork, but rather a forked metal rod attuned to a particular plane of existence worth 250 GP.
📹 Dungeons and Dragons Lore: Plane Shift Tuning Forks
What is the purpose and deeper lore behind the Tuning fork Spell Component for the Plane Shift spell? Become a Member: …
How does planar tracking work?
Planar tracking is a method used to analyze the motion of flat or curved surfaces in footage, such as walls, floors, faces, or screens. It is crucial for creating realistic and seamless effects in digital compositing. Tracking matches the movement of a virtual element to a real one in the footage, while stabilization smooths out unwanted camera shake or distortion. This article compares two common types of tracking: planar tracking and point tracking, explaining their functions, pros and cons, and their applications in different scenarios. Experts who contribute quality contributions may be featured.
How does Planar travel work in D&D?
Travel to other planes beyond the Material Plane can be achieved through casting a spell or using a planar portal. Spells like plane shift and gate can transport adventurers directly to other planes, while etherealness allows them to enter the Ethereal Plane and travel to Elemental Planes. Astral projection spells project adventurers into the Astral Plane and travel to Outer Planes. Portals are stationary interplanar connections that link specific locations on one plane to another.
Some portals are doorways, clear windows, or fog-shrouded passages, while others are locations that exist in multiple planes or flicker between them. Some portals are vortices, connecting Elemental Planes with similar locations on the Material Plane.
Transitive Planes, such as the Ethereal and Astral Planes, are featureless realms that serve as ways to travel from one plane to another. Spells like etherealness and astral projection allow characters to enter these planes and traverse them to reach the planes beyond.
How do you attune to items?
Attunement to an item is a process where a creature spends a short rest focused on the item while in physical contact with it. This can be done through weapon practice or meditation. If interrupted, the attunement attempt fails. At the end of the short rest, the creature gains an intuitive understanding of how to activate the item’s magical properties and command words. An item can be attuned to one creature at a time and up to three magic items at a time.
A creature cannot attune to more than one copy of an item, such as a ring of protection. Attunement to an item ends if the creature no longer meets the prerequisites, the item has been away for at least 24 hours, dies, or another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.
How does planar work?
Electrostatic headphones provide a smooth and easily discernible sound signature, whereas dynamic headphones offer a thinner sound profile and superior sound staging in their higher-end models. In contrast, planar magnetics represent the most robust and sonically robust category of headphones, offering a pronounced impact and substantial bass capabilities. In general, electrostatic headphones are perceived as being more comfortable for the listener, while dynamic headphones are known for their thinner sound and excellent sound staging.
Can you bring tuning fork on Plane?
The security checkpoint at the airport allows for the shipment of tuning forks and table forks, but they have size restrictions on musical instruments. If you have a large fork, such as a cello, you can bring it. Table forks are also allowed, but the policy is one step above what happened to Patrick Smith when his fork was taken away at a security checkpoint. Even the most ruthless terrorists cannot carry a hand-held weapon, such as a fork.
Despite the fact that hundreds of thousands of stainless steel forks and knives are handed out to passengers in airplane cabins daily, on-duty pilots are not allowed to carry them through the checkpoint.
How to attune a fork to a plane?
To attune a tuning fork to a plane, it must be struck against a solid surface and allowed to absorb the plane’s energies for 24 hours. This process allows the fork to become attuned to the plane. To control which planes characters can access and create an interesting and collectable commodity, assign gold piece values to the tuning forks required for plane shift.
Some planes, like the Akashic Record, cannot be traveled via plane shift, while others, like the Dimension of Time, are difficult to create lasting tuning forks for. Before being used as a focus for casting plane shift, the fork must be physically transported to the plane in question and subjected to specific conditions. Once attuned to a plane, it changes appearance to reflect its nature and cannot be attuned to a different one.
Only one untuned fork can be attuned at a time in a 300-foot radius. If a second untuned fork is struck within 300 feet of another fork, planar dissonance causes the attuning process to end, and the procedure must start anew.
What is the plane shift spell in D&D?
This spell enables the caster to banish an unwilling creature to another plane by attacking it with a melee spell. In the event that the creature fails to make a Charisma saving throw, it is transported to a randomly selected location on the specified plane. In the event of successful transportation, the creature is compelled to return to the plane from which it was originally summoned. A forked metal rod with a value of at least 250 gold pieces is a prerequisite. A maximum of eight creatures may form a circle with the participant.
Is plane shift official?
It should be noted that the Plane Shift series, which includes Ixalan, Zendikar, Innistrad, Dominaria, Kaladesh, and Amonkhet, does not constitute official D&D products or playtest material. The products were released by WotC’s Magic: The Gathering team and are not included in the D&D Beyond release. It should be noted that the series may be disabled or blocked by extensions or browsers that do not support cookies.
How do you get to the plane of air 5e?
The Elemental Plane of Air, an Inner Plane in the Great Wheel and World Tree cosmology models, is one of the four elements and two energies that make up the known universe. It can be reached via the Ethereal Plane, an adjacent elemental plane, or by an elemental vortex. In the Great Wheel cosmology model, the Plane of Air is adjacent to the para-elemental planes of Ice and Smoke and the quasi-elemental planes of Lightning and Vacuum. Elemental vortices can occur wherever a high concentration or nearly pure form of an element is found, and can be temporary or permanent.
In the World Tree cosmology model, the Astral Plane connects all planes with the Prime Material Plane, while the Ethereal Plane is only used for journeying between locations on the Prime. The Elemental Plane of Air is not connected or coterminous with any other elemental plane. To reach the Plane of Air, a tin fork tuned to the note of A as a spell focus is required.
The Elemental Plane of Air is an important aspect of cosmology and spell casters, as it allows them to harness the raw power of the elements. Temporary gates can be created using the plane shift spell or the abilities of high-level druids.
How do you transport planes?
Airplanes transported by truck must be shipped in sections to ensure driver safety and minimize dangers. Wings, pylons, horizontal stabilizers, and fuselage must be hauled separately for a secure transport experience. Fuselage transportation requires permits due to its over-dimensional height and weight. Modifications may be necessary to avoid low bridges or narrow roads. The fuselage is an expensive and delicate aircraft, requiring careful loading and strapping. Heavy Haulers has the experience, insurance, and knowledge to ensure a safe and smooth journey between states.
How to travel between planes in 5e?
In Dungeons and Dragons 5th Edition, plane shift is a high-level spell that allows a party to travel between planes of existence. It can be used by low-level clerics, druids, sorcerers, warlocks, and wizards. To cast a spell of a higher level than normal, an ability check is required using spellcasting ability. The DC equals 10 + the spell’s level. If the check fails, the spell disappears from the scroll. The DC 17 is high, but it can be combined with effects like guidance, enhance ability, and Bardic Inspiration to make life easier.
📹 PLANE SHIFT | Hail Mary Instant Win Spell – Spell A Day D&D 5E +1
Alrighty day 254! Today is Plane Shift. That second feature I’ve seen used successfully three times and all times devastating to …
What level do you think if you saved as much gold as you can to get 2 tuning forks. One to pandemonium and the other back to the normal realm. The end game is simple. Throughout the whole time that you’re with your party you are to convince them that you’re heading to the realms of the order. Get the tuning forks. Hide the first one. Bring everybody to pandemonium, escape the party. Then strand them in pandemonium as you go to prime material universe. Yes, I am the bad guy.
I have a question regarding these….if they require metal from that plane to make them and thus go to that plane….how the hell were the first sets created/still are created? Are those permanent portals in place really that perfect and useful that it lead to millennia old creation and trade of these forks?
I have a special technique that many player characters can pick up in one way or another called Draconic Spellcasting. That removes most spell components and reduces most time for most spells. When one player thought he could just bypass Plane Shift requirements via that, I said “You need the sound component of that item. If you have the ability to hum or vocalize it, I’ll allow it.” “But a Dragon doesn’t need to…” “A dragon can hum it via one of the many parts in its giant nostrils. Also, your lower planar father can just will the sound into existence around him. You rejected purchasing the needed audio technique. You don’t have that built into your body. Remember, hum it wrong and…” “I’ll go buy it.”
Long time sub, first time comment. Saw this and thought you could be the person to maybe shine some light on the subject maybe. “1491DR is called the ‘Year of the Scarlet Witch’.” Referring to the MCU’s Scarlett Witch. Thought it could be a fun article, or podcast at least, if you could shed some light on this. Found it on Sage Advice.
I saw the title and immediately thought of the Phantasm films. It’s an old horror series of five films, and something that is seen a few times in the movies is a pair of metal posts about waist height. At first, that’s all they appear to be, until someone or something passes between them while they’re active. Whatever crosses a specific vertical plane between them will disappear from where it intersects with that plane. I don’t recall if it’s actually mentioned at any point in the first three movies, but in the fourth, a younger version of the franchise’s main antagonist (who has yet to become evil) refers to this device as the dimensional fork. Anyone who hasn’t seen any of the Phantasm movies, I highly recommend perusal at least the first two. They’re a trip and a half.
I made a self-destructing version of this, sort of. Essentially it was a rod with a miniature humanoid skull on one end. As you got closer to a portal to the abyss, the skull would clack its teeth faster and faster. Once you found the portal, the teeth would be clacking together so fast that it would shatter the skull, thus making it a one-time use item.
That would make for a hilarious transition of a party. They are searching a kitchen of a wizards tower and come across some fantastic looking cutlery. One party member drops a ‘fork’ and it begins to hum softly as the room fades away. Shrouded in gray and slowly clearing the party is clearly not where they started. WHY DO YOU KEEP TOUCHING THINGS! I’m Sorry….
I wonder if you could canonically create a machine which creates a small amount of tuned noise at some resonators and uses reflection and constructive interference to create a region where the resonance is strong enough that anything there travels to a certain plane. In other words, instead of having a tuning fork which teleports the user and itself, it creates a standing portal which can teleport entities of any given size while staying in place itself. So if you made a large enough portal, you could teleport a spell jammer to different planes. Also, you know how the Abyss and other planes have layers? Is it possible the abyss inherited the multi-layer property from the elemental chaos and the elemental planes all have layers too? So you could have a layer of the elemental plane of water which is pure water, another which has a surface of air and a sea bed(bordering on the air and earth planes), and a plane of steam(bordering on the plane of fire). In order for that to work, you’d probably need the vibrations to have elemental characteristics somehow.
It’s interesting how the Amulet of the Planes doesn’t seem to require the use of tuning forks to cast Planeshift, and that fact is represented through the requirement of making an Intelligence check, or being forcefully transported to either a different place in the intended plane, or a different plane altogether. Then again, the Amulet does give you unlimited castings, so unless your DM is particularly cruel, or if you create some kind of random table to roll to see in whatever plane you end up, it could just make for some interesting backdrops without much danger, while your Wizard or perhaps Artificer tries to get to the right place. I do think that it would be a cool idea that, if your players go through the trouble of getting a tuning fork despite not needing one, they will at least end up in the right plane if the Intelligence check fails.
I personally limit planar travel into almost non-existence in my setting (personal preference), and the tuning forks seem to be a perfect explanation as to why it’s so damn rare. Imagine that your material plane is somehow protected from gods, fiends and celestials (paranoid primordials and their magics). Nobody visits your world from the other side… Which means that none can make tuning forks of this material plane, and mortals cannot access turning forks from the other planes, creating a hard to break travel ban. Hell, a single tuning fork can be a McGuffin of an entire high-level adventure!
So the Ethereal Plane fork will always break? Nasty. And not only that, but the note resonated with the fork determines where you’ll end up? What a nerve wracking spell to cast! If any spell should have a built-in arcana check requirement, Plane Shift is one of them. I almost think a bard could be helpful to get the perfect note. Have a cooperative casting where the wizard does the gesticulations and words of power and then signals his musically gifted companion to strike the exact planar note at just the right moment.
A cautionary tale could exist of some empire in the past that overused plane shift, and it weakened the planar walls and incursions started happening. Similar thing with scrying being used for long distance communication, overuse it and something ancient starts whispering to people. It can be used, but people start getting the willies and bad omens after a bit.
You’re mentioning lords of domains, being able to stop teleportation‘s to the realm. That’s the way the gate spell works. but I’d say having the tuning for fork, since those limitations aren’t mentioned in the spell, It will get you there. Having the Lord of a domains permission to enter, and having a tuning fork (from the DM). Same thing.
It really depends on what cosmology you’re using. In older ones some good places might be… Negative Energy Plane- It’s worse than you’d think. In some lore sending someone there might also double as ‘Summon Uncontrolled Nightwalker’ so like… do with that information what you will. Positive Energy Plane- Really not much better. Moil- Both full of one very large Orcus created undead and portals to the negative, have fun. Ravenloft- It’s a go-away button. The Mazes- Escapable, but funny, The Lady of Pain approved. Any Demiplane made by a wizard- It’s a 5e go-away button, here, have your box. Most of the Quasielemental planes or heck, even the Paraelemental Planes from the 2/3E cosmology. There are some really nasty choices here. Wormscape- it’s a massive demiplane made of worms, large swathes are constantly casting Creeping Doom.
If you get booped to the abyss, if you know it, could you cast Banishment on YOURSELF to return? Banishment is “one creature you can see in range” and you are a creature in range. You’d boop back, and just need to make sure no one breaks your concentration for the next minute to stay. I don’t think it mentions WHERE on your home plane you are banished to however. It may be back where you were booped out, it may be literally any random place in the plane.
3:00 For most planes, the forks are pretty easy. 4:30 Except PW:K has no save and no roll. If you are below 100HP, you are just dead. This has both an attack roll and a Charisma saving throw. I’d also allow this spell to go to demiplanes, so long as you know of the demiplane’s existence and it’s owner isn’t currently there. If they are there, they can choose if they let this go through or not, but they only know the number of creatures, not their identity. The fork for a demiplane would be the same as the fork for the plane it was originally created from.
Limbo’s an interesting one: is it possible to have a tuning fork attuned there? Uncertain. If so, you’d be able to make it with a DC 5 intelligence check to make a tiny fork, maybe arcana to tune it right. If it’s possible to tune a fork to Limbo, it’d be among the most common. By extension, you can just fill your pockets with high purity platinum. I had a group raid a Hell Farm so the druid could turn into Stench Kows, for no other reason than they also wanted to know what they tasted like.
This spell is another reason why high magic systems fail. You wanna get two tuning forks (one from the material plane, one from Carceri). One for travel, one for combat. Travel combo: 1. Set up some extra dimensional plane (rope trick is the easiest). 2. Enter it. 3. Shift to any point of the material plane of your liking. 4. Check with your Dm on the wording (dimension vs plane). Combat combo: 1. Be an Arcane Trickster 2. Cast Find familiar 3. Steal counterspell from your target (Capstone ability) 4. Use a scroll of Planeshift through your Familiar. 5. Use your capstone if necessary. Carceri is a broken target as there is no easy way out (besides wish). Worldbuildingwise this spell limits the use of teleportation circle as they can be an easy target (Remember you can choose any combination of teleportation circle in existence if you learn the spell). 8/10 is a good rating for the spell though. Strong in the right hands but for the most part not necessary for your campaign. Have a nice day AEther
WHEN PC get this spell (“Blue Oyster Cult: Burnin’ For You” start playing ) Hello plane of fire (Van Halen- Runnin’ with the devil or KALEO – Way Down We Go start playing ) Welcome to the Abyss Want any more songs for a plane. just ask. Some DM like to play music in the back grounds for a host of reasons.
I’ll add that Find Familiar can work very well with this, due to this requiring a touch attack first. Put a spider on your target, hide behind some cover, and try and get rid of them with the Plane Shifting Spider trick. I’ll add, too; I don’t like spells that require an attack roll first THEN a save. Not only does it put too many fail conditions on this spell, it’s also a sign the spell is too overpowered to begin with.
The Tarterian Depths of Carceri (pronounced: /kɑːrˈsɛri/ car-SEHR-ee(), also known as Tarterus, was an Outer Plane in the Great Wheel cosmology model representing alignments between chaotic evil and neutral evil. Situated between Hades and the Abyss, Tarterus was a plane of contention between the warring demons and devils but few of those interlopers would challenge the native demodands. “This ain’t a prison my friend, it’s the prison.” — Planewalker Alanna Haladrin. No one can leave Carceri easily. Magical efforts to leave the plane by any spell other than a wish simply fail. Portals and gates that open onto the plane become one way only. Secret ways out of the plane exist, but they are hidden and well guarded by traps and deadly monsters.