Exploring Different Dimensions with the Amulet of Planes

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The Amulet of Planes is a powerful magical artifact known to grant its wearer the ability to travel between different planes of existence. These planes include the Material Plane, which is the plane where most mortal beings reside, as well as other planes such as the Elemental Plane of Fire, the Plane of Shadows, and the Astral Plane. The amulet is often depicted as a small, intricately designed pendant made of a rare and precious material like mithril or platinum. It is said to be enchanted with ancient spells and imbued with the essence of various planes, allowing the wearer to tap into their energy and traverse between them at will. The exact origins of the Amulet of Planes are shrouded in mystery, and it is believed to have been created by powerful wizards or beings with a deep understanding of the multiverse. It is a highly sought-after item among adventurers, mages, and collectors, as it opens up vast possibilities for exploration, discovery, and acquiring valuable resources from different planes.



Amulet of the Planes

While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a pane of existence randomly determined by the DM from the options below. You travel to a random location on that plane, even if you are already on the plane.

d100Plane
1-4Material Plane
5-8Feywild
9-12Shadowfell
13-16Etheral Plane
17-20Elemental Plane of Air
21-24Elemental Plane of Water
25-28Elemental Plane of Earth
29-32Elemental Plane of Fire
33-36Elysium
37-40The Beastlands
41-44Arborea
45-48Yscard
49-52Limbo
53-56Pandemonium
57-60The Abyss
61-64Carceri
65-68Hades
69-72Gehenna
73-76The Nine Hells
77-80Acheron
81-84Mechanus
85-88Arcadia
89-92Mount Celestia
93-96Bytopia
97-100Astral Plane

Amulet of the Planes (Magic Amulet)

Amulet of the Planes: This device enables the individual possessing it to transport himself instantly to or from any one of the closest levels of the Outer Planes. This travel is absolutely safe, if not absolutely sure, but until the individual learns the device, transport will be random. Roll 1d6. On a 4-6, add 12 to the result of a 1d12 roll (for a result between 1 and 24). On a 1-3, do not add 12 to a 1d12 roll. Figure the total and consult the following table to determine where the holder of the amulet ends up:

Roll Planar Location
01-02 Mount Celestia
03 Bytopia
04 Elysium
05 The Beastlands
06-07 Arborea
08 Ysgard
09 Limbo
10 Pandemonium
11-12 Abyss
13 Careen
14 The Gray Waste
15 Gehenna
16-17 Baator
18 Acheron
19 Mechanus
20 Arcadia
21-24 Prime Material Plane*
* As an alternative, the following may be substituted for totals between 22 and 24:
Roll Planar Location
22 Ethereal Plane
23 Astral Plane
24 Prime Material Plane, but alternate campaign world

In a Dragonlance Campaign: The amulet of the planes does not exist on Ansalon.

In Ravenloft: The amulet of the planes does not function in the Demiplane of Ravenloft.

Amulet of the Planes - Random Plane Selection

I've got a player who's picked up an amulet of the planes as part of his starting equipment for his character.

Given he can only succeed on the DC 15 Intelligence check less than 50% on the time, I need to prep a table of random planes in the event of a failed roll.

So far, here's what I've prepped:

1% to 10% - Astral Plane
11% to 20% - Ethereal Plane
21% to 30% - Shadow Plane
31% to 40% - First World
41% to 50% - Elemental Plane of Air
51% to 60% - Elemental Plane of Water
61% to 70% - Elemental Plane of Earth
71% to 80% - Elemenetal Plane of Fire
81% - Axis
82% - The Boneyard
83% - The Maelstrom
84% - Abaddon
85% - The Abyss
86% - Hell
87% - Elysium
88% - Heaven
89% - Nirvana
90% - Reroll Outer Planes
91% to 100% - Demiplane (GM's Choice)

Anyone have any advice how to best deal with prepping encounters or other surprises for the group when they're dimension hopping around the multiverse?

I mean, besides the "fun" if Id have a character like that in my party, even my 6 INT Wizard would refuse to party with such character.
Imprevisibility is something an adventurer can expected, now, forced imprevisibility, no, I outright refuse it.

If you really want it, you could have 2-3 encounters prepped for each scenario and shuffle between them, or/and just add random NPC reprensentative of those planes that always have a way to go back

Starting equipment? As in first level starting equipment? Oooh, this could be very, very lethal.

Random location in a random plane? So, no elemental protections.
Plane of Earth? Unless you've got earthglide, you're dead.
Plane of Fire? Unless you've got immunity to fire, you're dead.
Plane of Air? Better master your falling right quick or you'll smack into something hard at terminal velocity (20d6).
Plane of Water? Unless you've got gills or water breathing, you're drowning, you're dead.
That's a 40% chance of TPK for just the Inner Planes.

Shadow Plane, infused with negative energy. That sounds deadly.
The Boneyard? I play in a homebrew world, so I don't know anything about this plane, but it doesn't sound good.
The Maelstrom? That sounds at least as bad as the Boneyard.
This is what I found out about Abbadon, "In its blistered and blackened reaches, both mortal souls and outsiders find themselves preyed upon by the fiendish residents, either slain outright or offered up bound and bleeding to the plane’s rulers as specimens upon which to feast or experiment." Okay, that sound like a wipe-out.
The Abyss? Hell? Well, they speak for themselves.

Overall, you're looking at a 55% chance of obliterating the group.
Even Elysium is entrapping, so they'll enjoy their gilded cage.

The Amulet functions as plane shift, meaning everyone has to be holding hands (and willing) to be shifted. Casting time is only a standard action and the Amulet doesn't specify how often it can be used. That's up to you, I guess. Does it have to recharge between uses?

I highly recommend that because if not, don't prep any encounters. They'll just keep randomly popping around the planes every standard action until they get where they want.

They're 15th level so far, so the item's within the Wealth by Level guidelines, and as far as I can see, it functions at will to cast Plane Shift as a standard action command word.

As for encounters, fleeing to a different plane would depend on their initiative roll for the start of combat. Typically they'd be able to survive one round of environmental hazards on most planes, even the ones hostile to humanoids such as the Plane of Fire (3d10 fire damage per round isn't gonna kill a 15th level character fast enough to matter, though they might be more upset that their flammable gear such as cloaks are gonna take fire damage and likely be destroyed).

So far I've got the following:

Astral Plane: Astradaemon (CR 16)
Ethereal Plane: 4 Advanced 14 HD Xill (CR 16)
Shadow Plane: Nightwalker (CR 16), Advanced Dark Creature Lesser Bandersnatch (CR 15)
First World: Advanced Ankou (CR 15), 3 Advanced Fey Hounds of Tindalos and Wild Hunt Scout (CR 16), Phantom Ring (CR 9)
Elemental Plane of Air: Tornado (CR 10)
Elemental Plane of Water: Flowing Water, Whirlpool (no CR, but failed Swim checks separate party members)
Elemental Plane of Earth: Cave-In (CR 8)
Elemental Plane of Fire: Fire-Dominant Trait Damage, Lava Immersion (CR 14)

JDLPF wrote:

They're 15th level so far, so the item's within the Wealth by Level guidelines, and as far as I can see, it functions at will to cast Plane Shift as a standard action command word.

As for encounters, fleeing to a different plane would depend on their initiative roll for the start of combat. Typically they'd be able to survive one round of environmental hazards on most planes, even the ones hostile to humanoids such as the Plane of Fire (3d10 fire damage per round isn't gonna kill a 15th level character fast enough to matter, though they might be more upset that their flammable gear such as cloaks are gonna take fire damage and likely be destroyed).

So far I've got the following:

Astral Plane: Astradaemon (CR 16)
Ethereal Plane: 4 Advanced 14 HD Xill (CR 16)
Shadow Plane: Nightwalker (CR 16), Advanced Dark Creature Lesser Bandersnatch (CR 15)
First World: Advanced Ankou (CR 15), 3 Advanced Fey Hounds of Tindalos and Wild Hunt Scout (CR 16), Phantom Ring (CR 9)
Elemental Plane of Air: Tornado (CR 10)
Elemental Plane of Water: Flowing Water, Whirlpool (no CR, but failed Swim checks separate party members)
Elemental Plane of Earth: Cave-In (CR 8)
Elemental Plane of Fire: Fire-Dominant Trait Damage, Lava Immersion (CR 14)

I wouldnt mess with pc items unless it was previously agreed. Messing with pc items could be wrongbadfun for many. I do not take pleasure in having my +5 Saves cape destroyed because I got teleported.

Also, why would the party take the risk of using this amulet? Is there a reason for this?

On the other hand do not rely solely on combat. Plane of Fire could be easily resisted with Resist Energy which last a lot of time, so it's not really a huge problem. If part knows they will be forcefully teleported, they will just get an item/spell to breathe anywhere and solve most of their problems.

Im having a hard time with a party accepting this, unless theres some plot forced down the characters throat.

It is a highly sought-after item among adventurers, mages, and collectors, as it opens up vast possibilities for exploration, discovery, and acquiring valuable resources from different planes. To use the amulet, the wearer must attune themselves to it and learn the intricate rituals and incantations required for plane shifting. Once attuned, they can activate the amulet by focusing their thoughts and desires on the desired plane.

Amulet of planes

However, accessing certain planes may require additional components or knowledge of specific rituals. While the Amulet of Planes can be a tremendous asset in travel and exploration, it also carries a great deal of risk. Some planes are filled with dangerous creatures, volatile elements, or otherworldly hazards that can pose a threat to the unprepared. Additionally, the amulet's power can attract the attention of powerful entities who may attempt to seize it for themselves. Overall, the Amulet of Planes is a fascinating and powerful magical artifact that offers incredible potential for adventure and discovery. Its ability to traverse between different planes of existence makes it highly coveted among those seeking to explore the depths of the multiverse, but it also comes with great dangers and responsibilities..

Reviews for "The Amulet of Planes: Gateway to the Noschélian Universe"

1. John - 2 stars
I was really looking forward to reading "Amulet of Planes" as I had heard such great things about it. However, I was left disappointed and underwhelmed by the story. The plot felt convoluted and confusing, with too many unnecessary twists and turns. Additionally, I found it difficult to connect with the characters, as their motivations and actions seemed inconsistent throughout the book. Overall, "Amulet of Planes" did not live up to the hype for me.
2. Mary - 1 star
I found "Amulet of Planes" to be an incredibly boring and tedious read. The pacing was slow, and it felt like nothing significant was happening for the majority of the book. The dialogue was stilted and unnatural, making it difficult to become invested in the story or the characters. I also felt like the world-building was lacking, leaving important details unexplained and leaving me feeling disconnected from the overall narrative. I would not recommend "Amulet of Planes" to anyone looking for an exciting and engaging fantasy read.
3. Alex - 2 stars
While "Amulet of Planes" had an interesting concept and potential for a gripping story, it fell flat in its execution. The writing style was dry and lacked depth, making it hard to immerse myself in the world the author was trying to create. The characterization felt weak and shallow, with little development or growth for any of the characters. I also found the ending to be unsatisfying and rushed, as if the author was simply trying to tie up loose ends without providing a satisfying resolution. Overall, "Amulet of Planes" was a disappointment for me.

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