Spell combo Viability check
Step one: Cast Etherealness (Assumingly, from the material plane)
https://roll20.net/compendium/dnd5e/Etherealness#content
Step Two: Cast Gate, and return to the material plane (Possibly at the same or different location).
https://roll20.net/compendium/dnd5e/Gate#content
Does this work?
Context (Original post)
I haven't been able to find an answer to this anywhere but is it theoretically possible for a high level cleric to use Etherealness and then Gate from the ethereal plane to function as an expensive form of Teleport to anywhere on the material plane? I'm not asking if it's smart to use a level 7 and a level 9 spell in this- just if it's possible.
I'm trying to find more creative uses of my high level cleric's spells and my GM is very lenient on encounters during our campaign session (we don't always have combat every session and even in combat heavy sessions the GM often provides "assistance" of a free long rest before a difficult fight so rarely is holding back limited slots/abilities necessary). My group is heavier on the rp side of things and a full party combat can turn a 6 round fight into a 2 hour real-time slog so I feel the GM does it to keep the difficulty from derailing the campaign story and to try to limit sessions to 6-8 hour intervals. Either way I'd like to find more uses for my cleric's spells as I've had sessions where my character has cast only a handful of spells during that session (I'm aware that Tasha's Cauldron of Everything brought a number of useful spells over to cleric's spell list and I look forward to using some when our campaign starts up again).