I already know that there's the Plane Shift spell, but it needs a 7th-level slot that I don't have at 10th level. Are there any other ways — spells, magic items, or something else — that I could use at 10th level to travel to other planes, or a way I could gain access to a 7th level spell slot to cast Plane Shift with?

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    \$\begingroup\$ A little late, but welcome to the site! Take the tour. This question's 2 votes from closure, but more information may keep it open. Level and class were a good start, but it'd be useful to add a longer list of the resources that can be devoted to the project (e.g. time, money, manpower, magic, allies, feats). Also, including the reason for wanting to travel across planes would be helpful (that is, folks might be able to solve the actual problem without the wizard needing to hop planes). The more information provided, the better the answer. Thank you and have fun. \$\endgroup\$ – Hey I Can Chan Sep 21 '16 at 5:46

In Faerûn, yes you can!

On p153 of City of Splendors: Waterdeep is the 5th level spell Halaster's fetch II, which is a conjuration (calling) spell whose description says:

As summon monster II, except called creatures do not disappear at the end of the spell's duration. However, they become free-willed and outside the control of the caller after the spell expires.

On p130-2 of the Planar Handbook is the ur'epona which can plane shift 1/day as a 9th level caster. According to PlH p134, the ur'epona can replace the celestial riding dog on the summon monster II list.

So you can get there with a 5th level spell. That is, if you have access to the PlH, and your DM is willing to allow you to summon an ur'epona, as the PlH suggests.


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