What would your demiplane be like?


Homebrew and House Rules


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Ultimate Magic gives us the ability to make DEMIPLANES! Huzzah!

What kind of characters do you have (or had, or would like to have) and what would their demiplanes be like?

These spells allow for SO MUCH creativity it makes me tingle with excitement.

Please, share your ideas!

I personally think my deminplane would be a "flat-world" consisting mostly of water. The water would flow off the sides of the world into the abyss. The plane would be self-contained so the water would fall off and rain back down elsewhere. At the center of this plane would be a great island with a castle upon it. That would be my wizard's home, where he runs his experiments. The surrounding oceans would be populated with an abundance of captured sea life.

The plane would also have the following traits...

Alignment: mildly good
Elemental: air/water dominant
Energy: mildly positive dominant
Gravity: normal
Morphic: yes
Portals: Inside castle, heavily guarded, leads to material plane; Second portal concealed in a secret cave under the water, leads to plane of water; Third portal hidden in the clouds in the sky, leads to plane of air
Seasonal: standard material plane-like seasons/light hours, though always tropical
Shape: An extremely massive, albeit somewhat flat cylinder shape.
Time: timeless
Other Traits: bountiful

Dark Archive

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Pathfinder Roleplaying Game Superscriber

A kinky dungeon with some real torture devices along with the "other stuff". Also known as my basement.

Liberty's Edge

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A place totally given over to the amazing power of nature with terribly beautiful storms.

Or

A gigantic library with books on every topic and a ceiling much like an erotic Sistine Chapel only with Eryines and Succubi in the style of Luis Royo.


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*This is when one of my players is kind enough to GM...*

Three ideas immediately come to mind:

- Circular library with equally circular bookcases (floor to ceiling), five stories, identical floor layout except fifth floor (extending into a small lab), subjective directional gravity, and maybe some sort of Lovecraftian attendant.

- Massive cornfield (looping borders), normal gravity, one enormous tree hollowed out and made into a house (A. A. Milne style), and an army of crows.

- Modest Victorian home surrounded by a cemetery (looping borders again), overcast-midday light, and non-stop rain.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Anyone else?


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COVERED IN BEEES


How big of a demiplane do I get? I wouldn't mind one that has an ocean of mercury and a mountain of beryllium.

My current PC, on the other hand would probably have a world of stages set in natural amphitheaters, different stages being appropriate for different genres.


Oh, let us see...

Energy: mildly positive
Gravity: normal
Shape: self-contained with laboratory in center
Seasonal: earthlike with extreme climate; artificial climate in laboratory
Portal: a single portal in my laboratory, heavily secured
Time: as fast as possible
Bountiful
Morphic
Enhanced Magic: transmutation, conjuration (healing)

This is an extension of my laboratory. It's where I grow and experiment on living creatures in my attempts to improve life and my sanctuary for when I ride the Suicide Express. Once it's large enough, I'll introduce humanoids and agriculture to provide me with more test subjects and a source of income. (Assuming I can get permanency, which shouldn't be restricted to Wizards.) I would like to continue expanding and branch out into multiple biospheres to experiment with different evolutionary branches and possibly specialized agriculture.

Reckon I'll encourage worship among my test subjects to prepare for the eventuality that I develop serious aspirations to divinity.


Utgardloki wrote:
How big of a demiplane do I get? I wouldn't mind one that has an ocean of mercury and a mountain of beryllium.

Once you've invested in your 500 gp tuning fork, it's 390 cubic feet for every 17,500 gp you invest at 13th level, up to 4,000 cubic feet for every 22,500 gp you invest at 20th.

There's no cap on caster level, so the further you go into epic the more efficient it becomes.


Beast retreat.
When the default Pathfinder world had 'The Purge" in anchient times, intelligent animals created a place to escape. It has expanded since to the point that most types of animal have their own nation. Most of them are just animals who can talk and reason, but have developed magic powers and affinities. Note that the Kitsunies raid or trade other worlds to gain treasure to expand their world. Ponyshire is where all the small horses, unicorns, pegisi, and taurians have gravitated. This world have almost no werewolves but Wolf Weres are a problem. They are adjacent to other demiplanes where other creatures fled, including Dragonia, the Flumph republic, ect.


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Ive made two.
1)

Created with the level 9th version of Create Demiplane and made permanent at a cost of 22,500 GP. Both cast from scrolls.
The Eternal Spring is the intentionally cryptic name that Belgraen has given to his pocket dimension. The idea is that out of context most would think it was a reference to the fountain of youth, or something similar. Since it has the timeless trait in regard to aging this is a purposeful double entendre.

The plane has the following traits:
Size:340 ten foot cubes.  The "sky" appears to go on forever, like the material plane, but the ceiling actually stops at 60 feet, with the exception of around the castle.  Although one can continue to feel as though they are traveling higher they will realize they are not when they see the ground isn't actually moving away. (This phenomena is identical to W.O.W. when one is flying and hits the "ceiling."  They appear to continue to fly upward, but in actuality they're not really going higher.)
Alignment: Neutral/none
Bountiful: The Demiplane has a thriving ecology. Streams, ponds, waterfalls, and plants. with enough plant-based food to support one medium creature for every 10 foot cube (340 in this case). Additionally, Belgraen has teleported a number of "tastier" wild animals, such as deer and pheasant, to populate the plane and provide sport hunting and meat.
Gravity: Normal Unidirectional gravity. (identical to the material plane)
Seasonal: The season in the plane is constantly spring and pleasantly warm with day/night cycles that identically resemble the prime.
Shape: The plane is self-contained and loops on itself. If you walk in a straight line you will eventually end up where you started.
Structure: The Demiplane has a modest sized keep that is attractively designed, but not ostentatious.  The keep greatly resembles Belgraen's childhood home, though this keep is smaller and more humble with the exception that it hovers approximately 100 feet off the ground. Several air elementals are charged with assisting travelers up and down as well as preventing any deaths by falling. The keep has a central tower with several smaller structures for storage, cooking, etc inside an outer wall designed for defense.   Though the outer wall has never been needed for defense, it does keep the wild animals from wandering around in the courtyard. Deep below the keep is a room with an adamantine cube prison (described below).
*Within a few of the private rooms Belgraen has erected Mages Magnificent Mansion’s (set to be open to all) for those guests who prefer abject luxury and privacy.
*Within his private arcane locked chambers Belgraen keeps a greater scrying mirror. Given the timeless magic trait Belgraens only needs to touch the mirror and concentrate to activate a greater scrying effect.
*The entire keep has hordes unseen servants attending to every minor detail so the entire place is constantly immaculate.
*The keep is blanketed with a Circle of Clarity effect giving all occupants a +7 perception check to notice hidden/stealthed creatures of objects.
*Every corner of every room as well as the courtyard and outer wall has a small non-magical stone face of Belgraen hidden by a minor illusion. Belgraen uses these for when he feels the need to use the Enter image spell. Essentially he can see everything through these images if he needs to.
Energy: Demiplane has the minor positive energy trait. This trait characterizes a riotous explosion of life in all its forms. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense as a result of the positive energy swirling through the plane. All individuals gain fast healing 2 as an extraordinary ability while in the Demiplane
Magic: Limited magic. The following spells or spell like abilities do not function on the Demiplane; Limited wish, Mages disjunction, miracle or wish unless cast by Belgraen himself.
Morphic: Bel may use an effect identical to Move Earth at will in his Demiplane with one tenth of the spells normal casting time and can reshape normal plants in the same manner. This includes rock formations, though the casting time is half normal.
Portal None. After much consideration Belgraen decided it would be too much of a security risk to include a portal.
Time:Timeless. Time still passes and the day/night cycle still continues even on the plane, but effects of time are diminished. Hunger, thirst, and healing are unaffected. However, Aging, poison and magic effects are effectively halted until an individual leaves the plane in which case time flows normally and the effects are retroactive. If a plane is timeless with respect to magic any spell cast with a non-instantaneous duration is permanent until dispelled.
Other: There are several types of summoned creatures that roam the plane, such as air elementals around the castle and water elementals in the lake. Belgraen summoned them using the summon monster series to call them and thanks to the timeless magic trait they are effectively permanent residents. No creature is kept against its will in this way. Belgraen reasoned with them that if they were summoned here others could not summon them and all of the tasks he has asked them to do are well within their nature. All summoned creatures are generally helpful in their given roles. Air elementals assist in getting to and from the castle, Water elementals play with those in the lake and prevent drowning, etc. There are no fire elementals, but there are several Greater Earth elementals that are rarely called upon for defense and heavy labor, thus they have merged with the landscape. The creatures that may one day be used for defense all have Greater Heroism effects on them.
*For sport and travel within the plane Belgraen has 5 summoned giant eagles (per Summon flight of eagles spell, with Greater Heroism).
*In a particularly secluded part of the wooded area sits a twine double of Belgraen forever in a meditating serene pose. Attempts to scry on Belgraen have a 50% chance to instead scry this twine double. Though this will only come into effect should Belgraen not have Mindblank cast on a particular day.
*All summoned creatures are directed to be non-aggressive unless told to do so by Belgraen or Selene (below). Additionally all summoned creatures are instructed to tell Selene of anything particularly dangerous or out of the ordinary as well as take orders from Selene if Belgraen is not present.

Castle Servants:The keep has four identical female servants with appropriate skills and some minor magic talent (specific spells TBD: two level 1 sorcerers (dream spun, Sarah, and Fire, Nikki), One is a level 10 cleric, Selene, with healing spells, and 1 level one bard for entertainment, Christine) useful for general maintenance. All servants have had, +4 to all stats, True seeing, Ant haul, Fly, Air walk, Freedom of movement, Tongues, Elemental Speech, and Invisibility Purge cast on them and on the plane they are effectively permanent. Servants are instructed to inform Belgraen, or Selene if Belgraen isn’t present, of anything out of the ordinary. Selene has been given a special set of instructions for dealing with anything out of the ordinary including sending a message to Belgraen.
 If engaged in conversation the conversation will be pleasant, but not particularly insightful or interesting.  The servants are actually Simulacrum and as such they work tirelessly to make sure keep is always clean and the larder is always stocked. They're identical because Belgraen used the Sculpt Simaculum spell to make them that way even though they originals were all of varying genders and classes.

Location cast: Belgraen originally cast this spell on an inhospitably frigid mountaintop on the prime material plane. Within a few hundred yard Belgraen has a well-hidden cave with a cache of mundane supplies for survival and a scroll of teleport.


and two. This guy is a demon hunter Mystic Theurge

Private Sanctum
Antipathy (demon/devils/daemons) all except minor pockets where they are kept
Sanctuary-
Greater Scrying pool in the sanctuary

Essentially It's a deathtrap with only one safe area. The safe area is highly hidden.

The entire place is a labyrinth of danger and death built by an genius level intelligence (int 26). Planned out over months. There is one safe area which can only be reached by following a very specific path in a very specific way. The "safe zone" is effectively a tower within the labyrinth. The shape of the place is self contained, so basically it loops back on itself in physically impossible ways. (see; bizarre MC. Escher painting below)

The gravity is Objective gravity. In other words in some places the wall is the floor or the ceiling is the floor. The whole place is like a bizarre MC. Escher painting.

The plane is Timeless. Time still passes in the prime material, but the effects are diminished by the plane. Hunger, thirst, aging, and poison effects are effectively on pause while withing the plane. However, Natural Healing is unaffected (by design).

Thanks to the Timeless magic planar trait non-instantaneous spells cast are effectively permanent (unless they rely on the casters presence in which case the spells dissipate when he leaves). This allows for all kinds of fun things and adds to the whole deathtrap motif. My character has placed countless spell traps and dangers in this place, including but not limited to rooms with very nasty summoned demons trapped in them and glyphs everywhere. My character considers it a prison. If they're trapped on his plane they can't sew chaos and death elsewhere. As they are Summoned creatures (per summon monster 1-8) they must obey his commands. He always includes a base set such that keeps them from escaping or causing trouble. However, they all have the instruction to kill anyone or anything that enters their room save him. However by design the spells Limited wish, Mages Disjunction, miracle, and wish can only be cast on the plane by the original caster. This prevents an interloper from destroying the plane in it's entirety. Of course a god level being can do whatever the hell they want in this and all things. The whole place save one room (the entry room) is covered in an effect that prevents teleportation or scrying by any but the planes creator. In other words he can scry or teleport within the plane, but no one else can. The "entry room" is a save and comfortable room with a few sparse, but well made, pieces of furniture and one non-trapped door (the opposite side is trapped allowing them to exit the room unmolested, but not reenter).

It's mildly good aligned. Evil creatures take a -2 on all charisma based checks.

Everything not mentioned is the same as the prime material.

The whole thing is a bit complex. WHen you're building your own plane it's likely to be. Feel free to ask for clarification as needed. I am building this place as a secure respite from the demonic entities we no doubt make.

Fun Features:

"the study" - There are actually three such lounges. This room is not protected from scrying, but teleport is still blocked. This room has a twine double (50% chance to scry this instead of caster) of my character looking over various books etc. Otherwise the room is completely normal. Of course if something does manage to get to this room there are a number of blast glyphs/explosive runes/other fun nasties that will be set off when the twine double is struck effectively reducing anything in the room to a fine powder. There is also an alarm set up that will cause a specific candle per room to light in the real safe area. Nothing happens with the candle, save it burns down, but it lets my character know something is up. The door to these rooms are also heavily warded/barred/etc.

The entire place is covered in multiple overlapping Antipathy (demons/devils/etc) effects save the rooms where demons/devils/etc are kept.

An ablative sphere room.

A shaft (or three) covered in animated limbs that will pull apart any who try to traverse it. Though something valuable always appears to be at the bottom Or top.

"the brothers" a pair of statues that perpetually argue with each other. They claim that one always tells the truth and one always lies. They appear to tell riddles, but frankly all they do is promise to help never actually giving any helpful information. They are designed to waste time.

Many hallways have free range black puddings in them. (per summon black pudding spell). The place where the pudding is kept have been designed so they can't get to some areas (like the initial room and the safe room), but they have free range for most areas.

I'm sure I'll think of more in time, but you get the gist.


Utgardloki wrote:

How big of a demiplane do I get? I wouldn't mind one that has an ocean of mercury and a mountain of beryllium.

My current PC, on the other hand would probably have a world of stages set in natural amphitheaters, different stages being appropriate for different genres.

It says somewhere in the description that you can't make inheriently valuable terrain, so no mountain made of a single diamond or rivers of gold etc.

Grand Lodge

Alignment: mildly good
Elemental: None dominant
Energy: mildly positive dominant
Gravity: normal
Morphic: yes
Portals: Two portals inside separate cave networks guarded by castles, and a third portal in an underwater cavern in a lake by a waterfall. The castle portals lead to Absalom and a fairly secure city in Tian Xia, while the portal in the lake connects to the bottom of the Puddles District in Absalom.
Seasonal: standard material plane-like seasons/light hours, though always tropical
Shape: A tropical island with a central water spring that leads to a waterfall that empties into a lake.
Time: normal time
Other Traits: bountiful

The island is populated with good-aligned magical beasts and fey who are given pretty much free reign to enjoy life on the island so long as they don't harm each other, and keep me update on any potential intruders. One castle is next to the spring's source and would be my personal residence while the second one by a set of docks for sailing/yachting would house any official guards/workers/villagers that I'd allow into the realm.


Tiny Coffee Golem wrote:

Ive made two.

1)

...
The plane has the following traits:
Size:340 ten foot cubes.  The "sky" appears to go on forever, like the material plane, but the ceiling actually stops at 60 feet, with the exception of around the castle....

While super awesome, I think you're VASTLY over estimating how much room you get to work with. If you hare 60' high that means you basically have a cube of 70' x 80' x 60'. That's not going to be nearly big enough for all of your awesomeness.

Also - how can you have a castle floating 100' in the air if the ceiling is 60' up? It sounds like it is going to need to be MUCH bigger than this.


That's why I planned for my residents to cast the spell to expand it.
He or she also said the castle was the exception to the ceiling limit.

Scarab Sages

First of there is a lot of details so in summary . . .

Tellaria
A large self contained demi-plane that links back on itself i.e. walk far enough west and you'll come back from the east. Has a large valley area with forests and lakes bounded on all sides by mountain ranges. In the center of which sits the city of Tellaria based on Japanese traditional architecture which is served by farms, mines, quarries and lumber camps outside its walls as well as by fishing in the inland sea next to it. In addition to this the valley is currently large enough to accommodate the following Tellaria (currently a Small city, for its layout etc I'm picturing Monteriggioni from Assasins Creed 2 when its fully upgraded, in real life that city has a population of 7,891 which since its walled is probably fairly consistent which puts it in the small city 5,000 to 10,000 range for pathfinder.) at metropolis size, 11 other Large cities and numerous smaller villages while still having a decent amount of wilderness area available.

Now onto the wall of text, feel free to stop here . . .

Alignment: No alignment trait.

Bountiful: The streams have their origin in great springs and geysers at the heights of the mounts flow down and combine forming great 2 great rivers (one winding in from the north, one from the east) and several smaller creeks creating a few smaller lakes and one great one next to the capital city.

Elemental: No elemental trait.

Gravity: Normal

Seasonal: standard material plane-like seasons/light hours, though slightly more extreme than could normally be experienced (nothing fatal for life but different climates at different times of year than you could get in a natural world) i.e. tropical summers, snowy winters, foggy wet autumns etc.

Shape: A valley in a set of mountain ranges i.e. you have plains, forests, lakes, hills and bordering them all a massive mountain range. It loops back in on itself when you hit the borders in the mountains. At night the sky reflects the constellations as seen above Tokyo on Earth.

Structure: No overriding theme.

Energy: Partially minor positive dominant. (As its the result of multiple spells a few areas e.g. healing springs, sub-planes are minor positive dominant to aid in healing however I feel there's too much risk to the inhabitants if they travel outside it to worlds without this trait.

Magic: Enhanced magic, all healing and protection spells, other spells function as normal.

Morphic: Divinely Morphic (Me). I can change it however I like, whenever I like but my inhabitants can only change it the normal way through physical labour or spells like the real world.

Portal: Two great gates in the main city that open to Aokigahara Forest and a forest in the blue mountains. Plus a gate room nearby that has a number of crystals linked to various cities and locations on multiple worlds (size and colouring of crystal indicates expected conditions there e.g. danger, city, wilderness). Touching a crystal performs a one way planar teleport to that location. The crystal room was built later not part of the plane itself but it is a means of planar travel.

Time: Mostly normal time. Again easier to interact with other worlds if you have time flow at the same rate however there are areas e.g. emergency care that have time flow at different rates.

The city of Tellaria is built to traditional Japanese architecture with a castle located in the centre of the city and a port on the great sea. Surrounding it are a number of farms, further away are logging camps at the great southern forest and there are a number of mines and quarries located at the mountains themselves. In addition to the main city of Tellaria there is room to accommodate another 11 cities easily while still leaving large areas of natural beauty.

The main keep has all the standard features moat, swimming pool, bathing house, kitchens, battlements, living quarters, library, laboratories, treasure vault, blacksmith, training hall etc. as well as numerous hidden rooms some by natural means e.g. in the walls or underground tunnels (so the servants can get from one place to another in winter) while others as part of a sub-planar pocket (A cube or multiple cubes that can only be reached via teleportation). Located at the doorway to each of the castles major rooms is a gemmed plate which can be used by members of my family. Pressing the different gems teleports you to another room of the castle.

Certain dangerous jobs are tended to by a horde of unseen servants and the living inhabitants have been carefully selected over several centuries from those with specific qualities to create the society I desire.

All of which is made possible by houseruled spells (which have changed a bit since the early version I posted here) and Mythic rules.

Mythic Create Demi-Plane Greater
1 Mythic Power use to make Mythic (3rd tier required) changes duration to instantaneous negating need for permanency.
2 Mythic Power use to augment (7th tier required) causes the created area to grow by 1 cube per year. This does stack so if you cast the augmented mythic version twice the plane is not only bigger to start with but grows by 2 cubes per year, 3 castings 3 cubes and so on.

Mythic Time Travel
1 Mythic Power to use (5th tier required) protects you against the changes you create allowing you to remember what things used to be like in the new reality. That is rather than your mind fading and being replaced by your old one you remain in control of your body in the new reality.

2 Mythic Power to use (10th tier required) Allows you to travel back in time beyond your own lifespan (see time travel spell) although you only retain your current body IF you go back further than you've been alive up to 1,000 years per tier.

Time Travel 9th level spell
When cast allows you to travel back along your own timeline and change events. Essentially your mind travels back into an earlier version of your body (with appropriate changes to physical stats) and can then change events. Your mind remains in control of your past body for 1 hour per caster level before it fades and is replaced by the original mind. (I know this has hazards like any time travel e.g. go back and prevent your parents murder you change your entire life and a completely different person replaces your character but most PC's would only use it to alter the outcome of a fight by making a different decision, its high level up to GM discretion).

That said I would travel back in time 10,000 years and cast the augmented create greater demi-plane for a year or so to create my demiplane, then just lounge around in there watching the world evolve for the next 10,000 years (immortality is fun but these time travel spells are one way only so the only way back to the current era is by living through the intervening years, although I may research a suspended animation type spell to sleep through some of the boring millennia when I have nothing new to learn e.g. the first 7,000 years).


A convenience store that never runs out of what I need....

Dark Archive

So: heavy gravity, timeless, infinite size, statistic, negative, earth and fire dominant, strongly aligned LE, limited magic (necromancy, negative energy, earth, fire, lawful and evil spells only)

Scarab Sages

Actually thinking about it I'd probably have two cities currently.

Tellaria Large City 10,000-25,000. Imperial Castle in the centre (modelled on Japan Imperial Castle complete with grounds and walls, yes I like Japan how can you not like a country that has a creature who exists solely to lick the filth off untidy bathrooms?), then in a circle around it the inner city (everthing necessary to running a government e.g. parliment building, embassy's and the houses for nobles or very rich/influential/important individuals) surrounded by the inner walls all of which is known as the Imperial District. The outer city is divided into 4 uneven quarters. North bordering the inland sea is the docks and other water based industries (a sort of W shaped bay with the western half being beaches for people to swim and relax while the right half is more commercial) known as the mermaid district. East is the trade area with inns, businesses and the like as well as the associated work (lawyers, doctors, actors, glass blowers, carpenters etc) known as dragon district. South is the residential distrct not much to say here its known as the Kirin District. West is the heavy industry and vital services (water treatment, sewage treatment, power generation) area known as the Squonk district.

A bit over 50 km to the east is the gateway village (this one modelled on Montiriggioni barring architecture) and this is where the gates are located to allow travel to various worlds.

EDIT
Ah what the heck I'm dreaming here (my PC's would settle for a mansion surrounded by a small amount of bountiful land) lets go the whole hog and just model the plane on japan via structure (although I'd probably later add some more metal deposits) with about 120 miles (193ish km) of sea, 20km of air (above ground level for plane flight) and around the same of earth below ground forming the boundary instead. Breaching the earth or air boundaries brings you back in at an equivilent angle about 50 metres away (/\ kind of thing).

I think I know what I'll be doing for that first 7,000 years. I'd probably be busy convincing a lot of Japan's mythical creatures to set up home in my new plane as well as numerous animals.


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ok, we have Studies, Jails, primeval forest, cities, and a performance area. How about entertainment?

1) an eternal tavern that Caiden could be found in. Rough-cut wood timber, portal in would be tavern enterance. Cloak room / weapons check at the door, rooms to rent for sleep, a couple everful kegs in the back, and the ability to enter from anywhere by casting a low-level spell to turn any door into the "tavern door." Critters are Barmen and Wenches, with unseen servants to clean.

2) a place of quiet reflection and peace. Masseuses, white sand raked in patterns, oriental styled things, and several dojos to train or practice your calligraphy.

3) A brothel. 'Nuff said.

4) A gladiator pit. Colloseum style seating, room to move on the dirt, controllable weather, and Monster Summon II as an inherent power for anyone to use to attack OTHER SUMMONS ONLY.

5) A maze. Think the movie "The Cube" done with magic and mayhem, with scrying sensors EVERYWHERE for Crystal Balls to watch the carnage from. Use Summoned Monsters for regular episodes, or Condemned Prisoners, with Skillful Adventurers for "Sweeps Week."


My evolutionist summoner for which my avatar is named actually does have a very specifically laid out demiplane... I named it Folkvangr, and it includes a great viking hall.

It also insludes Somei Yoshino cherry tree orchard, waterfall into a diving pool, hidden grotto, looping hedge maze, and some fancy tricks regarding the 'choose where the plane loops around on itself'

Unfortunately within the context of the rules it takes gm fiat to be able to make it anything better than half or doubletime, so this particular plane is set up so that one day in is half a day outside. It does have the bountiful property.

It is interesting to me that I chose the somei yoshino to give my fundamentally viking themed plane a japanese flavor as well, only to find this thread where others also gravitate towards a japanese theme.

I've been toying ideas with some of the plane looping features in order to create an infinite skydive, climbing wall, waterslides and such, but they have not been implemented.


Tiny Coffee Golem wrote:
It says somewhere in the description that you can't make inheriently valuable terrain, so no mountain made of a single diamond or rivers of gold etc.

I've yet to find ANY official rules that say or even imply this. Indeed, as far as I can tell, RAW supports using lesser demiplanes to create enough diamond dust to create permanent greater ones.

So, dream plane...

First, it has numerous pockets where the rules are different, a section where gravity is high for strength and endurance training, major roads where gravity is low to make moving things easier, places where time runs extra fast to build things and timeless warehouse districts where food never spoils.

Second, it's a giant city. It is specifically a city built into a Worldtree, with the standard array of magic lighting, automated elevator platforms, cities in the boughs and tunnels in the trunk. Constructs keep an eye out for people who might fall, water and sewage are handled with a single endless river that starts at the top and flows down.

Third, it's a more orderly version of Sigil. Hundreds of gates providing connections all over the place and making the city a thriving trade hub for pretty much everything that's for selling. Usual security/trade agreements exist, and several gates are actually mobile (attached to enormous airships) but all trade is open (no sneaking a gate into a closed city to help a smuggling effort, if a city doesn't want the gate they don't get it). The amount of money made in gate, storage, and handling fees is lower than any other shipping company in the world yet still make more than enough money to make the city quite rich and entirely self-funding. Most gates are still to the Prime material, since planar gates require higher security.

Outside of the "special zones" things mostly follow the same climates:

Alignment: mildly lawful good
Elemental: none
Energy: mildly positive dominant
Gravity: normal
Morphic: yes
Bountiful: Fresh water, fruits from the tree and the plants growing on it.
Portals: All over the place, all heavily-guarded and surrounded by industrial support (handle/process trade flow), commercial zones (sell things to travelers) and residential districts (workers and shopkeeps gotta live somewhere).
Seasonal: Close to Taiga biome. Rain is weird since it often falls from clouds that form below the upper branches of the tree.
Shape: Giant tree, ground underneath it.
Time: normal
Magic: Enhanced Abjuration. Unwelcome visitors are made EXTRA unwelcome.

Government is nominally a kingdom, most functions are handled by parliament, military is heavily supported with constructs and magic items, primary palace of the wizard god-king who made the place is down in the roots with lots of labs, libraries, and a few null-magic prisons. Rumors whisper of some of the darker prisons and more horrible prisoners within, but whether I keep the Tarrasque in a soul gem that is continually being tapped for magical energy or aging tyrants to death so they can't be resurrected by their followers is irrelevant, none of my citizens or trade partners go missing.

The city itself is surrounded by a fog, walk off the map in one direction and come back on the opposite side.

Scarab Sages

I'm pretty sure there's nothing saying you can't make valuable terrain (gold, silver, gems) aside from anything else what's valuable could differ caster to caster.

Now here's some fun facts and figures using my very poor math and excel sheet skills.

To create an area of 1 square km (.386 of a mile) using this spell you would need to cast create demi-plane greater (20th level caster) around 2,685 times. If you did nothing else that's an 18 hour day for 2.45 years and would run you into the hundreds of millions of gold.

What I've realized while calculating this out is that adding 1 cube a year while not bad from a player perspective really doesn't add much to it over the long run. Even if I add 20 cubes per casting, spend a century doing nothing but casting this spell and then wait 100,000 years it still wont equal Japan in area. So back to the drawing board perhaps augmented version could double the area a year hmmm . . .I'll get back to you on this.

EDIT
Ok if I increase the growth rate to 20 ten foot cubes per Mythic Tier growth per year, spend 3 centuries on nothing but casting and wait for 7,000 years I should have my demi-plane. That works but its going to be a boring couple of centuries.

EDIT 2
Oh and my demi-plane will be growing at around 61 square kilometers (23.5 square miles) a year.


Ok, this is my very first post on this forum ever. Also, I'm throwing so much homebrew into this that it will become quickly unrecognizable, I think, but it is a fun place and with some surprising complications.

Demiplane of High Magic: Created by Stormvorous an evolved Half stone giant/Half beholder N/G cleric of the god of magic (Rockshatter in this game world) and given to his god as tribute. It is permanent and Toroidal in shape. Gravity pulls outward so that all inside surface area is considered down. This does have a side effect in that a narrow band around the center, equidistant from all surfaces is a zero gravity zone. The relatively small size of the plane combined with the intensely beneficial environment does lend itself to the growth of some trees extending all the way to the opposite surface 'ground' and bushing out wildly in the zero gravity zone.
Alignment: mildly good

Elemental: none

Energy: minor positive dominant- all residents have fast healing 2 along with all other abilities.

Gravity: normal

Morphic: yes, Stormvorous, Rockshatter, and the Living spell of Create Greater Demiplane have the ability to alter the plane as they wish.

Bountiful: The plane produces a vast amount of nutritious food of every known variety and that list is added to all the time. There is only one season, the growing season, within this plane. Due to the high levels of magic, it is common for foodstuffs to evolve interesting positive effects. Negative effects may also evolve, but there are dedicated gardeners who work to eradicate them at all times unless they prove extremely useful.

Portals: 1 leading from the main city into its twin in the material plane. Both of which now have a patron god (Rockshatter) who, as a mortal, built the material plane city in the first place. Access through the portal requires a 'key' which is a special enchanted tattoo, essentially a dragonmark, that is granted by a specific item attuned to the plane. The Key is granted as either reward or punishment to deserving individuals. Those who enter without it will find that all residents respond to them as hostile.

Seasonal: Mild seasons, just for a little change now and then.

Shape: Toroid- all land mass is on the inside of the hollow doughnut.

Time: normal

Enhanced magic- All schools of magic are automatically enhanced with Empower, Maximize, Extend, Sculpt, Persist, Selective, and Rapid metamagic feats where those feats are applicable to the spell being cast. All other metamagic feats can be applied at a 1 level reduction in cost (including free) if the caster has those feats. I'm thinking a lovely wand of cloud of knives would be an interesting product with these feats applied. With appeals to the living spell expanding the demiplane, some creatures have chosen other metamagic feats to be applied within certain areas and some have chosen none of these. So, in any given location there can be wildly varied sorts of power.

Purpose- This is a testing ground for developing powerful templated lifeforms, especially paragons. It is also quite useful for creating the most powerful magical items possible. Spell casting items created here apply all the metamagic feats available at no additional cost. Though using them outside of this plane does entail a 5% risk that each use will go awry and forcefully pull the item back to the Demiplane of High Magic. This does no harm to the wielder, but there is then a 20% chance that the item will explode on its home demiplane and feed its power back to where it came from. This sometimes results in special areas of especially interesting magic. Potions apply this chance as well, but may actually pull the imbiber back to the demiplane with them. If the imbiber does not possess a 'key' they may not survive arrival for long. The plane has recently become locked by Rockshatter himself, as he has acquired an additional portfolio. He is now also a god of imprisonment and has been tasked by the pantheon to track down individuals of unbalancing power and relocate them to his plane.

Unique creatures: Other than the creator, the patron god, and a 2 mile high, multidimensional tree (another character of mine (it's complicated),there are two living spells connected to the plane . They constantly move around and around it casting their spells every 1d4 rds as level 50 casters. One living spell is Create Greater Demiplane. The other is Permanency. Because of this, the plane is constantly growing. Creatures looking for new land to stake a claim to follow these living spells closely so as to get first dibs and request special features.

In play: This plane has a very high probability of creating paragons of every single lifeform native to it. While insanely powerful, this has a surprising side effect. Holding on to large pieces of territory is extremely difficult and the social structures that last tend to do so by cooperation, not by sheer force. When even the plants, squirrels and bugs have, at minimum, 15s on all stats, nobody is being tricked into much or treated as inferior.
When colony creatures, such as ants, bees, prairie dogs, etc. have these templates, they can defend themselves very effectively and all of their neighbors will tend to treat them well to avoid becoming targets of expansion.
Even normal prey/predator relationships have been changed by this. Obligate predators have been known to establish long term symbiotic relationships with their preferred prey. They perform tasks for prey cultures or prey individuals in exchange for donations of body parts, which will regenerate shortly after. Aggressive predators are quickly dealt with by superior numbers of cooperative prey animals.
Paragon fruit and nut trees, though still immobile, are now intelligent enough to enlist the help of animals to establish compost sites beneath their branches in exchange for produce.
Farming of root vegetables and other types of produce which do not leave behind a living plant is a highly dangerous job. Until the plane was locked down, there was a brisk trade off-world for seeds and starter plants that didn't possess high stats and spell like abilities. Now, fresh farmlands are having to develop in newly created expansion zones, with the requests of normal areas so that standard plants can grow. These areas can still be quickly overrun by invasive plants, so they move regularly.

RPG Superstar 2012 Top 16

Wow, people, you are seriously overestimating the power of this spell.

There's an Epic Spell from 3.5 that will eventually give you what you want sizewise, but much more slowly.

But the PF version gives you 20 10x10x10 rooms. 20,000 cubic feet. IN other words, a 20' x 50' house with 2 floors.

Per casting, at 22k a pop. You don't get an entire world. You don't even get a castle.

So, a better question is, with 225,000 gp, you can cast this spell ten times. It gets you 400,000 square feet of space, 10' high...about the size of a large mansion with multiple floors.

In terms of real size, you've spent 225,000 gp to create an area slightly larger then a football/soccer field.

And note: You can only cast it once/6 hours.

Create Demiplane in 3.5 was MUCH more powerful.
================================
Genesis

Conjuration (Creation)

Level:
Creation 9

Components:
V, S , M, X P

Casting time:
1 week (8 hours/day)

Range:
180 ft.

Effect:
A demiplane on the Ethereal Plane centered on your location

Duration:
Instantaneous

Saving Throw:
None

Spell Resistance:
No

This spell creates an immobile, finite plane with limited access—a demi-plane.

Demiplanes created by this power are very small, minor planes. A character can cast this spell only on the Ethereal Plane. When he or she casts it, a local density fluctuation precipitates the creation of a demiplane. At first, the demiplane grows at a rate of a 1-foot-radius per day to an initial maximum radius of 180 feet as the fledgling plane draws substance from surrounding ethereal vapors and protomatter or astral ectoplasm.

The character determines the environment in the demiplane when he or she first casts genesis, reflecting most any desire he or she can visualize. The caster determines factors such as atmosphere, water, temperature, and the shape of the general terrain. However, the spell cannot create life, nor can it create construction. If desired, these must be brought in by some other fashion.

Once the basic demiplane reaches its maximum size, the character can continue to cast this spell to enlarge the demiplane if he or she is inside the boundaries of the demiplane. In such a case, the radius of the demiplane increases by 60 feet for each subsequent casting.

If the spell is cast again while outside an existing demi-plane, the casting creates a separate bubble that does not touch or overlap any previously created demiplane.

XP Cost: 5,000 XP. (Note: XP was calculated MUCH differently in 3.5!!! 5000 xp was 1/4 of your level at level 20!)

==Aelryinth

RPG Superstar 2012 Top 16

ONe interesting thing 3.5 had was an Epic Rod that generated 10,000 xp/day which you could use to pay for experience point costs on spells.

Set one of those up with an Artifact that recasts Genesis every week for perpetuity, and you have a slowly growing customized demiplane for no additional time effort or cost.

But it would still take centuries to hit the sizes people are talking about here. 60 feet radius a week is not quick! (it takes 44 weeks to gain a mile in diameter).

==Aelryinth

Shadow Lodge

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Aelryinth wrote:

Wow, people, you are seriously overestimating the power of this spell.

There's an Epic Spell from 3.5 that will eventually give you what you want sizewise, but much more slowly.

But the PF version gives you 20 10x10x10 rooms. 20,000 cubic feet. IN other words, a 20' x 50' house with 2 floors.

Per casting, at 22k a pop. You don't get an entire world. You don't even get a castle.

So, a better question is, with 225,000 gp, you can cast this spell ten times. It gets you 400,000 square feet of space, 10' high...about the size of a large mansion with multiple floors.

In terms of real size, you've spent 225,000 gp to create an area slightly larger then a football/soccer field.

I may be reading this wrong, but:

Greater Create Demiplane wrote:
Effect extradimensional demiplane, up to 20 10-ft. cubes/level (S)

Doesn't this mean that a 20th level caster would get 20*20 = 400 10ft cubes with a single casting, or 40,000 square feet (400*10*10) with a 10ft ceiling? (I'm not sure where your math went with the multiple castings example.)

It's still not a world and it would take a couple castings for a decent castle but you could fit a very nice house and grounds in your demiplane with just one casting.


Raving Dork is the OP and his example infers a homebrew version of the spell that allows for endless growth. As someone pointed out, a demi plane big enough will pull in lost matter via gravity.

Also, my idea of world trees which have the natural power of casting create demiplane in their roots. They attract matter in the way some trees create land in Louisiana. They otherwise look like bigger than normal oak trees and can talk to elves, druids, rangers, and savage mages telepathically.

RPG Superstar 2012 Top 16

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Weirdo wrote:
Aelryinth wrote:

Wow, people, you are seriously overestimating the power of this spell.

There's an Epic Spell from 3.5 that will eventually give you what you want sizewise, but much more slowly.

But the PF version gives you 20 10x10x10 rooms. 20,000 cubic feet. IN Per casting, at 22k a pop. You don't get an entire world. You don't even get a castle.

So, a better question is, with 225,000 gp, you can cast this spell ten times. It gets you 400,000 square feet of space, 10' high...about the size of a large mansion with multiple floors.

In terms of real size, you've spent 225,000 gp to create an area slightly larger then a football/soccer field.

I may be reading this wrong, but:

Greater Create Demiplane wrote:

Effect extradimensional demiplane, up other words, a 20' x 50' house with 2 floors.

to 20 10-ft. cubes/level (S)

Doesn't this mean that a 20th level caster would get 20*20 = 400 10ft cubes with a single casting, or 40,000 square feet (400*10*10) with a 10ft ceiling? (I'm not sure where your math went with the multiple castings example.)

It's still not a world and it would take a couple castings for a decent castle but you could fit a very nice house and grounds in your demiplane with just one casting.

If you noticed, Weirdo, that's exactly what I did for the second example. I did indeed screw up on the first one.

40,000 sq ft/casting, 400k sq feet = slightly smaller then a football field for ten castings.

Cue the Greater Metamagic Wand of Widen so you get x8 area!!!

Your most cost-effective way of casting this spell is with a Greater Metamagic Wand of Widen, so you get 16k cubic feet/caster level, = 8 castings of the spell, but only have to pay for one Permanency. The Rod pays for itself the first time you cast the spell...and you can do it 3 t/day!

==Aelryinth

RPG Superstar 2012 Top 16

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Goth Guru wrote:

Raving Dork is the OP and his example infers a homebrew version of the spell that allows for endless growth. As someone pointed out, a demi plane big enough will pull in lost matter via gravity.

Also, my idea of world trees which have the natural power of casting create demiplane in their roots. They attract matter in the way some trees create land in Louisiana. They otherwise look like bigger than normal oak trees and can talk to elves, druids, rangers, and savage mages telepathically.

Little srpoutlings of Yggdrasil, scattered around the multiverse!

==Aelryinth


Tron. That's all, just Tron.

(Not really, probably more like the library thing with raging storms outside but no chance of power failure and loooooooooots of extra time and bountiful and stuff.)


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Aelryinth wrote:
Wow, people, you are seriously overestimating the power of this spell.

No, it has been mentioned several times. We are well aware, the presumption is that your character has found a way to be immortal and has the nearly-infinite time and resources necessary to make what they want rather than what they are limited to in one or two castings.

It's a mental exercise in creativity and fun. Stop being boring, that's my job.

Tacticslion wrote:

Tron. That's all, just Tron.

(Not really, probably more like the library thing with raging storms outside but no chance of power failure and loooooooooots of extra time and bountiful and stuff.)

Hmm. How 'bout this? Giant library, standard "endless bookcases" thing, and the whole place is lit with fruiting vines. The fruits on the vines glow brightly to light the place up, and can be picked and eaten if you're hungry.

The glowfruit regrows daily, and there is also a coffee bar somewhere.


Good. Coffee. Gotta have something for people who aren't me, and coffee is definitely that! :D


my plane would essentially be made of bunch of material that i could rearrange to my will. i would have a library, a lab, a mechanic place, a and it would have gravity i could control. there would be many large constructs to defend it. there would, of course, be a 5 star bedroom and a bunch of unseen servents to make me food and such


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A place of eternal Autumn, with crisp days and nights with clear skies. The trees would be awash in all the shades of red and gold you could imagine. I would have a comfortable, reasonably sized house for one person and my two dogs, a couple of guest rooms, and a gaming room for when my friends came to visit.


Mine would be like Hawaii except it would always be twilight (my favorite time of day) There would be some new agathions based on tapirs and peacocks but I'm not sure what they would be like. Lets say I could could keep casting to make it bigger I would make it about a mile across. the traits would be:

Alignment: Mildly good
Gravity: low
Energy: minor positive dominant
Morphic: yes
Time: Timeless.


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At the center of the demiplane is a comfortable log house, a grassy clearing, and a large freshwater pond with a short dock and a rowboat tethered to it. Around the clearing sparsely spaced deciduous trees. There are also scattered berry bushes that are always producing berries.

It's permanently a cool, late-summer night, but the ground is dimly lit by glowing flowers, and by stars above. It's positive-energy aligned causing injuries to heal more quickly, and time in the demiplane flows at twice the speed of the material plane. It is a permanent demiplane whose boundaries loop back on itself into an endless forest.


I just did the math and found in order for it to be 1 mile across you would need to cast the spell 697 times! (and that's assuming the "ceiling" is only 10 feet up). So maybe I'd make it smaller. Say 2 castings across (about 400 by 200 feet, assuming it's roughly rectangular) and each of those about 3 or 4 castings tall (30 or 40 feet).

Dark Archive

No gravity, everything is on fire. I would primarily use it to dispose of evidence.


Now that I think of it I rather dislike the area being defined as a number of 10 foot cubes due to the "ceiling's only 10 feet tall" problem I mentioned (unless your willing to drastically reduce the surface area). I think it would be better if it was expressed as a radius like genesis (maybe 5ft per 2 levels for lesser, 5 ft per level for normal, and 10 ft per level for greater.)


Also it doesn't say in the rules that you can't make the plane out of valuable materials, which I can only assume is an oversight on the designers part as that would be a game breaker.


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Where do people get the idea you can fill a demiplane with diamonds and gold?

Create Lesser Demiplane wrote:
It is filled with air or water (decided by you). The plane is generally flat and featureless, such as an earth, stone, water, or wood floor. The “walls” and “ceiling” of the plane may appear like solid earth, stone, wood, or water, or they may end in mist, a featureless void, or a similar unreal-looking border.
Create Demiplane wrote:
Bountiful: Your demiplane gains a thriving natural ecology, with streams, ponds, waterfalls, and plants.
Create Demiplane wrote:
Structure: Your demiplane has a specific, linked physical structure, such as a giant tree, floating castle, labyrinth, mountain, and so on. (This option exists so you can pick a theme for your plane without having to worry about the small details of determining what spells you need for every hill, hole, wall, floor, and corner).

And that is all you can do to select the materials your plane consists of. After that, you need to bring your own. The structure option is there to facilitate quickly getting the place set up so they don't have to muck around doing construction, not giving your players some way to get rich quick. If anyone tried to abuse that in a game I'm running the first answer would be "no" followed by some very bad things happening if they continued to persist. Like me burning their character sheet. Well, more of me asking them to print it so it can be burnt, but you get the idea.


Might as well throw my own demi-plane into the mix.

The Wizard Zam (real name Charles Dubont, Zam is his wizard alias) being interested in commerce created a demiplane that has portals located near several major cities. Each portal opens into a 20' wide, 20' tall, 50' long stone passage that leads to what appears to be a dwarven fortress. The entire passage looks like a siege engineer went on a drunken holiday in building fortifications. There are 2 iron golems next to the entrance to the fortress. The road itself is an animated object that can be controlled by the guards. A poorly concealed mechanism over the door holds an inexhaustible supply of water that can be released in the worst case scenario to completely flood the path (and create a new river where the portal opens on the other side).

The guards charge a small fee (2 gp per cart, 1 sp per person/animal) and check for contraband (currently only slaves and armies are not allowed to use the portals). Anyone carrying contraband is allowed to return where they came from if they don't wish to give it up. Armies are always turned away.

Within the walls beyond is a large cave that holds a large night market, several shops and warehouses located in the stone walls. Within the cave itself are both permanent structures and tents set up to peddle all sorts of wares. Wagons aren't permitted to travel through the center of the cave, but must follow the paths and tunnels around to the portal or stable they are heading towards.

Looming over the market is a gaudy red and black wooden building that appears to be lifted from the movie 'Spirited Away'. Besides baths and inn rooms the building also has a gambling parlor. It is well known that anything can be had there if the buyer can pay the asking price.

Contrary to expectations, the Master of the Red Castle is a mysterious woman who seems to be some sort of noble. Nobody is sure where she came from, and her appearance seems to change with her mood. She very rarely sees customers except for her brief inspections of the facilities. Rumors are that she likes to serve important guests while disguising herself as a simple maid. Rumors also claim she is a dragon, or a fay, or a god. Each week the rumors change.


Well, since people are still adding. I made one as a boon for my campaign for the party. It is the demi-plane of a retired wizard, who runs it with his family as a magic shop for adventurers. It is accessed via 1 of 2 portals, located in closets in the small magic shops his family runs (sell magical supplies and limited magic items, up to level 4).
Once an adventuring party has gained enough reputation, they are invited to the shop and brought to the demiplane. The plane itself is a wooden building, 3,000 sq feet (10 foot ceilings, 2 castings of create demiplane), a 2000 sq foot workshop area, with the features of an alchemy lab, artisans workshop, magical repository, storage, and storefront. A secure door leads to a staircase and a second story where the shop owner and family members have living quarters, a kitchen, dining areas, as well as a scrying room. The light is always a dull sunlit room, unless the shutters are closed in which the dull light ceases. The rooms are furnished to a high standard.
Not much, but I liked the idea of a high level magic shop only being accessible by owner invite, and accessed from a number of cities that the party may visit.


An 18th century English manor, complete with gardens, servants and stables.

A place of relaxation, to get away from the world and dedicate some quality time to my extensive hobbies.


Bump, for interest.

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