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GMs and Players: How would you use Create Demiplane?


Pathfinder RPG General Discussion

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Pathfinder Adventure Path, Roleplaying Game Subscriber

Idea I had at work today.

If you want to have a safe demiplane, create a linking plane between your plane and the Material Plane.

The linking plane is a vertical dead magic shaft. The only way in and out for anyone who /isn't/ you is to go through that dead magic area and climb up.

And have an adamantine golem waiting for anyone who comes through without permission, because if you've already wasted THIS MUCH MONEY, why not have an adamantine golem?

:D


Ravingdork wrote:
LazarX wrote:
Ravingdork wrote:


A lich hiding his phylactery in just such a place will live forever.
Since I never see an example of a lich actually putting his phylactory in another plane, I'm fairly sure that I'd rule that a lich would need to abide in the same plane it does.

People online have been burying their phylacteries in adamantine vaults on the plane of earth, in the negative energy plane, and elsewhere for as long as I have been roleplaying.

The reason you never see things like this done in published material, is published liches are usually designed to be destroyed by the heroes at some point. If developers thought like players (or like real liches), than the liches would nearly be truly immortal.

Still, it's a fine house rule in keeping with many other spells, magic items, and abilities in the game. Does this mean you would allow your players to become liches?

Except a lich's body reforms near it's phylactery. It reforms without any of it's possessions and does not have any spells cast on it. The lich does not have control over the exact location of where his body reforms. During this period, he would be possible to target with spells and therefore locatable with divination magics. There are spells which can be used that are not blocked by lead, though they are usually more vague in nature.

Anything that survives long enough will probably gain the attention of a Marut, which would probably be willing to enlist adventurers to aid it once it narrows down where it's prey resides.


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber
Irontruth wrote:


Except a lich's body reforms near it's phylactery. It reforms without any of it's possessions and does not have any spells cast on it. The lich does not have control over the exact location of where his body reforms. During this period, he would be possible to target with spells and therefore locatable with divination magics. There are spells which can be used that are not blocked by lead, though they are usually more vague in nature.

Anything that survives long enough will probably gain the attention of a Marut, which would probably be willing to enlist adventurers to aid it once it narrows down where it's prey resides.

That's the fun thing about divination: NOTHING ever spoils it for long.

A dedicated diviner can learn ANYTHING he wants given time.

I don't see this as a weakness in my plan as EVERY ONE'S plan s vulnerable against it as well.

Death to all diviners!


Ravingdork wrote:

Another idea:

Use lesser create demiplane to create a simple, small yet deep lava pit. Surround it with just enough land mass that you can safely walk around it (perhaps a 5-10 foot wide path).

Key the portal to the realm to a portable container such as a bag, wagon, whatever.

You now have a portable incinerator for your trash. Infiltrating an enemy fortress and can't leave bodies behind as evidence of your infiltration? PORTABLE INCINERATOR! :D

May want to double check the spell description. Only the 9th level version comes with it's own portal. Of course you could use other means to create one, but a scroll of the 9th level version and a scroll of Permanency with an appropriately high caster level would probably be cheaper.

Also you can't create a demiplane full of lava unless you import the lava and have a means of keeping it from cooling. Of course you could always have the fire dominant trait and accomplish basically the same thing, but again 9th level (perhaps 8th) version of the spell.


bittergeek wrote:

Does the interior of a portable hole count as a demiplane? Could you cast one of the create demiplane spells to alter that interior, albeit on a tiny scale? That could be fun. Why settle for a bland empty space when a single spell could make it so much more comfortable - from a bountiful garden in miniature for the nature inclined, to a simple door at the bottom leading somewhere useful.

Or I can envision a much more expensive version of a portable hole, maybe shaped like a door that expands on command, where create demiplane is explicitly used during item creation - it most definitely leads to a demiplane that can be altered to suit the owner's whims. With an item rather than a permanency spell anchoring the effect, a simple dispel only disables it for a bit, instead of destroying it entirely. Combine it with mage's magnificent mansion to handle the construction of interior structures, plus lay on food and provide the minion servants, and you've got a great place to spend the night while adventuring.

Isn't that just a permanent item-based Magnificent Mansion? Like that little chess piece that expands into a tower. Only in this case it's a mini door that become a big door.


Eildath wrote:

Idea I had at work today.

If you want to have a safe demiplane, create a linking plane between your plane and the Material Plane.

The linking plane is a vertical dead magic shaft. The only way in and out for anyone who /isn't/ you is to go through that dead magic area and climb up.

And have an adamantine golem waiting for anyone who comes through without permission, because if you've already wasted THIS MUCH MONEY, why not have an adamantine golem?

:D

I like it. How about five or six planes between yours and the prime. Plane 1=dead magic and a golem. Plane 2= timeless with the nastiest summon monster spell (or three) you can cast (permanent thanks to timeless). Plane 4 = as plane 2, but full of water and an elder water elemental (or three). Plane 5 = negative energy dominate with the dead magic and nasty golem (or three). Plane 6 (just before your true demiplane) drops you off in the middle of a planar Ikea. Assuming the meddling kids have made it this far they'll never find their way out of that place and will eventually die of complications due to diabetes since the only available food is cinnamon rolls. The end. *bow*


Ravingdork wrote:
LazarX wrote:
Ravingdork wrote:


A lich hiding his phylactery in just such a place will live forever.
Since I never see an example of a lich actually putting his phylactory in another plane, I'm fairly sure that I'd rule that a lich would need to abide in the same plane it does.

People online have been burying their phylacteries in adamantine vaults on the plane of earth, in the negative energy plane, and elsewhere for as long as I have been roleplaying.

The reason you never see things like this done in published material, is published liches are usually designed to be destroyed by the heroes at some point. If developers thought like players (or like real liches), than the liches would nearly be truly immortal.

Still, it's a fine house rule in keeping with many other spells, magic items, and abilities in the game. Does this mean you would allow your players to become liches?

A few editions back phylacteries were basically just magic jars. If you put it in a place no one would ever find it, you risked being trapped in the jar if killed. Also wouldn't putting one on a no magic demiplane trap the lich there when it reform (if it can on a no magic plane.


hmm...

I wonder if the Azlanti or anyone from Thassilon knew the secret to creating demi-planes? if so, they could have stored selected followers there as a hedge against the destruction of their culture.


Tiny Coffee Golem wrote:

On another note:

If a plane has the no magic trait how do you dispel it...ever?

Quote from d20pfsrd::

Dead Magic

These planes have no magic at all. A plane with the dead magic trait functions in all respects like an antimagic field spell /b]. Divination spells cannot detect subjects within a dead magic plane, nor can a spellcaster use teleport or another spell to move in or out. The only [b]exception to the “no magic” rule is permanent planar portals, which still function normally.

Antimagic Field

School abjuration; Level cleric/oracle 8, sorcerer/wizard 6
CASTING

Casting Time 1 standard action
Components V, S, M/DF (pinch of powdered iron or iron filings)
EFFECT

Range 10 ft.
Area 10-ft.-radius emanation, centered on you
Duration 10 min./level (D)
Saving Throw none; Spell Resistance see text

DESCRIPTION

An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.

An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration.

Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.)

A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsider are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities may be temporarily nullified by the field. Dispel magic does not remove the field.

Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field. Artifacts and deities are unaffected by mortal magic such as this.

Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field

So an artifact or a deitie could dispel your plane (it´s against the spirit of dead magic - but well the refered to the spell..).

It´s also possible, that someone could dispel it standing outside of the plane through the planar portal (it it´s the same as the Gate spell).


Mr. Quick wrote:

hmm...

I wonder if the Azlanti or anyone from Thassilon knew the secret to creating demi-planes? if so, they could have stored selected followers there as a hedge against the destruction of their culture.

Rise of the Runelords answers that question.

spoiler:
In adventure no 5. a dungeons complex was constructed on the material plane and transportet in a separate demiplane. Interresting fact: there plane has a plane shift component, but it was unknown to anyone outside the plane (I guess runelords don´t count)


Tiny Coffee Golem wrote:
Viktyr Korimir wrote:


The Chort wrote:
How would you make use of planar time?

Any economic use of the demiplane that doesn't rely on mortal labor benefits from double time; mortal labor is tricky, because you're allowing them to get more done in less time but you're also shaving years off of their lives. This doubles the yield of the bountiful trait, if you're thinking to go that route.

You can use half time and a ring of sustenance to extend your life by 1/6th, or about 15 years for a human.

Timeless is difficult to find a use for. The only real uses appear to be extending spell durations and buying time for people with urgent conditions.

Make the planar hub timeless and use Summon Monster I-IX for cheap labor. They're essentially permanent spells in the timeless plane.

I wonder if this could be viewed as an evil act, after all you could empty the heavens by summoning all their inhabitants. On the other hand, you could use it as a kind of prison for all those nasty demons^^


Banpai wrote:


I wonder if this could be viewed as an evil act, after all you could empty the heavens by summoning all their inhabitants. On the other hand, you could use it as a kind of prison for all those nasty demons^^

Depends on what you summon. You could just summon a crap ton of elementals. They're neutral and only involved in a war with each other when they happen to meet.

If you summon too many angels or demons I imagine the generals of the respective armies will begin to tell gods of the respective domains and shut down the plane...hard. Best to summon things that don't have an organized heirchy.


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber
Tiny Coffee Golem wrote:
Also you can't create a demiplane full of lava unless you import the lava and have a means of keeping it from cooling. Of course you could always have the fire dominant trait and accomplish basically the same thing, but again 9th level (perhaps 8th) version of the spell.

I was under the impression that the plane could consist of anything you wanted. Is there proof to the contrary?

I reread all three spells, and it seems to be a matter of interpretation to me (as I can find no hard evidence either way).

In any case, even if I'm wrong, the 8th-level version allows you to create one big feature per casting (such as a mountain, floating castle, etc).

What's to say that feature isn't a big pit of lava, a volcano, or a castle with a lava moat?


Ravingdork wrote:
Tiny Coffee Golem wrote:
Also you can't create a demiplane full of lava unless you import the lava and have a means of keeping it from cooling. Of course you could always have the fire dominant trait and accomplish basically the same thing, but again 9th level (perhaps 8th) version of the spell.

I was under the impression that the plane could consist of anything you wanted. Is there proof to the contrary?

I reread all three spells, and it seems to be a matter of interpretation to me (as I can find no hard evidence either way).

In any case, even if I'm wrong, the 8th-level version allows you to create one big feature such as a mountain, floating castle, etc.

What's to say that feature isn't a big pit of lava, a volcano, or a castle with a lava moat?

Quote:
You create a small, finite demiplane. You must be on the Astral or Ethereal Plane or on a plane that has access to one of those planes (such as the Material Plane) to cast this spell. When you cast the spell, you decide whether the demiplane is within the Astral or the Ethereal Plane. 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. The plane’s environmental conditions are those of a temperate spring day on the Material Plane. You determine the plane’s light level (bright, normal, dim, or darkness), which affects the entire plane.

Lava isn't so much a given. D:


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber
The Chort wrote:

Quote:
You create a small, finite demiplane. You must be on the Astral or Ethereal Plane or on a plane that has access to one of those planes (such as the Material Plane) to cast this spell. When you cast the spell, you decide whether the demiplane is within the Astral or the Ethereal Plane. 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. The plane’s environmental conditions are those of a temperate spring day on the Material Plane.[/b] You determine the plane’s light level (bright, normal, dim, or darkness), which affects the entire plane.
Lava isn't so much a given. D:

You do know that lava is made of earth just as much as sand or dirt is, right? They are all different states of "earth."


Ravingdork wrote:
The Chort wrote:

Quote:
You create a small, finite demiplane. You must be on the Astral or Ethereal Plane or on a plane that has access to one of those planes (such as the Material Plane) to cast this spell. When you cast the spell, you decide whether the demiplane is within the Astral or the Ethereal Plane. 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. The plane’s environmental conditions are those of a temperate spring day on the Material Plane. You determine the plane’s light level (bright, normal, dim, or darkness), which affects the entire plane.
Lava isn't so much a given. D:
You do know that lava is made of earth just as much as sand or dirt is, right? They are all different states of "earth."

...yeah, but that's a bit of a stretch. Rather, it's implying quite a bit that you have unlimited control over keeping sections of your plain at whatever temperature you desire. "This part is cool and temperate, while this section of earth is 2000 degrees." ...I don't really see it.

I guess I'd be a little more believing if you applied the the Create Demiplane (8th level version)

Elemental: Your plane gains the air-, earth-, fire-, or water- elemental dominant trait.

...but I'm still not quite sure what it would take for a plane to have volcanic activity. Meh. To each their own I suppose, but I wouldn't be surprised to see GMs as very stringent in their interpretations.


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber
The Chort wrote:
Rather, it's implying quite a bit that you have unlimited control over keeping sections of your plain at whatever temperature you desire. "This part is cool and temperate, while this section of earth is 2000 degrees." ...I don't really see it.

Actually, it has a lot more to do with pressure than temperature. It's the great pressure and friction of tectonics that creates the heat and grinds and melts the rock into lava and forces it to the surface.

The Chort wrote:

I guess I'd be a little more believing if you applied the the Create Demiplane (8th level version)

Elemental: Your plane gains the air-, earth-, fire-, or water- elemental dominant trait.

...but I'm still not quite sure what it would take for a plane to have volcanic activity. Meh. To each their own I suppose, but I wouldn't be surprised to see GMs as very stringent in their interpretations.

I can certainly see GMs ruling thus. Still, I think it could be done with the "feature" option of Create Demiplane rather than the Elemental trait (which would also work well).

If you can create a mountain, why not a volcano? :P


Tiny Coffee Golem wrote:
May want to double check the spell description. Only the 9th level version comes with it's own portal. Of course you could use other means to create one, but a scroll of the 9th level version and a scroll of Permanency with an appropriately high caster level would probably be cheaper.

You don't need the permanency. Using greater create demiplane to create features or change planar traits has a duration of Instantaneous.


Viktyr Korimir wrote:
Tiny Coffee Golem wrote:
May want to double check the spell description. Only the 9th level version comes with it's own portal. Of course you could use other means to create one, but a scroll of the 9th level version and a scroll of Permanency with an appropriately high caster level would probably be cheaper.
You don't need the permanency. Using greater create demiplane to create features or change planar traits has a duration of Instantaneous.

Re read the spell. You need permanency to make it permanent, otherwise it's a day per level. The "instantaneous" duration is for the purposes of changing your Demiplane.

Edit: just re read that. You're correct. You can add a portal by casting the 9th level version. However the original comment was discussing the cost/benefit ratio of creating a portal using one of the spells below 9th level. My point was that getting a scroll of 9th level version + permanency so you only have to do do it once would be cheaper than creating a portal as a magic item.


Ravingdork wrote:


This, of course, assumes plane shift is like teleport in that you need to know where you are going before you cast.

You don't need to know where you are going, but you need a turning fork attuned to the plane that is worth 500gp.


fictionfan wrote:
Ravingdork wrote:


This, of course, assumes plane shift is like teleport in that you need to know where you are going before you cast.

You don't need to know where you are going, but you need a turning fork attuned to the plane that is worth 500gp.

Where did you get the cost from? Also, how one "attunes" the fork is a total DM fiat.

pLAnE ShiFT:

School conjuration (teleportation); Level cleric 5, sorcerer/wizard 7 casting Time 1 standard action
components V, S, F (a forked metal rod attuned to the plane
of travel)
range touch
Target creature touched, or up to eight willing creatures
joining hands
duration instantaneous
Saving Throw Will negates; Spell resistance yes
You move yourself or some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected by the plane shift at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination. Plane shift transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back (including casting plane shift again).

Shadow Lodge

Ravingdork wrote:

.

I wasn't expecting someone to bring that up. I was, however, fully expecting someone to challenge the ability to plane shift into an anti-magic zone in the first place. ;P

You're probably right, best to leave out the anti-magic. Still, it's hard to plane shift to a place no one knows anything about (obviously, only the lich would know of such a place and, as such, would be impossible for anyone else to get to without somehow getting the secret from the lich).

This, of course, assumes plane shift is like teleport in that you need to know where you are going before you cast.

you can choose a limited magic type and pick and choose which spells do, and do not function.

so you could say that planer travel and the magic of the phylactery to still work in said demi plane.

Liberty's Edge

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Pathfinder Adventure Path Subscriber

This is an awesome question and a great topic! Since you asked...

I'd probably make a nice three story Arabian style fortress villa with an inner courtyard and wrap-around covered porch. Maybe a nice fountain with a huge water elemental bound into it to keep it running and lash out at intruders who got too close. An iron golem or two in the entryway. Greater glyphs of warding on all the major entrances. Permanent unseen servants to clean and tend the place, separate rooms for my parties needs...alchemy lab, library, crafting hall, temple, training room, kitchens, etc. Definitely an infirmary with healing potions and scrolls on hand in case I needed to haul a stricken companion in for treatment. I'd probably make several simulacrums of myself and stow them behind illusory walls to come out and cast low-to-mid level spells whenever there's a need, and order them to obey my companions too just in case they need help and I'm not there. I'd use greater planar ally to summon and bind a few outsiders of agreeable alignment there to act as staff...maybe a lillendi as an entertainer and healer...a few genies to do chores, thug people, and transport visitors in and out using their plane shift ability. There are plenty of favors an immortal genie noble would loan some of his kin to an uppity mortal wizard or cleric for. Mortals don't live terribly long by an outsiders reckoning but, funny thing, our lack of racial hit dice means we often get access to high level spells more quickly and more often than they do. Here's how that would go;

PC: "I will trade you this size large +3 adamantine evil outsider bane falchion of speed I made for you, in recognition of your awesomeness, for some genie thugs to Geas and keep in my house to do my bidding for what will be, to you, a pathetically short amount of time."
Genie Noble: "Deal mortal. Now get out of my crazy floating island of earth on the plane of air palace before I sic these two female young adult silver dragon foreign exchange students on you."

I'd also keep a prison of some sort...maybe a room with a modified dimensional lock and permanent symbols of pain inscribed on all the surfaces that auto-fire whenever an 'unauthorized' creature shows up. Then I'd use teleport trap to re-route intruding magicians and magical creatures into the room. I like the movie Hook so I'd call it the "Boo Box". If some evil outsider made me mad I'd cast dimensional anchor on it, Geas it to be unable to leave the room until it said "I'm sorry" one hundred thousand times in Celestial, and then throw its ass in.

Which...may or may not be an ethos violation...but I'd cross that bridge when I got to it.


*casts thread necromancy*

Well, our campaign is drawing close to 7th level spells, so I thought this was as good a time as any to bring this thread back from the grave.

So... Anyone have other ideas on create demiplane? I love everything that has been posted so far, (I had a great time rereading this thread) but the more the merrier when it comes to ideas with this spell.

To previous posters: Has anyone actually put their plans into motion? If so, how did it play out?


Pathfinder Roleplaying Game Subscriber

How does anyone plane shift to a plane NOONE is familair with....

Planeshift requires a focus of a "Key" attuned to the plane. Don't let anyone else there (or let them get your key) and they can not plnaeshift there.


I’d construct a simple, elegant and perfectly mundane building or substructure--an inn, a temple, a tower--and match my demiplane to its interior exactly. The demiplane’s gates would correspond to the building’s entrances, save perhaps a secret exit gate that led to some remote mountain fastness. Anyone entering the structure by unorthodox means (passwall, for example) would find it mysteriously empty.

I’d construct the demiplane in the astral plane, so that whenever I grow wroth at a visitor and will them gone, they’ll be ejected into the starry void--good luck, dirtbags!

Divination would be impeded, making it tough for visitors to determine they’d left the material plane. All the other features would suit my spellcasting style and alignment. There might be a bountiful greenhouse, perhaps some escher-like conveniences in my private quarters.

Hide in plain sight is my motto.


Viktyr Korimir wrote:

If I ever become a Lich, I'm going to make my phylactery the sun. No, I'm not going to hide it in the sun-- I'm going to craft it into the source of the elemental vortex that fuels the fire body itself.

What's that? Adventurers would just destroy the sun?

Not when there's an entire solar system full of sentient beings orbiting it.

I have to admit that's hilarious.

Also hilarious: this means if you are ever killed, your body will start to reform on the surface of the sun 1d10 days later. (Lay aside the matter of how to parse the meaning of “day” in the previous sentence.) Your body will be instantly destroyed, of course. Then it will start to reform again...

The cycle may end sometime before the heat death of the universe, if the gravity of the cooled white dwarf your sun will eventually become is not enough to crush your bones to powder. You should hope you are not conscious of any pain in the meantime.

Scarab Sages

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I would create a timeless garden with a small cottage in the middle. No portal. My personal Garden of Eden.

I would then use Astral Projection to wander the planes at will, while never physically leaving my sanctuary.


Ughbash wrote:

How does anyone plane shift to a plane NOONE is familair with....

Planeshift requires a focus of a "Key" attuned to the plane. Don't let anyone else there (or let them get your key) and they can not plnaeshift there.

Creatures that can Plane Shift as a Spell-like ability do not require a focus... although they would still need to KNOW that the plane exists.


*random thought* Samsarans crazy ability of adding spells from other spell lists could be used with this too. By adding a summoners Create Demiplane and Lesser (Greater not available for stealing) you can start creating demiplanes as soon as level 9.

...just be sure you have a cleric or that you also borrow plane shift from the Summoner spell list. Otherwise you won't be able to go to your plane again. (After you cast, go there/eject yourself)

Spoiler:
Mystic Past Life (Su):
You can add spells from
another spellcasting
class to the spell list of
your current spellcasting class. You add a number of spells
equal to 1 + your spellcasting class’s key ability score bonus
(Wisdom for clerics, and so on). The spells must be the
same type (arcane or divine) as the spellcasting class you’re
adding them to. For example, you could add divine power to
your druid class spell list, but not to your wizard class spell
list because divine power is a divine spell. These spells do not
have to be spells you can cast as a 1st-level character. The
number of spells granted by this ability is set at 1st level.
Changes to your ability score do not change the number of
spells gained. This racial trait replaces shards of the past.


Ughbash wrote:

How does anyone plane shift to a plane NOONE is familair with....

Planeshift requires a focus of a "Key" attuned to the plane. Don't let anyone else there (or let them get your key) and they can not plnaeshift there.

Artanthos wrote:

I would create a timeless garden with a small cottage in the middle. No portal. My personal Garden of Eden.

I would then use Astral Projection to wander the planes at will, while never physically leaving my sanctuary.

I really like this idea. Creating a place that no one knows about, don't even make a portal. Sure, make some of your demiplanes with portals, but not your personal sanctuary.

Just make sure guard against divinations as best you can. ~.~

Grand Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game, Tales Subscriber
Ravingdork wrote:
LazarX wrote:
Ravingdork wrote:


A lich hiding his phylactery in just such a place will live forever.
Since I never see an example of a lich actually putting his phylactory in another plane, I'm fairly sure that I'd rule that a lich would need to abide in the same plane it does.

People online have been burying their phylacteries in adamantine vaults on the plane of earth, in the negative energy plane, and elsewhere for as long as I have been roleplaying.

The reason you never see things like this done in published material, is published liches are usually designed to be destroyed by the heroes at some point. If developers thought like players (or like real liches), than the liches would nearly be truly immortal.

Still, it's a fine house rule in keeping with many other spells, magic items, and abilities in the game. Does this mean you would allow your players to become liches?

Depends, it would however be the end of that character's career as a PC for most cases. However in many cases it's practicality. A lich would want their phylactory in such a place that it would be hidden but still allow them to exit their place of rebirth without using major magic... just in case.

The other thing is that it's no mean stretch to make an antagonist absolutely invulnerable with the ruleset. It makes for lousy story though.


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THE DEMIPLANE CANNON:
If I had an uberpowerful mage with a lot of cash I think I would create a spherical plane. With no air in it - essentially a vacuum plane. Then I would place a portal on the top and on at the bottom. The portal at the bottom should be set so that its exit would be the top portal. And I should be able to change the exit of the bottom to another portal at will -this other exit portal I would place on my small flying ship (I would obviously have a lot of cash to buy these things) - Now If you drop a large rock og metal sphere into the portal that exits at the top of the demi plane this rock would drop to the bottom portal and then immediately exit at the top again - it would be falling for as long as one wanted - never attaining terminal velocity because of the vacuum essentially accelerating to relativistic speeds- at some point I could then at will change the exit of the bottom portal to my portal mounted on the flying ship - and voila I would have a railgun type cannon but one capable of releasing energy comparable to the largest nuclear blasts. the range and maximum output of such an awesome weapon would be limited by the durability of the projectile...and perhaps of the ship becaus of the heat generated by the friction as the projectile enters normal atmosphere but the gun would have no recoil at all. and weigh nothing or very little. Rate of fire would be relatively slow - but it would not take many hours for the projectile to gain enough momentum to create explosions equal to a medium sized nuclear device.


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I would put gravity about 2/3 normal.

Sunny with a cool breeze during daylight hours. (Rain and other weather only happen at night to keep the plants and animals alive.)

Small sea with a sandy beach.

Put several small villas near the water.

Time in the plane is double the mortal realm.

Port in some dryads, nymphs, incubi, succubi, etc...

Then, charge the jaded rich a fortune to for some time in a vacation paradise. No crowds or other idiots to worry about. Double your vacation time which is never ruined by inclement weather. Etc...


Emmit Svenson wrote:
Viktyr Korimir wrote:

If I ever become a Lich, I'm going to make my phylactery the sun. No, I'm not going to hide it in the sun-- I'm going to craft it into the source of the elemental vortex that fuels the fire body itself.

What's that? Adventurers would just destroy the sun?

Not when there's an entire solar system full of sentient beings orbiting it.

I have to admit that's hilarious.

Also hilarious: this means if you are ever killed, your body will start to reform on the surface of the sun 1d10 days later. (Lay aside the matter of how to parse the meaning of “day” in the previous sentence.) Your body will be instantly destroyed, of course. Then it will start to reform again...

The cycle may end sometime before the heat death of the universe, if the gravity of the cooled white dwarf your sun will eventually become is not enough to crush your bones to powder. You should hope you are not conscious of any pain in the meantime.

Clearly you'd need some non-item based way to be immune to heat and pressure. Perhaps a spellbook with a few key spells that is similiarily immune to keep near where your body reforms. because I assume you'd want to leave at some point.


I've stated this in other threads around create demiplane, but my best idea is timeless trait, antimagic field the whole place (except 5ft square only you know about, perhaps in a wall) and then populate it whit as many big ass golems as you can make.
Have to portal entry above in the air above a pit with golems, they can help you reach the portal, and with uninvited guests, well good luck fighting golems without magic or magical weapons.

For the rest you can have your usual palast, harem and garden eden up there to be cozy while you live in your very own plane.

Also build some traps at the very beginning that are golem-proof, you don't want someone using golems aganst you. Best part, noone survives to know about the traps, and if you sent in goelms first, well you lost them.

Shadow Lodge

I have a 17th level character now that has created a demiplane and made it permanent. For the most part it is purely flavor and backtory, though I have let the DM and players (but not character's know I do not mind using it if needed).

I am a Cleric of Pharasma sent on a mission to introduce more faithful of Pharasma to the Mendevian Crusade (long term goal) and to begin to establish a base of power there beside the Imodeans, on the grounds that the Worldwound, the amount of death and destruction, and the otherworldlyness are not acceptible. But, because we tend to use powers that are sometimes not so Paladin friendly, I wanted to have a special training site, and as I got Leadership (and followers) as a bonus Feat, I created the plane to serve both that function and also as a personal sanctuary/temple.

I forget specifically the diminsions, but it I used all three of the Create Demiplane spells to build it. It does loop back on itself, though and only the central portion of it is permanent. The outer side I need to recast about 2/month (between play as I only have 1 9th level spell due to an Archtype).

I modified it slightly so that it has a lesser version of Positive and Negative Energy Affinity, (no fast healing or anything), but that healing does slightly more, especially when used against Undead, and "inflicting" are especially cold and draining, except when against Undead. It's more thematic than anything as we are talking about literally a few points of damage at most. The entire plane constantly feels chilly (illusion), but is actually normal temperature and follows normal (material plane) time, both in the hours er day and in the amount to time that being in the plane acts with outside of the plane. However, there is a small chance for mishaps, particularly with the use of powerful divine magics that can augment this, (simply due to the fact that Fate is not something that is controlable or certain).

The cental portion of the plane is a large gothic cathedral, falling into ruin, stocked with common and simple foods and with amenaties like a military barracks. It's courtyard is designed for martial and religious/martial study (crusaders), and does hold a moderate library. The terrain is exceptionally barren, but constantly raining a fine mixture of either snow or ash, (Silent Hill) that obscures vsion beyond about 20ft, and essentually disipates on contact, leaving a very fine layer of soft snow on the ground, and having (again an illusionary) muffling of sound in the immediate area just like with a normal snow.

Within the central ara, Conjuration Summoning and Creation spells do not function and within the cathedral itself, all magic fails (Antimagic Sphere), which is designed to be the position of defense if there is ever a breach. Otherwise, the outer area of the plane, whcih is only about a mile in area total, is still a cold, but forest and mountain terrain where all magic effects are still normal, and random abbominations wander, mostly shadow illusion that are partially real. This is designed to offer trainees to be able to actually fight against things, while at the same time hieghteing the sense of dread and terror at their sheer monstrosity and alieness of these denizens, and this is the only location that can normall be accessed when entering the plane as a whole.

The entire plane is constantly in a state of early winter, and also early dawn or late dusk, (you can not be sure, and the sky is obscured anyway). With the exception of latrines and the cathedral, there are no other buildings, though on the outer paremeter, there are random caves nooks. I spent a few thousand GP to stoc the place with weapons and armor, spell components, wands of CLW, and other mundaine gear, just in case, as well as simple food and water, (this place is not designed for pleasure or ease at all), and a secret location (near the cathedral, essentually there is one square) that can be planer teleported into IF you know about it specifically, as a last ditched effort of escape. Essentually I have to cast miracle to either "word of recall" or some other slightly improved version of a plane hoppping spell to get there, which kind of sucks, but it is what it is.

All in all, I spent about 14 of my total 17th level allotment of moneys on this place, and it is primarily just for fun and flavor. :) It is very much a gothic, dark world, heavily influenced by Silent Hill.

To be honest, if a BBEG ever got contro of the place, they probably couldn't do too much, besides having a rather odd personal HQ (which itself is powerful, but not really much differnt than any other planer HQ). They could begin to taint and corrupt the area, and destroy the stockpile of equipment, but again, not really different than any other plane.


The big boss's treasure contains page 5 of 8 of a long magic ritual entitled "Creating the semi-elemental demiplane of orgasmic win".

Which PC will carry that page around for the rest of the campaign wondering if the party will ever find the other pages?

Silver Crusade

I designed a demiplane for my wizard crafter (I never got to actually make it, but then I doubt it would work in a real campaign anyway). I can't remember the exact dimensions, but basically it was a single long circular shaft of great length. Around the edges of the shaft were a series of ledges (kinda like rail-less balconies that ran unbroken around the inside of the shaft, each about fifteen feet below the last) with ramps the allowed you to go from level to level. The plane itself was mildly neutral aligned and air dominant. The only entrance to the plane is on the ceiling directly above the middle of the shaft. The parts of the shaft that weren't over or under the ledges had the heavy gravity trait. At the bottom of said shaft I had a permanent one-way portal to the Abyss. Additionally, the plane had the limited magic trait, so that only spells cast by its creator functioned. So, basically, anyone trying to intrude on my plane who couldn't fly on their own found themselves plummeting straight down at a high rate of speed with no magic to stop them and a one-way ticket to the Abyss. There were also some other defenses, but I can't recall them offhand. Once on the ledges, gravity was objectively directional, with both the tops and bottoms of edge ledge full of various things. Time flowed half as fast on the plane, so crafting could be done in half the time (as compared to the material plane). There were a bunch of other details, but I'm having difficulty recalling them. I'll need to see if I still have my notes somewhere, but that's the gist.


Here is my Demiplane.

I am playing an elf wizard from Kyonin and going through the Carrion Crown series with notable side plots.

He created the “Bank of Greengold" in Greengold. It is solidly built stone building with artwork, etc., like some turn-of-the-century Merchant Bank. Inside, windowless stone vault lined with iron and lead. Inside that vault is a spherical adamantine cage. Inside that a permanent Prismatic Sphere. Five enchanted keys created during all this spellcasting allow key possesor to enter/leave the Sphere. Inside that, stacks of filthy lucre - coins, bars, +3 weapons, etc., and a portal to demiplane with antimagic trait and reduced magic (stopping the dispel magic, disjunction, etc.). Demiplane is 30 feet high and... whatever 3 castings of the Greater Demiplane spell give. There are shelves there with more filthy lucre and some dedicated Soul Dolls (a few with class levels) doing accounting and management. Also one battered flesh golem to move heavy stuff. Three more portals exist, connecting to three branch banks in Caliphais (Ustalev), Kerse (Druma), and Almas (Andorian). PC would have liked to hook up to Absalom, but that city has odd defenses and interesting government (GM plot). Demiplane is a warehouse and transportation. Key holders know about the portal, but never go inside. Goods and cash migrate through system. Losing the demiplane would be very bad but it’s designed to not be a catastrophic loss.

As for his personal place, it is a very nice manor house outside Greengold built in an eccentric hybrid style and constantly being worked, sort of a stone gothic version of the Winchester Mansion in San Jose. The nice, somewhat senile old elf (think Prof. Farnsworth from Futurama) has defenses worthy of a 17th level wizard but is really just a stalking horse - at most times a simulacrum. The real elf is in another demiplane with bountiful, morphic, and minor positive traits. The entire plane is setup as a wizard research labratory with library, parlor, rooms for six guests, etc. The plane ends in Wall of Force barriers. The demiplane is connected to the etherial and the coordinates/focus-fork-frequency/etc. is known only to the creator. I will be adding limited magic - no discern location, dispel magic, and disjunction based off what I just read above.

--ZilWerks


Hmm... actually a pile of gold would not be out of line in a demiplane. Metals used to be gathered like that, in nearly pure boulders just lying there.

Only when people ran out of the easy boulders, did they start mining. And nowadays one can be happy to find ore with 1:1000 mineral to rock.

-----------------

Anyways, i would make several demiplanes. Not just one. And mostly in the worm of a continuation of the tower from where they start. Like rooms..

Naturally bountiful. Maybe its just like appletrees in the middle of the rooms. Some with regular time, but atleast one with no time. The one without time would be for summoning stuff that would stay around forever (atleast inside that demiplane)

To be used for making applesauce by a horde of permanent unseen servants.
Others for storing libraries, laboratories, golem armies...
Atleast one with timeless and all magics enhanced for buffings before going out.. always via a new gate to wherever im exploring that day!

Grand Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game, Tales Subscriber
Detect Magic wrote:


In this campaign, a legendary figure known as 'the Old Mage' has managed to wisk away large portions of human culture during a cataclysm which has claimed most of the material plane. Floating amidst an infinite mist, humanity is nestled within a sprawling city comprised of the many pieces of different cities which the Old Mage managed to save.

So yea, I used the spell to create a Noah's Arc for humanity.

Must have been really tiny humans given that the size limitations of the spell suggest it really should have been named Create Large Walk-In Closet.

Dark Archive

Emmit Svenson wrote:
Viktyr Korimir wrote:

If I ever become a Lich, I'm going to make my phylactery the sun. No, I'm not going to hide it in the sun-- I'm going to craft it into the source of the elemental vortex that fuels the fire body itself.

What's that? Adventurers would just destroy the sun?

Not when there's an entire solar system full of sentient beings orbiting it.

I have to admit that's hilarious.

Also hilarious: this means if you are ever killed, your body will start to reform on the surface of the sun 1d10 days later. (Lay aside the matter of how to parse the meaning of “day” in the previous sentence.) Your body will be instantly destroyed, of course. Then it will start to reform again...

The cycle may end sometime before the heat death of the universe, if the gravity of the cooled white dwarf your sun will eventually become is not enough to crush your bones to powder. You should hope you are not conscious of any pain in the meantime.

Yeah but imagine all the poor paladins when the sun detects as evil. Noooooo our goddess has betrayed us lol


Create Greater Demiplane. Greater Create Undead.

Create a dead-magic negative-dominant demiplane with a single gate to a temporary demiplane. (To remove yourself.) Turn an enemy into some form of corporeal intelligent undead and throw him into the gate. Dismiss the temporary demiplane.

One, nothing short of wish or miracle will ever be able to rescue him. Two, you can imagine the torment of being trapped in that condition for eternity-- as a 'mercy' you might leave him a hat and a deck of playing cards.

---

Create Greater Demiplane. Witch's Hut.

Create a demiplane of whatever size with a gate into your hut. Animate your hut. Teleport your hut anywhere you feel like taking it-- if a Huge creature is a problem because of the size of your adventuring party, have them wait in the demiplane instead.

This is especially useful if you use your demiplane(s) to maintain a gate network.


Just made this one. Still working on the wording, but I thought it cool for my high level Mystic Theurge, Shaezon.

Demiplane:The Gateway:

This plane is a series of roads and waystations connecting doors. Each of these doors is actually a gateway created by the Create Greate Demiplane spell. Some doors are opened upon areas with water to allow ships to pass. One could pay the toll and cross the world in a few hours as opposed to months.

The plane is identical to the material plane in regard to light and gravity, however spells cannot be cast and magic items cannot be activated while in the plane. Continuous effects or items continue to function normally.

The doors are opened and closed on a set schedule by the Caretaker (explained below). Some doors remain open for a long period of time. A small stand sits just inside the doorway where a toll can be collected. The prices vary with need and ability to pay. For example Wealthy Merchants will pay more than a poor family who wishes to visit a relative. The toll is usually collected by a simulacrum of the caretaker (or some suspect the caretaker himself).

The plane's creator designed the place to have a caretaker. The person so designated (a special ritual requiring a drop of the Plane plane creators blood) has free use of spellcasting and magic items. Additionally for this person and by default Shaezon the magic trait is treated as Timeless. In other words durations on spells they cast are permanent until dispelled. Additionally, the caretaker does not age or require food (though they can still eat if they choose). The designated caretaker is in all ways treated as the creator of the plane and can alter the morphology as described in the "Create Greater Demiplane" spell.

Finally, the ritual imbues the caretaker with the ability to create and remove doors as they see fit as a standard action. The ability is treated as the Create Greater Demiplane Spell

The doors open and close, are created and removed, on an as needed basis. The caretaker has been known to open a doorway to negotiate a trade agreement with worthy nations.

This plane serves multiple purposes, but the main two are this. It encourages travel by those who wouldn't otherwise be able to, thus falling in line with his goddesses tenants. Also, it allows Shaezon some means to assist worthy nations with financial matters.


Pathfinder Comics Subscriber; Pathfinder Card Game, Roleplaying Game Subscriber

I have a question, where does it say "Disjunction" or "Dispel Magic" spells effect the planes created by the "Create Demiplane" spells? I thought the only spells it could effect are spells effecting an object or effecting an area. Last I checked the "Create Demiplane" spells apply to neither category.

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