GMs and Players: How would you use Create Demiplane?


Pathfinder First Edition General Discussion

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First, a surprise vocabulary test!

If you’re the first to define all 7 words, you get your very own demiplane:

Perspicacity
Vacuous
Insipid
Dissident
Abscond
Perfunctory
Expedient

Moving on… The whole notion of us mere mortals creating our own planes intrigues me. So the purpose of this thread is to discuss the functionality of the spells and also how you would use it as a player or as a GM.

The Spells in question!

The Cost: If you cast lesser create demiplane, expand it with create demiplane, and expand it further with greater create demiplane, what is the final cost to make it permanent? From how I’m reading the spell, I think it would be 22,500? It only costs when you have multiple castings of each demiplane spell, but then you pay 22.5k every time you expand with greater create demiplane. …but I'm probably wrong. Also from what I've gathered, adding features to a plane doesn’t cost gp, it just manipulates the current plane.

How do you interpret the permanency cost? On a slightly unrelated note, how much gold do you think you would sink into planar creation?

Planar Time: Another mildly controversial/confusing aspect of this spell is with greater create demiplane; you can have time flow at half time or double time. Hello spending 24 hours in your plane while 12 hours have passed on your home plane. (Spells per day can be replenished faster and all that) You can also assign the timeless trait to your plane; however it only stops time for everything within, but time continues at a normal pace outside of your plane, and time returns to you as soon as you leave. (i.e. Spend 1000 years in your plane and you’re fine while you’re inside your plane. As soon as you leave, you’re dead! Unless you’re immortal or whatever.)

How would you make use of planar time?

Here are a few other questions that come to mind, but feel free to discuss any planar shenanigans inspired by these spells:

1. What would you use demiplanes for? Base of operations and a place for all of your followers? (Leadership people rejoice?) A place to trap your enemies?

2. How would you defend your plane? (It can potentially be destroyed by limited wish, wish, miracle, mage’s disjunction and threatened by invaders) What kinds of traps? Guards?

3. What aesthetic features would you add to your plane? Personal touches rock!

4. How would the BBEG make use of his own plane?

5. How would you make use of the other features? Gravity, Alignment, Element, Seasonal Cycle, Night/Day Cycle, etc. Make planes that cater to your Horizon Walker friends?

I’ve never dabbled with anything related to planes, so your expertise is appreciated!


Its a work on progress but my demiplane is roughly spherical and very very small so small infact that the sphere only 100 meter radius gravity exists although it acts in all directions from the true centre of the sphere. However this gravity only kicks in 20-30m above the surface anything higher is not under the influence of gravity.

the surface of the sphere is covered by a small city designed with its fort like walls facing the centre.

Any creature entering the plane enter at the 0 G centre and is immediately confronted with the walls of a fort from every conceivable direction making the centre the ultimate kill zone.

Thats just the core of it there's plenty of window dressing to add to make things more interesting for visitors.

Used offensively to mass transport an entire combat into the cnetre of the sphere to have the inhabitants of the sphere city let rip from every angle upon intruders.

Engines of war are constructed in 0 G and transported back to the material plane, unstable systems which can be manufactured in zero G and will collapse and cause some ... interesting results back on the material plane.

Oh yes the demiplane will have its uses ;)

although in all honesty I don't think we really needed rules for it , anything like this you can and need to work with your GM to make up your own rules to suit what your trying to do and what the GM's campaign can handle.


I'd build a demiplane of infinite grain and start a go forth and multiply religion. 50 years later, with a massive third generation of healthy people looking for fortune and a war machine without supply lines, I take over the world.


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I plan to create a small extradimensional Forge/Base with my Dwarf cleric. :)

A simple underground dwarven stronghold, at start it will be only the forge itself including the double time trait. Which allows me to store my "projects" save, don't need to traveling with a forge and work much faster on it, then on the normal plane.

If time goes by, I could think of a big "refuge and trade place" for high level adventuerers. Something like a extra-dimensional tavern :)


Mine would probably be a small villa situated in a hilly garden, with perpetual ambient light resembling that of early evening. I'd use it as a home, hideout, and place to store treasure. I probably wouldn't keep any guards around unless I already had a following, but either way, I think most of the defensive measures would be magical -- for example, a permanent Alarm spell around the villa itself. If there's a guard detail, I would naturally want some way for them to contact me in an emergency when I'm on the Material or elsewhere, but the only way to do so would be to use a scroll of Sending, unless I'm mistaken.

I would probably stick to "regular" time, and the mildly good-aligned trait would be useful to guard against ne'er-do-wells.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

Every casting costs the initial gold even if it's just to manipulate features. You don't have to cast permanency unless you're adding a new area though and want it to last.


LazarX wrote:
Every casting costs the initial gold even if it's just to manipulate features. You don't have to cast permanency unless you're adding a new area though and want it to last.

Initial gold? There's only a 500gp focus, as far as I know. (Focuses aren't used up when you cast the spell)

Lantern Lodge

Pathfinder Adventure, Rulebook Subscriber
LazarX wrote:
Every casting costs the initial gold even if it's just to manipulate features. You don't have to cast permanency unless you're adding a new area though and want it to last.

There is no initial gold cost other than the focus, which is reused ad infinitum; Create greater demiplane + permanency = 23,000gp. Never costs any more unless you expand it, then 22,500 per expansion.


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Similar to Erich Norden, but mine would be closer to a manor/castle than a villa. It would be surrounded by a dark forest that seems to go on forever, but you can only get a few miles away from the manor, no matter how long you "travel". It would have a very Ustalavic/Castlevania feel to it, but more hospitable.

I'd use it as a base of operations, home, laboratory, and getaway. Lots of rooms for friends, family, romances, arcane experiments, frivolities, libraries, dungeons, and anything else that comes to mind.

Defending my plane would be left primarily to some VERY powerful abjuration spells. Besides that, I would have nightfall on my plane be a very dangerous place and time. Monsters, traps, the works outside the manor. Inside would be traps, the servants, my enchantments, and myself of course.

It would be an lawful plane stuck in late summer/early fall with night and day split evenly. Time would be slower compared to Golarion, so I could enjoy the fruits of my labor to the fullest extent.


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Since there doesn't appear to be a limit to the number of portals that you can gain, I'd build a trade nexus linking cities on the material as well as some of the friendlier planar trading hubs. The cost of permanency would quickly be recovered from fees to use my nexus, just pay the clerk and roll those wagons through. The demiplane would look mostly like a fancy warehouse, with the timeless property so that anything temporarily stored wouldn't spoil, and some nice offices for the minions. My personaly living quarters would be in a second demiplane, only accessible from the first, which would be much nicer.

I'm going to guess this usage was not intended by the authors, and will be quickly errata'd to "only one portal at a time" or some such.


This spell was used before it even existed, all those dungeons with functioning traps after 200+ years of being created? well now it has an explanation :/

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Stockvillain wrote:
LazarX wrote:
Every casting costs the initial gold even if it's just to manipulate features. You don't have to cast permanency unless you're adding a new area though and want it to last.
There is no initial gold cost other than the focus, which is reused ad infinitum; Create greater demiplane + permanency = 23,000gp. Never costs any more unless you expand it, then 22,500 per expansion.

I was sure that you'd have to cast permanency with each feature you add, but looking at it again, I might be mistaken.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
bittergeek wrote:

Since there doesn't appear to be a limit to the number of portals that you can gain, I'd build a trade nexus linking cities on the material as well as some of the friendlier planar trading hubs. The cost of permanency would quickly be recovered from fees to use my nexus, just pay the clerk and roll those wagons through. The demiplane would look mostly like a fancy warehouse, with the timeless property so that anything temporarily stored wouldn't spoil, and some nice offices for the minions. My personaly living quarters would be in a second demiplane, only accessible from the first, which would be much nicer.

I'm going to guess this usage was not intended by the authors, and will be quickly errata'd to "only one portal at a time" or some such.

Or I nuke your planar nexus with one quick disjunction? :) The other disadvantage with such a well known nexus is that it tends to get invaded frequently. Once these demiplanes become known, there's no inherent defense, you can't close the portals after all unless you destroy them.

Jon Brazer Enterprises

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Two words: Dark Sun

Edit: Ok, a few more words. Creating some place like Dark Sun in the campaign setting. Arcane spells (below 9th level) would not function on the plane. However, there would be a 9th level spell that allows the caster to cast like normal. So if you don't have that 9th level spell you can get there with plane shift, but you can't get out. Make it a hellscape where my BBEG rules over all it and the minions he can take there. Every so often, the ruler planeshifts out, and grabs more minions to take back with him. Then his slave labor force would build monuments and pyramids to his own personal glory. And as luck would have it, he happens to grab a few people that desire to stand up to him and quest to unseat him off his throne (aka the players).


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
bittergeek wrote:

Since there doesn't appear to be a limit to the number of portals that you can gain, I'd build a trade nexus linking cities on the material as well as some of the friendlier planar trading hubs. The cost of permanency would quickly be recovered from fees to use my nexus, just pay the clerk and roll those wagons through. The demiplane would look mostly like a fancy warehouse, with the timeless property so that anything temporarily stored wouldn't spoil, and some nice offices for the minions. My personaly living quarters would be in a second demiplane, only accessible from the first, which would be much nicer.

I'm going to guess this usage was not intended by the authors, and will be quickly errata'd to "only one portal at a time" or some such.

In order to pay off your plane, all you have to do is create a plane with easy access to nigh limitless amounts of gold.

That one central structure you get? If it's made of solid gold bricks, you can easily pay off the rest of the plane right there by disassembling it and selling the gold bars.


Ravingdork wrote:
bittergeek wrote:

Since there doesn't appear to be a limit to the number of portals that you can gain, I'd build a trade nexus linking cities on the material as well as some of the friendlier planar trading hubs. The cost of permanency would quickly be recovered from fees to use my nexus, just pay the clerk and roll those wagons through. The demiplane would look mostly like a fancy warehouse, with the timeless property so that anything temporarily stored wouldn't spoil, and some nice offices for the minions. My personaly living quarters would be in a second demiplane, only accessible from the first, which would be much nicer.

I'm going to guess this usage was not intended by the authors, and will be quickly errata'd to "only one portal at a time" or some such.

In order to pay off your plane, all you have to do is create a plane with easy access to nigh limitless amounts of gold.

That one central structure you get? If it's made of solid gold bricks, you can easily pay off the rest of the plane right there by disassembling it and selling the gold bars.

I'm sure the erata will fix that.


My Demiplane is a mages refuge. As a level 15 mage I don't have the 9th level version but in time I'd make that permanent and change the features to suit my whims. I'd make the plane Timeless when i wasn't using it for recovery/item creation so I could summon something useful "permanently" or cast another powerful spell and not have to worry about the limited duration.

Oh and the mage is an elf. That's where the woodland flavor comes from.

endless spring:

Created with the level 8 version of Create Demiplane and made permanent at a cost of 20,000 GP.
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.

The plane has the following traits:
Size:150 ten foot cubes. The "sky" appears to go on forever, like the material plane, but the ceiling actually stops at 60 feet. 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 (150 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. 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.
Other: The keep has four identical female servants with appropriate skills and some minor magic talent (specific spells TBD: two level 1 sorcerers (dreamspun and Fire), On are level 10 cleric with healing spells, and 1 level one bard for entertainment) useful for general maintenance. 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 mountain top on the prime material plane. Within a few hundred yard Belgraen has a well hidden cave with a cache of supplies mundane supplies for survival and a scroll of teleport.


This spell is so awesome. Fits in with some of the ideas I've had floating around my head for a while.

In the campaign I've been writing, all mages have the ability to tap into their own demiplane, often used to store spellbooks and the like. As they grow in power, their demiplanes become more potent. Archmagi can pull others into their demiplane or force it upon their surroundings.

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.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Tiny Coffee Golem wrote:


I'm sure the erata will fix that.

Has it been announced that these spells are to be errata'd? And if so, could you please link to the source statement? I'm curious to know what may have been said on the matter.


Ravingdork wrote:
Tiny Coffee Golem wrote:


I'm sure the erata will fix that.
Has it been announced that these spells are to be errata'd? And if so, could you please link to the source statement? I'm curious to know what may have been said on the matter.

It was an opinion. I'm not writing a thesis, so i have no source.

However, there is a thread around here somewhere called "Ultimate magic Errata" or something similar where the army fan's are letting developers know where every single typo and oversight is. You're welcome to sue a little search fu to find it.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Tiny Coffee Golem wrote:


However, there is a thread around here somewhere called "Ultimate magic Errata" or something similar where the army fan's are letting developers know where every single typo and oversight is. You're welcome to sue a little search fu to find it.

This counts as my laugh for the day.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Tiny Coffee Golem wrote:
Ravingdork wrote:
bittergeek wrote:

Since there doesn't appear to be a limit to the number of portals that you can gain, I'd build a trade nexus linking cities on the material as well as some of the friendlier planar trading hubs. The cost of permanency would quickly be recovered from fees to use my nexus, just pay the clerk and roll those wagons through. The demiplane would look mostly like a fancy warehouse, with the timeless property so that anything temporarily stored wouldn't spoil, and some nice offices for the minions. My personaly living quarters would be in a second demiplane, only accessible from the first, which would be much nicer.

I'm going to guess this usage was not intended by the authors, and will be quickly errata'd to "only one portal at a time" or some such.

In order to pay off your plane, all you have to do is create a plane with easy access to nigh limitless amounts of gold.

That one central structure you get? If it's made of solid gold bricks, you can easily pay off the rest of the plane right there by disassembling it and selling the gold bars.

I'm sure the erata will fix that.

If you as a DM have to depend on errata for every way a player can abuse a spell, you might as well just fold up your maps and put away your dice.

Errata senior?
We aint' got no errata
We don't need no no stinking errata. :)

Lantern Lodge

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Pathfinder Adventure, Rulebook Subscriber

Player: So, I create the demiplane with a solid mountain of gold in the center!

GM: Really?

Player: Yeah! Now I have an infinite source of wealth! Behold, for I am the Lord of Shiny Metal Loots!

GM: . . . A tribe of xorn, led by Omnorfex the Gorger, has scented your vast wealth and has commenced a massive buffet raid on the plane.

Player: But . . .

I hadn't really thought of a player doing that, but, man, they just might try it. The spell descriptions seem to indicate, however, that the mineral composition of the plane is limited to "normal" stone and earth. A solid gold structure is far from normal on most Primes, so I would have to rule that out. That's not to say that you couldn't create a plane with massive amounts of fertile soil and sell *that* to regions with poor soil quality, though.

Also, the entry for "Bountiful" indicates abundant plant life. You could easily declare that the plant life consists of hardwood trees such as oak [I'd limit it to plants that you are familiar with and are common, so no darkwood], lumber that wood without fear from angry druids, and sell it for a tidy profit. Clearcut your forest? Just cast the spell again and replenish the trees!

Know of a desert region with limited water access? Create your demiplane as a massive fresh water resevoir with a secure portal so you can charge access [or give it away, and reap the goodwill of the people!].

A timeless demiplane, as mentioned earlier, would be a great long-term storage facility for things that wouldn't be affected by aging and hunger when they were removed [i.e. important documents, food, artwork].

Personally, I would tend to favor a tropical island in the middle of a self-looping sea and a Swiss Family Robinson-style tree manor overlooking a shallow lagoon. Day and night cycle would be normal, and the season would be early Summer / late Spring [warm, but not too hot]. I'd have a permanent portal hidden behind a snazzy island waterfall that links to a relatively secure location on the Prime. The plane would have the "morphic" quality, because fiddling around with the details on a whim is fun. I'd throw in the "minor positive-dominant" trait, too. Saves on healing. Of course, the "bountiful" trait is a gimme; coupled with the "morphic" trait, you'll see exotic flowers and fantastic rock formations that'd humble any natural spot on the Prime. I'd still have to import the tropical birds and other critters to flesh out the vacation destination, but that's not really a problem.

And yes, my wizard will be wearing Hawaiian shirts and board shorts, or the Golarian-equivalent.


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The Chort wrote:
First, a surprise vocabulary test!

My Vocab Answers:

Perspicacity - Keen perception/mental acuity--and one of my favorite words!
Vacuous - Lacking intelligence
Insipid - Bland/boring
Dissident - One who dissents (disagrees)
Abscond - Snatch & Dash
Perfunctory - Apathetic
Expedient - Advantageous


If you want full-on definitions, I'll have to hit up a dictionary.

Am I first? Do I get a demiplane now? I'll accept a lesser one, if only because I used synonyms instead of full definitions. :)


LazarX wrote:
bittergeek wrote:

Since there doesn't appear to be a limit to the number of portals that you can gain, I'd build a trade nexus linking cities on the material as well as some of the friendlier planar trading hubs. The cost of permanency would quickly be recovered from fees to use my nexus, just pay the clerk and roll those wagons through. The demiplane would look mostly like a fancy warehouse, with the timeless property so that anything temporarily stored wouldn't spoil, and some nice offices for the minions. My personaly living quarters would be in a second demiplane, only accessible from the first, which would be much nicer.

I'm going to guess this usage was not intended by the authors, and will be quickly errata'd to "only one portal at a time" or some such.

Or I nuke your planar nexus with one quick disjunction? :) The other disadvantage with such a well known nexus is that it tends to get invaded frequently. Once these demiplanes become known, there's no inherent defense, you can't close the portals after all unless you destroy them.

Every dispel would only destroy one instance of permanency, you can add guards to your demiplane, and if everything fails the concentrated wraith of all those traders would be something to fear.


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Best Idea I've heard is anchoring your demiplane to a Witch's Hut (grand Hex)

Hut of Baba Yaga anyone ;)

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Banpai wrote:


Every dispel would only destroy one instance of permanency, you can add guards to your demiplane, and if everything fails the concentrated wraith of all those traders would be something to fear.

Then again it could be a coalition of those same traders that are bankrolling the invaders. :)


ChrisO wrote:
The Chort wrote:
First, a surprise vocabulary test!

** spoiler omitted **

If you want full-on definitions, I'll have to hit up a dictionary.

Am I first? Do I get a demiplane now? I'll accept a lesser one, if only because I used synonyms instead of full definitions. :)

It's come to my attention that the vocabulary word 'dissident' was supposed to be 'diffident.' Regardless, that isn't your fault.

Sure! You get your own demiplane! Some restrictions apply and demiplane may be subject to GM approval. For more details, find a cleric who can cast 7th level spells.


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The Chort wrote:
ChrisO wrote:
The Chort wrote:
First, a surprise vocabulary test!

** spoiler omitted **

If you want full-on definitions, I'll have to hit up a dictionary.

Am I first? Do I get a demiplane now? I'll accept a lesser one, if only because I used synonyms instead of full definitions. :)

It's come to my attention that the vocabulary word 'dissident' was supposed to be 'diffident.' Regardless, that isn't your fault.

Sure! You get your own demiplane! Some restrictions apply and demiplane may be subject to GM approval. For more details, find a cleric who can cast 7th level spells.

Well, long as it ain't my fault. Reminds me that I was the one in school correcting the teacher's syllabus. Boy did they hate that!

Oh, and for correctly using "regardless" instead of "irregardless", you may join me on my soon-to-be-brought-into-being demiplane. Tea and crumpets served promptly upon entry, and my floating monkey will happily take your coat.

Yes, I said floating monkey. If I can have my own demiplane, I should certainly be able to get a floating monkey from somewhere. I shall call him Jeff.

Grand Lodge

Phasics wrote:

Best Idea I've heard is anchoring your demiplane to a Witch's Hut (grand Hex)

Hut of Baba Yaga anyone ;)

That is one of the more awesome uses of these spells.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

... From High Mage Augustine.

"I'm using the spell to create a Hell for those who pester me with such questions."


What would I make?

The underworld dragon path from DBZ, no magic trait.


The Chort wrote:
How do you interpret the permanency cost?

It's per casting. You'd pay 17,500 gp for the lesser create demiplane, 20,000 gp for the create demiplane, and 22,500 gp for the greater create demiplane. If you need more space than can be accounted for in a single casting, the highest level spell is always the most efficient.

The Chort wrote:
On a slightly unrelated note, how much gold do you think you would sink into planar creation?

I'd say "all of it", but there's still spell research and grafts to consider. Still, as soon as I found a way to make the demiplane pay for itself, I'd be able to sink a lot more into it. The planar trade hub is an excellent idea, but then I'd have to use multiple demiplanes; I'm too paranoid to have my main laboratory connected to a place with convenient access.

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.

The Chort wrote:
1. What would you use demiplanes for? Base of operations and a place for all of your followers? (Leadership people rejoice?) A place to trap your enemies?

Infrastructure. My primary goal is magical and biological research. I need a steady supply of test subjects, magical supplies, and sundry other materials related to the upkeep of both. Unless I can create a demiplane that supplies all of these things-- particularly diamond dust and harvestable aberrations-- I will need to engage in economic activity.

The easiest thing to do would be to operate the planar trading nexus suggested by bittergeek and keep it far, far away from my laboratory. My operations could obviously benefit from access to the trade nexus, but that sort of activity would draw all manner of undesirable attention.

The Chort wrote:
2. How would you defend your plane? (It can potentially be destroyed by limited wish, wish, miracle, mage’s disjunction and threatened by invaders) What kinds of traps? Guards?

The best defense is to keep people from attacking you in the first place. Don't be a target. Don't make enemies. If you can, put your portals inside a structure that you can move-- like an airship or a witch's hut.

The Chort wrote:
3. What aesthetic features would you add to your plane? Personal touches rock!

I'm not one for fancy aesthetics. Form would follow function and structures would all be smooth, white, and featureless. The sky would be grey and overcast and there'd be fog to limit visibility to less than a hundred feet.

The Chort wrote:
4. How would the BBEG make use of his own plane?

I'm pretty sure I am the BBEG at this point.

The Chort wrote:
5. How would you make use of the other features? Gravity, Alignment, Element, Seasonal Cycle, Night/Day Cycle, etc. Make planes that cater to your Horizon Walker friends?

Most obvious. Create Demiplane is a Conjuration (creation) spell. Give your demiplane the enhanced magic trait for Conjuration (creation) spells. This won't have a huge impact, but it will make expansion more efficient.

One of my favorite tricks is using a contingent last breath (from Spell Compendium) deliberately to reincarnate once you reach venerable, and then again every time you reach middle age. If your demiplane is positive-energy dominant, you regain consciousness immediately instead of having to wait for natural healing. I like this trick because it would arguably allow me to salvage my grafts from my corpse instead of having to recreate them. They're already too expensive to create the first time.

A dead magic plane linked by permanent gate to your regular demiplane can make an almost impregnable prison. Also good for storing magical creatures you need to harvest components from, but are too dangerous to keep captive normally; combine it with bountiful and positive-dominant and you can harvest the same creature endlessly. This would be much, much better if it allowed you to create the limited magic trait. Alas.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I would totally chain portal my demiplanes. One would be a "hall of doors" with the "no magic" trait. Each door is a portal leading to a distinct and separate demiplane filled with its own traits, monsters, etc. It is commonly rumored that one portal leads to the creator's personal plane, where he resides in a dark tower.

The rumor is false, of course, and the only way to access the caster's personal demiplane is through planar magic such as plane shift and the unique knowledge of its existence. There are no portals leading in or out of it.

Create another false demiplane with no portals, which is also rumored (much more rarely) to be your personal demiplane. It too has the "no magic" trait, so anyone who plane shifts in there is forever trapped until the caster/jailer decides to set them free.

A lich hiding his phylactery in just such a place will live forever.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
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.


Dale McCoy Jr wrote:

Two words: Dark Sun

Edit: Ok, a few more words. Creating some place like Dark Sun in the campaign setting. Arcane spells (below 9th level) would not function on the plane. However, there would be a 9th level spell that allows the caster to cast like normal. So if you don't have that 9th level spell you can get there with plane shift, but you can't get out. Make it a hellscape where my BBEG rules over all it and the minions he can take there. Every so often, the ruler planeshifts out, and grabs more minions to take back with him. Then his slave labor force would build monuments and pyramids to his own personal glory. And as luck would have it, he happens to grab a few people that desire to stand up to him and quest to unseat him off his throne (aka the players).

Ooh, that's a good idea. Now I have this idea of a seemingly law-abiding mage, living quietly somewhere on Golarion like Andoran, who keeps his own demiplane filled with slaves, monsters, and all sorts of nasty weirdness.

Really, this spell opens up so much room for inspired weirdness and fiendishness.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
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?


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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.

Liberty's Edge

Ravingdork wrote:
Does this mean you would allow your players to become liches?

Personally, I don't have that much control over my players. PCs being liches...no interest, but to each their own. :)


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.


Ravingdork wrote:

I would totally chain portal my demiplanes. One would be a "hall of doors" with the "no magic" trait. Each door is a portal leading to a distinct and separate demiplane filled with its own traits, monsters, etc. It is commonly rumored that one portal leads to the creator's personal plane, where he resides in a dark tower.

The rumor is false, of course, and the only way to access the caster's personal demiplane is through planar magic such as plane shift and the unique knowledge of its existence. There are no portals leading in or out of it.

Create another false demiplane with no portals, which is also rumored (much more rarely) to be your personal demiplane. It too has the "no magic" trait, so anyone who plane shifts in there is forever trapped until the caster/jailer decides to set them free.

A lich hiding his phylactery in just such a place will live forever.

So the only way to the liches demiplane is to plane shift there which traps the plane shifter because it has the no magic trait.

So lets assume the lich can reform his body within an area of no magic....How does he get out?


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


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Tiny Coffee Golem wrote:
Ravingdork wrote:

I would totally chain portal my demiplanes. One would be a "hall of doors" with the "no magic" trait. Each door is a portal leading to a distinct and separate demiplane filled with its own traits, monsters, etc. It is commonly rumored that one portal leads to the creator's personal plane, where he resides in a dark tower.

The rumor is false, of course, and the only way to access the caster's personal demiplane is through planar magic such as plane shift and the unique knowledge of its existence. There are no portals leading in or out of it.

Create another false demiplane with no portals, which is also rumored (much more rarely) to be your personal demiplane. It too has the "no magic" trait, so anyone who plane shifts in there is forever trapped until the caster/jailer decides to set them free.

A lich hiding his phylactery in just such a place will live forever.

So the only way to the liches demiplane is to plane shift there which traps the plane shifter because it has the no magic trait.

So lets assume the lich can reform his body within an area of no magic....How does he get out?

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.

Tiny Coffee Golem wrote:

On another note:

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

Who would want to? You can't do anything fun there.


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Something i've been wondering about the greater versions portal. Does the portal have to be in a fixed location? Or can it be anchored to something mobile? For example could i put it in a simple cloth sack to create the biggest bag of holding ever? Or better yet, in a blue wooden box that has a permanent fly spell on it...


Thanatos95 wrote:
For example could i put it in a simple cloth sack to create the biggest bag of holding ever? Or better yet, in a blue wooden box that has a permanent fly spell on it...

Witch's hut. That is all.


Thanatos95 wrote:
Or better yet, in a blue wooden box that has a permanent fly spell on it...

+1 for that


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

Possibly not, but Teleport/Planeshift is instant and you're not "there" until you're "there." Once "there" THEN the antimagic kicks in. But that's a debate about how teleport really works so Who knows.

Ravingdork wrote:
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).

True. Secrecy is you're best bet. Were I the lich I'd set up a divert teleport fields to send the would-be intruders somewhere really unpleasant within the plane. Or better yet give the whole place the negative trait and have it HIGHLY resemble the negative energy plane.

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

Regarding:Or better yet give the whole place the negative trait and have it HIGHLY resemble the negative energy plane. If the planeshifters try to shift to your plane that they've never seen, but probably had a description of which they need just to attempt, they would quite possibly end up in the negative energy plane looking for you. ... Then probably die there. All-in_all, it's a good plan.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

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


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

...this idea is made of WIN!!!XD


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.

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