On the Oubliette Demiplane: Dead Magic and Ejection


Rules Questions


An horribly pragmatic/sadistic idea I've had for a while for a high level wizard was to use Greater Create Demiplane to make a Dead Magic demiplane.

I would then use Plane Shift or something similar as a SoD spell by putting enemies in there and simply waiting until they've starved to death (or aged to death with altered time, suffocated with water, earth or vacuum, died from negative energy exposure etc...).

The problem is that Greater Create Demiplane explicitly states that you (the caster) are trapped there unless there is a permanent planar portal.

Ultimate Magic wrote:
If you selected dead magic, you are trapped within your plane unless it has a permanent planar portal (such as the portal feature, below).

The Lesser Create Demiplane spell (and thus the medium and greater ones as well) states however that you can 'eject' creatures as a standard action.

Ultimate Magic wrote:
As a standard action, you may eject a creature from your demiplane. The creature may resist with a Will saving throw. An ejected creature goes to the closest plane to your demiplane (usually the Astral Plane or the Ethereal Plane, but if you cast this spell on the Material Plane, the creature is sent to the Material Plane).

It's not stated what kind of effect the ejection is (I kinda imagine it being a Supernatural or Extraordinary ability, since you're the creator of the plane itself), whether you've gotta be on the plane itself to eject a creature or where on the Material/Astal/Ethereal Plane the ejected creature goes.

So, my questions:
1) Could you eject yourself? RAW seems to state no but it's rather vague IMHO.
2) Once dead, how could you eject the remains? I guess inanimate objects like gear don't count towards 'creatures'. Do corpses count as 'creatures' for the purposes of ejection?
3) Could you eject creatures while not being on the plane yourself?
4) Could you control to which location/coordinates the creatures are ejected?
5) An alternative way of accessing the plane & the remains therein would be to make a permanent planar portal from the dead magic demiplane to a set location on another plane. You could then close the gate in some way on the non-dead-magic side. Any suggestions of (pretty permanent) ways of closing it that are pretty much impossible to get out of except for the caster?
My first thought was to use Wall of Force but that can be damaged without magic (ok, hardness 30 and 20 hp/CL but still) and has a short duration unless Permanency is used but you'd have to dispel and recast it every time you wanna access the plane, which would be costly.
6) Could you make a portable planar gate? For example in a large chest, Bag of Holding or something similar?

Scarab Sages

Create the Demi-Plane while using Astral Projection. As soon as magic is removed, the astral form vanishes.


Thanks for the reply, but how would you access it afterwards?


Create a demiplane with a portal.

Cast the Create Greater Demiplane spell again to expand it. Make this expansion permanent, NOT the section with the portal.

Add features to the plane to your liking. Make your future oubliette as hostile as you like: always winter, strong negative energy, slow time, fire dominant, or whatever.

Make the final feature Dead Magic. Step through the portal back to the prime material plane.

When the non-permanent section with the portal expires, you will have a Dead Magic demiplane with no exit whatsoever. It's hard to imagine a better place to stash immortal prisoners or ultimate evil artifacts.

Incidentally, rules on dead magic planes say “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 exception to the “no magic” rule is permanent planar portals, which still function normally.” That means no banishing your enemies to your oubliette with a Plane Shift spell.

A slightly more escapable dead magic demiplane would be a pit 10’ square and your caster level times 200 feet deep--deeper, if you want to cast multiple times--and mist borders instead of climable walls. The portal in and out would be at the top of the pit. Nothing without a nonmagical flight ability could escape, and you could chuck creatures in using various spells. This would more literally be an oubliette.


Dotting

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