demiplane eviction notice


Rules Questions

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Liberty's Edge

PRD wrote:
The plane cannot be dispelled, but a creature on the plane can destroy it by using limited wish, mage's disjunction, miracle, or wish and making a successful dispel check.

I have some serious doubt on the ability of a single spell to affect a whole demiplane if it was made with multiple spells.

Mage disjuction for sure wouldn't cover all of it. It is a single 40' burst, so it would affect 4 or 5 casting of lesser create demiplane but it will not even cover all the volume of a single casting of the other versions of the spell.
What happen if the central section of a multi casting demiplane isn't maintained make very clear that the plane is made of separated sections.


Ravingdork wrote:

You can travel to your created demiplanes with repeated castings of the spell.

From lesser create demiplane: When you finish casting the spell, you may bring yourself and up to seven other creatures to the plane automatically by joining hands in a circle.

It looks like doing so may also extend the duration of a non-permanent demiplane as well.

I believe that this is the intent of the spell.

However, as Seebs and Kayerloth pointed out above, under RAW casting a create demiplane spell on the material plane creates a brand new demiplane, and does not permit travel to an existing demiplane. You can use any of the create demiplane spells to expand (or modify) an existing demiplane, but only while you are in said demiplane.

I'm pretty sure I'd allow this as a GM though.

I have a sorcerer in a campaign who when he reaches a high enough level plans to create his own demiplane. However, I am not going to assume this will work without going to my GM.

Diego Rossi wrote:
Peet wrote:


As I pointed out though, you can`t use plane shift either without a forked rod attuned to that demiplane. Where do you get one? How can you make one? Strictly speaking, you can`t. So plane shift won`t work without the GM hand-waving that requirement. False Focus, Blood Money, and Eschew Materials all allow you to ignore requirements for material components, but not for foci.

Normally how do you know how to attune a rod? Research.

I think you are the maximum expert on the plane you have created, so yes, you can attune a rod to it.

Yes, but this is exactly what I mean by "GM hand-waving." No RAW mechanics are included in-game to represent it.

Normally you just buy the correct type of rod. In 3.5 there were listings about exactly what type of tuning fork you needed for each plane. Obviously Paizo cannot reprint that material though. Presumably a Knowledge:Planes check would allow you to know what fork works with what plane.

Diego Rossi wrote:
PRD wrote:
The plane cannot be dispelled, but a creature on the plane can destroy it by using limited wish, mage's disjunction, miracle, or wish and making a successful dispel check.

I have some serious doubt on the ability of a single spell to affect a whole demiplane if it was made with multiple spells.

Mage disjuction for sure wouldn't cover all of it. It is a single 40' burst, so it would affect 4 or 5 casting of lesser create demiplane but it will not even cover all the volume of a single casting of the other versions of the spell.
What happen if the central section of a multi casting demiplane isn't maintained make very clear that the plane is made of separated sections.

For the record you can make your demiplane have the impeded magic trait towards abjuration, or towards spells that attempt to dispel it (through the modifications allowed by create demiplane, greater). That only forces a concentration check (DC 29 for disjunction) though so it might not be enough to protect it.

I myself am more worried about the ramifications of the plane being adjacent to the astral or ethereal plane. The fact that going to either of these planes allows you to then move to the demiplane means that your demiplane is somehow "adjacent" to the other plane, and thus astral or ethereal beings (whichever is appropriate) can move from that plane onto your demiplane.

The last thing I would want would be to come back to my demiplane only to find that it had been taken over by hundreds of Xill.

Peet


Ravingdork wrote:

You can travel to your created demiplanes with repeated castings of the spell.

From lesser create demiplane: When you finish casting the spell, you may bring yourself and up to seven other creatures to the plane automatically by joining hands in a circle.

It looks like doing so may also extend the duration of a non-permanent demiplane as well.

I am pretty sure that brings you to the plane created by the casting, not to some previous plane.


Random thoughts (and therefore probably a bit disorganized):

Suppose you are wandering the Ethereal Plane (or Astral as appropriate) how visible is a demiplane (from the outside looking in so to speak)?

Is it invisible from the Prime Material but visible from whichever plane you created it off of (either the Ethereal or Astral) where you see whatever the boundary you created via the spell exists (i.e. 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)?

Seems to me once you are at the boundary while either Ethereal or Astral all you have to do is 'step over' the boundary to enter the Demiplane. Or how else would those travel spells actually work to enter the Demiplane? Therefore yes you would have to worry about coming home to an invasion party of Xill, Phase Spiders, Githyanki or 'name your GM's favorite Ethereal or Astral foe.' This is probably one strong advantage of using Mage's Magnificent Mansion over Create Demiplane. Sounds like a really good idea to make a real barrier around the perimeter of the Demiplane if this region of the Ethereal or Astral is more active than say western North Dakota. Gets more optional the less paranoid one is and the lower the adjoining population density is. Finding the boundary that correlates if you don't know what fixed point is relative to both is another matter.

The following spells work to enter the Demiplane:
Etherealness (RAW)
Astral Projection (RAW)
Plane Shift (though there's the rather rule contradictory randomness involved) (RAW)
Create Demiplane all 3 versions (maybe)
Shadow Walk (maybe and probably only if off the Ethereal)
Wish and Miracle (RAW)
Anything else I'm missing?

The list to exit is, if anything, shorter as it doesn't by RAW include the Create Demiplane spells. And Astral Projection might be both weirder and better than most of the methods as your 'second' body is now the one wandering about the Material or where ever. Getting ejected works too but this whole thread is about what happens or if you can do that :p (and it's not a separate spell effect either).

The 1 minute/level duration on Etherealness leads me to conclude the location of the demiplane must remain fixed relative to the Material, Astral and the Ethereal or the usefulness of Etherealness to enter the demiplane plummets for the caster or other repeat visitors (and the spell Create Demiplane seems to imply it is useful).

"You are considered “very familiar” with your entire demiplane." And the relevance of this portion of text is? Did they really put this in there just to let us know you could Teleport around inside your Demiplane without going around studying every square inch or is there something more profound I'm missing?

Silver Crusade

Peet wrote:
The last thing I would want would be to come back to my demiplane only to find that it had been taken over by hundreds of Xill.

Man...you didn't live through 2e Planescape did you?

A repeated thing was xill, nathari, githyanki, or any of a host of other planar monsters deciding to claim jump on wizards' demiplanes. Some species made a point of raiding demiplanes, like plane jumping pirates or second story men.


Kayerloth wrote:
"You are considered “very familiar” with your entire demiplane." And the relevance of this portion of text is? Did they really put this in there just to let us know you could Teleport around inside your Demiplane without going around studying every square inch or is there something more profound I'm missing?

I've wondered that myself.


Kayerloth wrote:
Seems to me once you are at the boundary while either Ethereal or Astral all you have to do is 'step over' the boundary to enter the Demiplane

I'm not to up on my astral and ethereal travel. If you make your borders out of stone, could an astral travel still pass through it? I think an ethereal traveler could as etherealness lets you walk through stone. I don't think astral travel gives you that ability, but again I don't know my planar traveling rules very well.


Spook205 wrote:
Peet wrote:
The last thing I would want would be to come back to my demiplane only to find that it had been taken over by hundreds of Xill.

Man...you didn't live through 2e Planescape did you?

A repeated thing was xill, nathari, githyanki, or any of a host of other planar monsters deciding to claim jump on wizards' demiplanes. Some species made a point of raiding demiplanes, like plane jumping pirates or second story men.

I never played planescape, but am well aware that there are lots of dangerous guys on the astral plane. I did play 1st ed., and remember the xill and githyanki from then.

As to the ethereal plane, I'm less familiar with those, but the ethereal plane is also co-existent with the material plane, so there is probably a fair bit of traffic there.

Putting your demiplane on the astral would be a little weird because if you cast astral projection to get there you would leave a body behind on the material plane, which is less than ideal.

It's an interesting question about ethereal beings going on to your demiplane from the ethereal. To other things on the ethereal plane they are solid, so I suspect that a being the enters the demiplane via the ethereal would be solid on the demiplane.

So what kind of "security" would you put on your demiplane? I think a teleport trap would definitely be in order. What else?

Peet

Silver Crusade

Big firm solid locks, changign around the laws of physics there, or placing guardians.

This is like a custom made job for golems almost. Impede the very specific magic that harms them, and then stick in golems.


Another vote for where the demiplane spell was originally cast. It is and will remain the place with the closest ties to the demiplane.

Liberty's Edge

Kayerloth wrote:
Sounds like a really good idea to make a real barrier around the perimeter of the Demiplane if this region of the Ethereal or Astral is more active than say western North Dakota.

I think that most of the Astral plane is less active than western North Dakota or the Gobi desert. It is a infinite plane with very few residents.

It is only in some specific location of interest that you have a good chance of meeting someone/something.
On the other hand a permanent demiplane will stay there for a long time so, sooner or later, it will be discovered. Adding some or a lot of defenses to it isn't a bad idea.


I think I recall way back in AD&D that you could use the ethereal plane to basically teleport on the material plane because your movement on that plane correlated to a vastly greater distance on the material plane. Does anybody know if things still work that way? Because if they do, I could just pop onto the ethereal plane before creating mine and get the effect I want by ejecting my buddies to the ethereal plane.


Diego Rossi wrote:

I think that most of the Astral plane is less active than western North Dakota or the Gobi desert. It is a infinite plane with very few residents.

It is only in some specific location of interest that you have a good chance of meeting someone/something.
On the other hand a permanent demiplane will stay there for a long time so, sooner or later, it will be discovered. Adding some or a lot of defenses to it isn't a bad idea.

It's worth noting that generally the point on the Astral Plane that the demiplane will be located will normally be close to the interface point between the Astral and the Material Plane. I assume that the interface point is fairly broad, allowing for an Astral traveller to emerge on the Material where he wishes, but you will be close to the surface of an inhabited world so there will be more astral traffic in the area than in most of the Astral plane.

Melvin the Mediocre wrote:
I think I recall way back in AD&D that you could use the ethereal plane to basically teleport on the material plane because your movement on that plane correlated to a vastly greater distance on the material plane. Does anybody know if things still work that way? Because if they do, I could just pop onto the ethereal plane before creating mine and get the effect I want by ejecting my buddies to the ethereal plane.

I don't see anything about that in the Gamemastery Guide. The Ethereal seems to have the same dimensions as the material plane, and there are no special rules I can see for movement.

It occurs to me that one trick would be to use the Ethereal as a starting point but use a location very, very far from the surface of a world. Ethereal travellers would normally stay near a world, I would think, though strictly speaking there is no impediment to them wandering off into space; it would just take a long time to get anywhere.

The only problem with that is that if you ejected creatures off your demiplane and they appeared in the Ethereal next to your demiplane, then your demiplane is probably the only place they can reach without teleportation. So unwanted visitors would keep coming back.

Sovereign Court

Melvin the Mediocre wrote:

The rules for create demiplane, lesser states:

"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)."

So where exactly does an ejected creature go?

a) point from which the creature entered the plane
b) point at which the spell was cast
c) ejector's choice
d) Disney Land

I suspect if this gets FAQ'd, they'll go with A. Otherwise you could cast the spell at an absurdly dangerous location and power-game it. C gives the caster far too much power (and let's face it, Conjuration Wizards are not lacking in power by this level).


taldanrebel2187 wrote:
I suspect if this gets FAQ'd, they'll go with A. Otherwise you could cast the spell at an absurdly dangerous location and power-game it.

If you were able to lure someone onto the demiplane first then this would allow you to use it offensively. I think you are right in that regard though as I don't think ejecting someone from a demiplane is normally supposed to put the ejected person in danger.

taldanrebel2187 wrote:
C gives the caster far too much power (and let's face it, Conjuration Wizards are not lacking in power by this level).

I definitely agree here; if it could be used this way then create demiplane would obviate the need for a greater teleport spell.


Peet wrote:


taldanrebel2187 wrote:
C gives the caster far too much power (and let's face it, Conjuration Wizards are not lacking in power by this level).
I definitely agree here; if it could be used this way then create demiplane would obviate the need for a greater teleport spell.

I'm not sure I would go that far. Greater teleport takes no advance planning and you zip off to where you want to be in a single spell. With the demiplane travel plan, you either need to cast the spell (taking 2 hours) or have the spell up (possibly with a fairly expensive permanency spell) then use plane shift to get your party there.

Either way, once you start expelling you have to send everybody one per round with yourself going last so you don't know for sure what is going on with your split party.


PS - I hope everyone is FAQing the original post, with no consensus it would be really good to have a definitive answer.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Melvin the Mediocre wrote:
PS - I hope everyone is FAQing the original post, with no consensus it would be really good to have a definitive answer.

Is it really that bad to leave the "definitive answer" as GM's Call? Do you all really want Paizo eliminating all GM leeway in this game?

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