Looking for feedback on a mythic create Demiplane, greater


Homebrew and House Rules

Scarab Sages

I'm looking to upgrade create demiplane, greater and I've two variants. I'm looking for feedback from better spellcrafters as to whether they're balanced and if one's better than the other. Other than this they function as per the normal spell is the normal effect and the augmented one. Other things I'm still not sure of . . .

1) Size: Should it be a 10 times increase rather than a 100 one (200 10-ft cube/level) I'm just not sure how big that is in real terms as we don't use feet.

2) Is 3 uses too expensive should it be 2?

3) Should the augmented be a higher tier?

VARIANT ONE
The duration of the created demiplane changes to instantaneous.

{b}Augmented (7th){/b}: If you expend three uses of mythic power, the size of the created Demiplane increases to 200 100-ft cubes/level.

Alternatively, you may apply two planar traits per casting rather than one.

VARIANT TWO
you increase the size of the created Demiplane increases to 200 100-ft cubes/level.

{b}Augmented (7th){/b}: If you expend two uses of mythic power,
The duration of the created demiplane changes to instantaneous.

Alternatively, you may apply two planar traits per casting instead of one.


I think both of the variants look pretty good as is in terms of power. Creating a huge demiplane without having to spend tons of gold isn't too overpowered, and the flavor seems just right for any character who would be taking it. High-level mythic casters are already playing enough at godhood that something like this seems natural.

I personally think the second variant makes a bit more sense, as making the demiplane permanent at no cost is very powerful. But it's really up to you.


For what it's worth, the Mythic Mania series already gave some mythic versions for these spells. Of course, if you want something to be different in your own game... XD

(This version basically comes down to "make it last longer or make it bigger, faster".)

Scarab Sages

Just theorycrafting so I'll have either which version I go with or none so I'm quite happy to stick with the second variant. Cast mythic for a much larger space then augment to maek it permanent.

I'll take a look at that series never heard of it before and I like Mythic so thanks.


1 person marked this as a favorite.

By planting a sacred oak in there, you add Growth. It adds 5 feet a day to width. depth, and height.


Goth Guru wrote:
By planting a sacred oak in there, you add Growth. It adds 5 feet a day to width. depth, and height.

Where is this from?


Ah, it's homebrew. It's based on myths about the world tree.


Ah, makes sense. I thought I was missing something.

I really like that idea. Would it be a day plane time or a day material time?


It's a living tree. It functions on plane time. If there is no night, it gradually adds space over 24 hours.

Scarab Sages

Casts thread Necromancy.

I got caught up in work and actually just saw the replies about the sacred oak. I don't suppose your still around and could give some more information about it?

So if I use mythic to just make the demiplane instantaneous (no dispelling) this oak tree assuming it adds 5' radius per day would grow the demiplane to the size required in a mere 53 years. I like this thanks.

Of course I'd then need to move it elsewhere or the demiplane would just keep growing and growing adding more water and islands over time. Or maybe just have mythic extra trait options of growth and instanteous in the spell description, maybe add some elements from genesis spell. Hmmm I think I can work with this and by requesting the spell you can just remove or add growth as desired.


If you want to frank a concept from Morbius, the living vampire, from Marvel comics, limited demiplanes with booming monster populations might steal your oak.

If you just let it grow, and produce viable acorns, it will eventually become a planet, and start to form a true plane around it. If druids and or nature creatures of any kind live there they will try to propagate the tree, regardless of anyone's wishes, but they will also protect it.

You can have your own, personal, garden of Eden. If the world keeps expanding beyond the wall of holy fire, who cares.

Scarab Sages

Hmmmm be a real shame is someone used wish or the like to destroy a plane like that. An entire planet/solar system worth of living beings all dumped on the prime material at once.

I am leaning towards mythic making it instaneous and giving you the option of applying a grow trait. If only because you've now given me nightmare visions of an entire forest of holy oaks growing a demi-plane. If there are on average 5,500 tree's per acre each growing the plane by 5' per tree that's a planar growth rate of 27,500 feet in each direction per acre of forest. I think an average forest is around 775 acres so that's 21,312,500 feet of growth per day. Just under 6,500 kilomters of growth or 4036.458333 miles per day. That's more than the radius of the planet so your demi-plane is increasing its size by that of planet earth for each day per forest. Give it a 2 and a half thousand years one forest will have recreated the solar system and set out on the 16 million year journey to the nearest star. However you don't have one forest you have a planets worth. California ALONE generates a growth of just under 109 million kilomters a day. One state's worth of oak tree's if Holy oak will get you from our solar system to our nearest neighbour in a mere ONE thousand years.

I find that concept scary.


You can do it that way.
The holy oak is more of an after the fact option.
If you change your mind about the size later, can you increase the size with subsequent castings?

Scarab Sages

1 person marked this as a favorite.

I'm still working on balance and I'd like to add some extra features like seasonal being able to vary by area e.g. one part has tropical seasons while another tubdra or have boubtiful be either as described or more like a normal world (areas your not going to easily find food) but cover the whole plane rather than part of it. What i have currently is.

Create Demiplane, Mythic
School conjuration (creation); Level cleric/oracle 9, sorcerer/wizard 9, witch 9; Subdomain solitude 9
Casting Time 6 hours
Components V, S, F (a forked metal rod worth at least 500 gp)

Effect extradimensional demiplane, up to 20 10-ft. cubes/level (S)

DESCRIPTION

This spell functions as create demiplane - Greater if cast without mythic power. Alternatively you can make use of the following options.

Mythic: By expending 10 uses of mythic power when casting you can add (or remove) the following features.

Growth: Your plane expands at the rate of 5 foot radius x mythic tier per day.

Resilient: The duration of your demiplane increases from 1 day per caster levwl to 1 week per caster level.

Augment (8th): By expending 20 uses of mythic power along with 22,500 gold you make the demiplane permanent as per the spell. This permanency applies to all of the plane exisitng at the time of casting and any growth caused by the growth trait provided the trait is present when the plane is made permanent. Later additional castings of create demiplane mythic or non mythic have a normal duration. Only beings with a higher mythic tier than you can dispell this permanency or a demiplane protected by it.

Scarab Sages

Edit of the above post due to computer glitch taking out a mythic option and my not noticing till after the edit time limit this is one of the 10 mythic power ones.

Musical: The beings in this plane tend to break into choreographed song and dance numbers during important moments in their lives. Yes this does mean your living in a musical or if you applied the dominant positive energy trait possibly a disney world (hmm cartoonish trait?) and your quiet dinner could wind up with you singing and dancing in the background of someone elses really good day.


Mythic greater demiplanes need more oomph than just more duration or size.

Maybe take inspiration from legendary items?

Some ideas: making it harder to enter or leave. Making traits vary according to class, alingment, creature type. Specifically disabling some abilities, or granting them. Spontaneously spawn certain types of creatures (outsiders, abberations, or other mindless creatures), automatically raise dead bodies that enter, generate valuable ores and gems, link to bags of holding, enable overlapping/swaps centered on caster, bind certain souls to it post-death, etc.

In other worlds, not just a private playground, vut basically a plane as powerful and unique as others.

Scarab Sages

This is what I'm working on at the moment. However internet connection dropped out just before I hit submit so I lost the entire post and only hinted at it in what I posted via the phone as that's a pain to type on. However yes the size/duration are hopefully just a begining to what you can do with the mythic power. I'm trying to come up with something for each trait. Since I now am at my computer here's what I have so far . . .

Bountiful: I can see upgrading this to a full working ecology complete with animals but the downside is (1) you aren't guaranteed enough food for a medium creature per 10' cube, (2) you will have predators and (3) the demiplane needs to actually work i.e. no streams or water source and your plants die.

Elemental: Simmple one here allowing you to assign a different element trait to different parts of the plane e.g this section is water dominant while the one surrounding it is earth and above both is air.

Gravity: Haven't got anything for this one.

Seasonal: Simple one here as with elemental you can adjust the seasonal features for different areas of the plane. I'd also make it so it is clear it allows for all the aspects of a season including rain, snow, fog, etc and does this as per normal so a plane with constant rain would not fill up with water because its being drawn from pools and the like at the same rate it drops.

Shape: I'm considering allowing this to combine with portal so you can link it to a spot on the material and assign some boundary marker. E.g. when you come to the edge of the plane you reach a 10' wall of fog, travel past that point and you emerge on the material plane in X location. Travelling back the other way can be done by anyone with a certain key on them otherwise you walk through the boundary without noticing it as its invisible and impermeable. The difference between this and just portal is that its the whole boundary of the plane so if you exit to the north you emerge in the hills outside washington (if washinton has hills) while doing it to the south see's you in Michigan (yes I don't know American geography so this is probably horrible off).

Structure: Not sure here except maybe only needing to conceptually linked so an island can have a port town on it with buildings, furniture and so on. Alternatively may allow you to layer the plane with links between them e.g. layer 1: X/Y/Z traits and if you walk into a specific tree it takes you to the next layer with A/B/C traits.

Energy: Not much I can do here excpet maybe allowing different places to have different traits same as elemental.

Magic: I'm considering allowing magic to function normally for you and up to mythic tier other people. So the plane could be dead magic except for you.

Morphic: I have nothing here.

Time: I can see allowing flowing time to be 2 x mythic tier difference maybe but I've not got much here.

On top of which I've a few I'm messing around wtith like . . .

Musical: The beings in this plane tend to break into choreographed song and dance numbers during important moments in their lives. Yes this does mean your living in a musical or if you applied the dominant positive energy trait possibly a disney world (hmm cartoonish trait?) and your quiet dinner could wind up with you singing and dancing in the background of someone elses really good day.

Animated: Appears in a particular drawing (or in later eras CGI:)) style.

Tended: Creates unseen servants to tend to the plane e.g. gardening or maintaining buildings. May make it so you can have the servants visible.

Transistive: Allows you to duplicate the effects of the astral, ethereal or shadow planes.

Sentient: You give the plane a mind and it can alter itself according to its views on the inhabitent helping one person or hindering them.

Aligned: You make the plane mildly or strongly aligned.

Fiction boundary: A specific spot on the plane allows access to worlds based on fictional tales where the beings live and breathe and can be influenced or influence you. Rumoured to have been discovered in ancient tome of magic the mage who first linked to a fictional universe found that once the link was made unlike the original spell the universe itself became real and the beings inside were able to not only leave and live in the real world but make decisions for themselves. So have a care what worlds you open a gateway too.

However as those are extra effects I need to decide if (a) they should be allowed and (b) if they should be the 8th tier 20 mythic power augment version of the spell. However I think this is what your after as it could allow for things like a sentient good aligned plane that not only by its nature hinders evil aligned beings with penalties but rearanges itself to oppose them actively or one where you could travel from say the hills outside a small town in Golarion to the demiplane and from there to Never neverland where you have to ask Peter to please return your daughter.

Scarab Sages

Alright here's my revised and updated mythic demiplane. Some of these are nabbed from ennead's plane maker book.

Create Demiplane, Mythic
School conjuration (creation); Level cleric/oracle 9, sorcerer/wizard 9, witch 9; Subdomain solitude 9
Casting Time 6 hours
Components V, S, F (a forked metal rod worth at least 500 gp)
Effect extradimensional demiplane, up to 20 10-ft. cubes/level (S)

DESCRIPTION

This spell functions as create demiplane - Greater if cast without mythic power. Alternatively you can make use of the following options.

Mythic: By expending 5 uses of mythic power when casting you can add (or remove) the following features.

Growth: Your plane expands at the rate of 5 foot radius x mythic tier per day.

Resilient: The duration of your demiplane increases from 1 day per caster level to 1 week per caster level.

Variable alignment: You can apply traits that modify the plane to different areas rather than having one overall trait. For example half the plane could be fire aligned, half water. However you can not combine two different alignments to the same area.

Musical: The inhabitants of this plane have a tendency to burst into spontaneous choreographed song and dance numbers involving those nearby. Will save DC 20 to resist, this wont harm anyone involved e.g. if your leaping from rooftop to rooftop you will never miss or slip.

Augmented (4th): By expanding 10 uses of mythic power you can apply the following features to your plane.

Bounded: You can set the boundaries of the plane to match up with boundaries on the prime material provided a key is available. So whereas normally when reaching the edge of the plane you reach either a boundary or return on the opposite side with the correct key you can pass through the edge to the matching point on the material plane.

Appearance: You can alter the apperance of the plane and those living in it for example making everything be only black and white or look as though it was drawn in a particular painting style.

Karmic: You can make the plane deliver karma to those in it. This can come in 4 varities amplified (the return is greater than what was done e.g. break an arm and all your limbs are broken), equivilent (break someones arm and one of yours is broken), reduced (break an arm, sprain a wrist) and the feared reversed (you get the opposite effect break an arm and something good will happen to you).

Augment (6th) By expanding 15 uses of mythic power you can apply the following effects.

Ecology: You can create a proper, living ecology in the plane with plants and living animals.

Permanent: If you spend 22,500 gold you make the demiplane permanent as per the spell. This permanency applies to all of the plane exisitng at the time of casting and any growth caused by the growth trait provided the trait is present when the plane is made permanent. Later additional castings of create demiplane mythic or non mythic have a normal duration. Only beings with a higher mythic tier than you can dispell this permanency or a demiplane protected by it.

Layered: You can split your plane into multiple different layers with different rules and effects. You can create gateways and portals between the layers at the time of splitting or leave them seperate in which case planar travel abilities are necessary to move between them.

Settled: You can create buildings and even entire cities (if the plane is large enough) on your plane.

Augment (10th): By expending 25 uses of mythic power you can apply one of the following features.

Sentient: You give the plane mental stats equal to your caster level. It gains telepathy and tounges allowing it communicate with anyone living inside it and can even rearrange its own layout to hinder or help based on its own desires.

Transformative: You can set a criteria for the inhabitants that affects anyone entering the plane. This can be made single or dual directional. A single directional transformation only occurs to those entering the plane, a dual directional transformation undoes the change when they leave. For example you can make it so all inhabitants are intelligent, talking animals and any being entering the plane is turned into an intelligent, talking animal. A single directional transformation will mean when they leave for another plane they remain in that form, dual directional means when they leave the plane they will transform back into their original one.


Water can slowly drain out of the bottom of the plane and return as clouds, then rain or snow. This may lead to rain of frogs, fish, or even small rocks.

Alternately, water can come from the plane of water, then return to it.
Same with the wind to and from the plane of air.

Mythic Permanency can be a separate spell. It can only be dispelled by a mythic spell. The more mythic points are put into the spell, the more points are required to unlock it. Use the price you listed. A growing plane will require only the one spell, cast in the center point of the demiplane.

Scarab Sages

Amusing concept.

You have a point about making it permanent with the permanent spell mythic rather than using this one I'll adjust that.

Aside from those points what do you think?


The permanency could be tied to an item, as with Liches, making the plane impossible to truly dispel until the item is destroyed. The item itself would need to be an artifact, or at least the level of protection would be tied to its level of power. For example tied to a non artifact, only a mythic dispel would work, causing the item to explode. On a minor artifact, a mythic dispel would expel sentient inhabitants and render it inaccessible for a number of days relative to the tiers of the dispeller. A greater artifact would make the demiplane completely immune to dispel as long as the artifact exists.

Other mechanisms for longetivity could be metabolism, where the demiplane mimics the outer planes, and consumes the souls of those who die there or pledge themselves to it. With enough souls it continues to grow, and eventually be able to grant divine spells. But without them it withers away.

One possible setting for the demiplane could be Maze, where it is filled with trials. From the basic maze possibly inhabited by a minotaur (or other monsters, like Maze Runner), to more complex settings and trials like in Cube or Portal. The Portal games could essentially be a sentient maze demiplane, programmed to test inhabitants eternally.

This could in conjonction be a... what do they call it, a coterminous plane? Either fixed in a location or centered on an object (difficult to move). Essentially giving quasi-godly powers to the casters in his immediate area.

At mythic tier 10 with 9 level spells, balance is long gone anyways.

Scarab Sages

Interesting concepts. The last one reminds me of the deathstalker series I read some years back where a mysterious maze existed (can't say more as its plot related) and people entering it wound up with one of three results. The vast majority died, a small number were transformed into horrific monsters and maybe a dozen gained immense powers including teleporting from planet to planet or destroying entire star fleets.


Perhaps the ability to tie the plane with dreams: people can only visit the plane through their dreams, leaving their bodies on the material plane (unless they travel through the astral plane, perhaps?).

All people falling asleep within the radius of the Focus (the caster or an object) would have their minds/souls sent to the demi-plane. Remembering what occurs there would require a fairly high will save DC. Most harm there does not transfer to the material plane, but some might.

The place could be designed to be relaxing, unifying, or as an instrument of terror/torture. Mythic Night Hags could haunt the dreams of many simultaneously. Or it could be benevolent and unifying, such as Unimatrix Zero in Star Trek: Voyager (where, iirc, some borg are glitched and are able to escape the hive mind when plugged in to sleep, joining their peers in the paradisiac unimatrix zero where they plot for freedom).

As a GM, if I were to allow players to reach top tiers and one wanted to use it with Create Greater Demiplane, I think I'd give him just about carte blanche, and then reign it in IC. Mostly, though, it seems more likely a creative exercise than a means to break the game. Mythic Chain Lightning can do that just fine.

Scarab Sages

Having your own private island is a dream of many people I suspect and really doesn't hurt the game that much if you stay away from the time issues as at this stage a lot of the game breaking stuff is already there if you plan to use it (mine the plane of earth for example).

There was a card in arkham horror boardgame where you had a dream of another life lived and after dying of old age woke up in the "real world" with some new skils. Which would tie in with your dream plane. Hmmm perhaps at the top end have some of the other interestsing planes (metal, mirror, time, dreams) be options.


The spell or spells seem pretty much complete. Now you have me thinking about the origin of The Cleaves. Assuming the Fen used this spell to create their last stand and an enduring death trap for ignorant savages, only a Mythic disjunction could permanently destroy it.

If you want to center the spell on an item, perhaps a near indestructible pylon on the exact center of the plane. The only way to destroy it would be to remove it from the plane.

Scarab Sages

That seems a bit easy unless its immune to planeshift/teleport, personally I'd have the focus linked to the plane and impossible to remove. Most artifacts have a thematic and tricky means of destruction (See below if interested for a random sample). If you did go with a physical focus for the spell (which I personally wouldn't) you'd want something appropriate to the concept. Mythic create demiplane is effectively ultimate creation so you'd want something tied to that. Perhaps . . . the focus must be struck by a mythic being 3 times simultaneously using a crystal that has consolidated from the energy of the positive and negative energy planes (that's 1 crystal of consolidated positive energy and 1 obsidian shard of consolidated negative energy the representations of creation and destruction) on the anniversary of the day it was first created?

The Apocalypse Box can be destroyed by being crushed under the claw of an ancient gold dragon after a creature cursed by the box defeats three groups of Apocalypse Box monsters in a single day. (Which kills the gold dragon.)

The Codex of the Infinite Planes is only destroyed if one page is torn out and left on each plane in existence, but tearing out a page immediately triggers a random catastrophe. (Which is a genuine catastrophe).

The Icecrown can be destroyed only if the perpetual winter that shrouds the land of it’s origin ends and the normal course of the seasons returns. In this case, the Icecrown melts away on the first day of a new spring.

The Moaning Diamond can be smashed by the combined power of three elemental princes, one each from the Planes of Air, Fire, and Water. Even then, the dust must be cast into a place where it will never fall upon stone.

The Silver Maiden can be destroyed if its captain sails it into a black hole.

The scepter of ages doesn't even have a known mean of destruction it can only be moved to a time beyond peoples reach. (Then it finds its way back).


Just removing it wouldn't destroy it. As an artifact, only gods or other artifacts can even damage it.

Posible spoiler alert:
As a pointy topped pylon you might telekinetically stake Rovagug with it..

Dark Archive

I love this spell. Quick question for you. Have you ever designed any lower level spells or even similar level spells that would be able to for instance say add a trait or remove one after creation? or maybe cane make all of these addons as spells in their own right that will only affect a demiplane that you have personally created or helped create?

Something like Change Demiplane Alignment Trait (I know very unwieldy) I was thinking though that if there were some kind of carrier spell to incorporate them into that you could potentially create a small hanging mantle for spells and effects that could potentially even grow as the Demiplane did. The reason I ask is when I read this I got to thinking that a 5 ft cube is cool and all but if that effect were in its own spell then could make greater and lesser versions of it (I would make that the lesser version actually lol) as well as mythic and could even potentially design a class around the new spells :-) sorry just rambling here.

could even start the spells levels around 7, 8 and 9 and since it is a fairly specific targeted spell with long casting times that should keep the level down for it. :-)

Scarab Sages

Sorry about the delay in replying got caught up in work.

@Goth Guru
Hmmm.

@Frank Thanos
That's part of the normal spell rules.

[b]Alternatively, when cast within your demiplane, you may add (or remove) one of the following features to your demiplane with each casting of the spell, in which case it has an instantaneous duration.[b]

So basically if you have a demiplane and cast the spell again you can add or remove any specific traits you like.

Though it does make me think I need to add some protection against someone else changing a plane already in existance.


Senko wrote:

I'm looking to upgrade create demiplane, greater and I've two variants. I'm looking for feedback from better spellcrafters as to whether they're balanced and if one's better than the other. Other than this they function as per the normal spell is the normal effect and the augmented one. Other things I'm still not sure of . . .

1) Size: Should it be a 10 times increase rather than a 100 one (200 10-ft cube/level) I'm just not sure how big that is in real terms as we don't use feet.

2) Is 3 uses too expensive should it be 2?

3) Should the augmented be a higher tier?

VARIANT ONE
The duration of the created demiplane changes to instantaneous.

{b}Augmented (7th){/b}: If you expend three uses of mythic power, the size of the created Demiplane increases to 200 100-ft cubes/level.

Alternatively, you may apply two planar traits per casting rather than one.

VARIANT TWO
you increase the size of the created Demiplane increases to 200 100-ft cubes/level.

{b}Augmented (7th){/b}: If you expend two uses of mythic power,
The duration of the created demiplane changes to instantaneous.

Alternatively, you may apply two planar traits per casting instead of one.

In the first question d&d once do the conversion to meter an say that 5ft=2mt

As for the spell I suggest that in augmented 10th: you can expend 10 use of mythic power to create a second layer besides the first you created. For every extra layer you want to create increase the mythic power use by 3

Scarab Sages

Thanks, I've found a nice conversion app that does all those calculations for me since I made that post I'm now using.

So your saying augmented 10th should be 10 uses rather than 25 or just for the layering it should be 10?


Senko wrote:

Thanks, I've found a nice conversion app that does all those calculations for me since I made that post I'm now using.

So your saying augmented 10th should be 10 uses rather than 25 or just for the layering it should be 10?

Just 10 since yo whiteout the feat that help you to increase the mythic power will have in the end 23. If you created a second layer whit only 10 and for every layer increase to +3 in the end you will have a demiplane of 6 layer

Or you can put that instance of layer you reshape the plane so it's look like a planet and for every +3 mythic power you can crea an additional small planet that act like a moon for the primary planet


Senko wrote:

Sorry about the delay in replying got caught up in work.

@Goth Guru
Hmmm.

@Frank Thanos
That's part of the normal spell rules.

[b]Alternatively, when cast within your demiplane, you may add (or remove) one of the following features to your demiplane with each casting of the spell, in which case it has an instantaneous duration.[b]

So basically if you have a demiplane and cast the spell again you can add or remove any specific traits you like.

Though it does make me think I need to add some protection against someone else changing a plane already in existence.

That's a GM call. An entire campaign might be based around destroying a demiplane that is a lair for murderous ghoul pirates.

Also there is my idea that a population of humanoid monsters need to expand the home they were left with to accommodate their expanding population. Hence the world trees.

Scarab Sages

Zepheri wrote:
Senko wrote:

Thanks, I've found a nice conversion app that does all those calculations for me since I made that post I'm now using.

So your saying augmented 10th should be 10 uses rather than 25 or just for the layering it should be 10?

Just 10 since yo whiteout the feat that help you to increase the mythic power will have in the end 23. If you created a second layer whit only 10 and for every layer increase to +3 in the end you will have a demiplane of 6 layer

Or you can put that instance of layer you reshape the plane so it's look like a planet and for every +3 mythic power you can crea an additional small planet that act like a moon for the primary planet

Ok so

Augment (10th):
By expanding 10 uses of Mythic Power + 3 per previously created layer you can apply the layered trait to the demiplane.

Layered: You can split your plane into multiple different layers with different rules and effects. You can create gateways and portals between the layers at the time of splitting or leave them seperate in which case planar travel abilities are necessary to move between them.

By expending 25 uses of mythic power you can apply one of the following features.

Sentient: You give the plane mental stats equal to your caster level. It gains telepathy and tounges allowing it communicate with anyone living inside it and can even rearrange its own layout to hinder or help based on its own desires.

Transformative: You can set a criteria for the inhabitants that affects anyone entering the plane. This can be made single or dual directional. A single directional transformation only occurs to those entering the plane, a dual directional transformation undoes the change when they leave. For example you can make it so all inhabitants are intelligent, talking animals and any being entering the plane is turned into an intelligent, talking animal. A single directional transformation will mean when they leave for another plane they remain in that form, dual directional means when they leave the plane they will transform back into their original one.

Goth Guru wrote:
Senko wrote:

Sorry about the delay in replying got caught up in work.

@Goth Guru
Hmmm.

@Frank Thanos
That's part of the normal spell rules.

[b]Alternatively, when cast within your demiplane, you may add (or remove) one of the following features to your demiplane with each casting of the spell, in which case it has an instantaneous duration.[b]

So basically if you have a demiplane and cast the spell again you can add or remove any specific traits you like.

Though it does make me think I need to add some protection against someone else changing a plane already in existence.

That's a GM call. An entire campaign might be based around destroying a demiplane that is a lair for murderous ghoul pirates.

Also there is my idea that a population of humanoid monsters need to expand the home they were left with to accommodate their expanding population. Hence the world trees.

True I'm more of the once a plane is formed its all one plane and adding/removing should affect the whole thing but I can see a case for each part of a patchwork quilt needing its own treatment and possibly having its own rules. As may be apparent from the wording of some of the abilities.

Hmmmm laying aside sentient planes having their own saving throws I think your pointy pillar idea can work . . .

By expending 25 uses of mythic power you can apply one of the following features. . .

Anchored: An ornate pillar (exact design may vary but must use materials worth at least 100,000 gold plus another 50,000 gold for each additional layer of the plane). This pillar anchors the plane it is part of against any outside interference i.e. adding or removing traits with the exception of its master who can do so normally. The pillar can not be destroyed as long as it is in the plane (including layers) it is linked too, if removed from that plane for more than 10 day's however it shatters and can not be restored by mortal magic. It is immune to all direct teleportation and plane shift magics though it can be picked up and carried through a gate just fine, techological teleportation and dimensional shifts are up to GM decision.

Each anchoring pillar can be attuned or unatuned. If attuned it has a master who can cast magics on the linked demiplane to add or remove traits. To do so however they must be in physical contact with the pillar. Any mythic being can become the master of an unatuned pillar by simply touching it. Once attuned however only the mythic beings death will make that pillar unatuned once more. Note this death need only be temporary e.g. high level mythic beings who come back to life 24 hours after being killed still count as "dead" for making the pillar unatuned if that happens.


Anchored: An ornate pillar (exact design may vary but must use materials worth at least 100,000 gold plus another 50,000 gold for each additional layer of the plane). This pillar anchors the plane it is part of against any outside interference i.e. adding or removing traits with the exception of its master who can do so normally. The pillar can not be destroyed as long as it is in the plane (including layers) it is linked too, if removed from that plane for more than 10 day's however it shatters and can not be restored by mortal magic. It is immune to all direct teleportation and plane shift magics though it can be picked up and carried through a gate just fine, technological teleportation and dimensional shifts are up to GM decision.

Each anchoring pillar can be attuned or unatuned. If attuned it has a master who can cast magics on the linked demiplane to add or remove traits. To do so however they must be in physical contact with the pillar. Any mythic being can become the master of an unatuned pillar by simply touching it. Once attuned however only the mythic beings death will make that pillar unatuned once more. Note this death need only be temporary e.g. high level mythic beings who come back to life 24 hours after being killed still count as "dead" for making the pillar unatuned if that happens.

Yeah, that shattering after 10 days only counts if the pillar isn't turned into an artifact. Mythic adventures has an option for creating artifacts. The central artifact pillar might control lesser non artifact pillars that control subplanes or sectors of the main demiplane.

Scarab Sages

It does? Excuse me I must review the mythic rules.


I'm having trouble finding it in the book.
Maybe it was someone's homebrew. Maybe it's from an adventure path.

Scarab Sages

I imagine a house rule as the only thing I can think of is the legendary item path ability that if you invest in it twice lets it count as a minor artifact and three times as a major. Be a lot more tempting for the cost if it let you make artifacts rather than just one item. More over one that's horribly limited in comparison to actual artifacts no silver maiden or the like here. You can't even make a staff of the magi as written just pick from a limited set of abilities.


It was just discussed.

The mythic spell used in creating the Cleaves only allows the pylon to be destroyed by mythic weapons or spells.

Scarab Sages

Ah. Hmmm perhaps the pillar rather than shattering in 10 day's can only by destroyed by mythic weapons and spells after its removed from the plane its anchoring then.


Cool.
As long as that works for what you are using the spell for.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Looking for feedback on a mythic create Demiplane, greater All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules