Closing a Plannar Rift


Advice


Any ideas (or points to rules) on closing a rift to another plane?
Bacially I have your generic rift to evil nightmare realm of the great beyond, and my players want to close it (pretty high level game - they are closing in on 14th level). Before I create my rules, I thought I would fish for existing rules or ideas that others might have.

Suggestions? Costs? Spells?


No one has any advice?

I don't see an existing spell that does what I need. Does a Level 7 spell seem to early. Should it be 8?

The spell would have no combat effect (like the 8th level spell Rift of Ruin). It will basically "close the rift", although I plan for there to be lingering effects, since the rift has been there for centuries.

Or is there an abjuration spell that does what I need, and I am missing it? Maybe permanancy combined with some protection spell?

No ideas? I am actually suprised there is not a spell for closing a plannar rift/gate etc...already.

Liberty's Edge

try "Riftwarden" PC book


This doesn't exactly close it but it blocks it.

dimensional anchor and permanancy would block travel through the rift. Assuming of course the rift counts as an object.

Or at a higher level:
dimensional lock with permanancy

You could also make it a neat hook if there was a handy item or some such that uses the spell to bind an object in solid rock. (can't find it for some reason, my search fu is weakening.) That way from time to time there could be some powerful outsider coming through it.


Magical darning thread?


Look thru the special materials and see if there is something that your players could craft into an appropriate item. This shouldn't be just a spell. Ther should be a contribution from everyone involved and something they have a hand in thinking up.

I can't tell you how many times players have done my brainstorming for me.


And it should be a unique spell your PCs design. Have them look up the rules for it, offer unusual material components to drive down the cost, maybe even have a side mission for the martials while the casters research.


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BARBARIAN AM SUNDER IT!


I guess Spell Sunder could possibly destroy it.

Consider that putting a bag of holding into a portable hole produces the opposite effect, there probably should be a relatively easy way to close it.

Or maybe not. Maybe you need a powerful artifact powered by handwavium!

Seriously, as far as I know there aren't any rules specific to the subject so just go with whatever you like.


I like the permanancy combined with "X" options. This would let them decide of the level of protection (since they can't cast 8th level spells yet...it would give them something to work toward with Dimensional lock based one). But the poor-mans version based on anchor they could do now, but some astral or etheral creatures, or powerful ones might seep through.

I am thinking:

(5th level) Bind Rift (as per Dimensional Anchor combined with Permanancy) - Costs 12,500 gp in comps - the rift exists but is "shut" in such a way that some powerful creatures might be able to force their way through. Kind of like a band-aid.

and

(8th level) Seal Rift (as per Dimensional Lock combined with Permanancy) - Costs 20,000 gp in comps - Actually seals the rift and the rift disappears.

Do the costs seem out of line? I based them on permancy spells of (4th and 8th level). But since the spell is so specialized and specific (and not cast on a person for example) might they be cheaper? Maybe 6,000 and 10,000.


First thing that comes to mind is

Mage's Disjuction = PHB p 306

or

Wish = PHB p 370 or Miracle PHB p 314.

...............................

But at there level, best i can think off is

Hallow + Dimensional Anchor, build a church on the site, and keep the door closed until they get cocky and forget to keep Hallow spell up on the the site. Then bring the evil back, when they are higher level.

Problem solved for now, great opportunity for an adventure latter. (Classic break the seal, release the evil plot line :)


*Out of lurker mode*

Dispense with the one shot kill ideas. Turn it into a RP encounter.

Look into Knowledge(planes) and Spellcraft, perhaps even Knowledge(religion). Allow PCs to work out some sort of ritual that involves a few spells, a lot of glyphs being chalked or carved, and hours of work. Basically make Skill checks the most important part of solving the problem. Throw a toned down combat encounter into the mix where those actively sealing the rift must make checks to maintain progress. This will give PCs not actively part of the sealing some purpose in defending their preoccupied allies.

*crawls under rock to hide*

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