Drachasor
2014-03-01, 04:57 AM
Now, PF Demiplane creation is a bit funky. It spells out precisely what you can do, which is nice. It also lets you get a Demiplane at 13th level -- very nice. With 9th level spells you can even make a permanent Gate in your Demiplane. The biggest negative compared to 3.5's Genesis is that area is much, much smaller. The more castings, the bigger this deficit. At 80-some Genesis castings you'd need millions of Create Demiplane (Greater) to catch up. On the other hand, it is free to cast Create Demiplane and it lasts 1 day/level, so you don't have to spend any money if you don't want to (and you can permanency it later for money if you so desire). On the other, other hand, it can be disjoined (but not dispelled -- however, the permanency could be dispelled, theoretically).
So what can you do with PF's Create Demiplane? (http://www.d20pfsrd.com/magic/all-spells/c/create-demiplane) Well, it comes in 3 version, Lesser, Normal, and Greater at spell levels 7, 8, and 9 (for a Wizard/Sorcerer, Summoner 5 and 6 -- they don't get greater which sucks).
General:
Location: You need to be on the Astral or Ethereal Plane or a plane that has access to them (like the Prime). You choose whether the Demiplane is on the Astral or Ethereal.
Composition: Air or Water. Land in it, if any can be stone, wood, or water.
Edges: Stone, Woods, Mists, featureless void, or the like.
Climate: Temperate Spring Day by default
Gravity: Standard one-direction gravity (go to he** Newton) by default.
Light: bright, normal, dim, or darkness (entire plane)
Travel: For free after casting the spell or "Creatures can only enter the plane by the use of planar travel magic such as astral projection, etherealness, or plane shift." -- This suggests the Plane is Coterminous (http://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-How-Planes-Interact), but it isn't clear. Nor is it clear if just anyone from the connected Plane can just wander in -- kind of a problem.
Eject: 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 you can try to kick people out as a Standard action. Then again, if people in the Ethereal or Astral can just step back in, that isn't so good. There's really no reason to ever cast this spell on the Astral or Ethereal, given DM interpretation on privacy.
Volume: Varies by spell. Casting one of the Create Demiplane spells while in a Demiplane you own extends the volume. If part of the volume expires, stuff is shoved to available volume. This can leave parts of the same Demiplane unconnected.
Lesser (7th level Wizard, 5th level Summoner):
Volume: Three 10ft Cubes/level.
Nothing special other than the general stuff above.
Standard (8th Level Wizard, 6th level Summoner):
Volume: Ten 10ft Cubes/level -- more than 3 times the Volume of the old one.
Features: The standard and Greater spell let you modify an existing Demiplane. This modification is an Instant duration, so it lasts forever. Only the volume of the Demiplane needs to be recast if you don't make it permanent.
Alignment: Mild association only. (Just a -2 penalty on Charisma-based checks for opposite alignments).
Bountiful: Free food. Each 10' cube is enough for a medium-sized creature.
Elemental: Fire/Earth/Water/Air only.
Gravity: Normal, Heavy, Light, Subjective, Objective, or None -- all gravity options. There's potential for weird stuff.
Seasonal: Any sort of normal seasonal change including a day/night cycle. Or a permanent season. You can have the timing on these shifts be however you want. Day/nights that last 1 minute each? That's ok. Same with seasons, apparently.
Shape: This is where you can have some really cool stuff. You can make the plane loop around on itself. Designate certain points connect to other points. Basically, you can connect any point to any other point however you want. M.C. Escher made reality. (https://www.google.com/search?q=m.c.+escher&espv=210&es_sm=93&source=lnms&tbm=isch&sa=X&ei=4KMRU9LkNMfSyAHy5oGYCA&ved=0CAkQ_AUoAQ&biw=1920&bih=955)
Structure: Mostly undefined, you can make a visual/structural theme for your plane. Should be able to combine with Shape to really make things M.C. Escher
Greater (9th Level Wizard, No Love for Summoners):
Volume: Twenty 10ft Cubes/level -- Twice the volume of the 8th level version. This is a really nice amount of room overall. You can consider it to be a 50'x40' (2000 square feet) area per caster level. That's a nice-sized house (3-4 bedrooms perhaps).
Features: This is where you can some of the really, really good stuff. Too bad for the Summoner : (
Energy: Minor Positive/Negative Energy Dominate. Positive gives Fast Healing 2 to everyone.
Magic: Only allows Dead, Enhanced, Impeded, or Wild Magic.
Enhanced: +2 CL on certain spells and ability. Nice, but much weaker than 3.5's enhanced which allowed free metamagic. Good for pemanency though.
Dead: No Magic Allowed. Makes for a good jail cell. If your enemy isn't a god, they can't cast spells or use Supernatural or Spell-like abilities. It also means you can't cast Permanency on the Demiplane unless you've already cast it. This works like an AMF.
Impeded: This just means there's a Caster Level Check to cast certain spells (DC 20+Spell Level, which is a joke).
Note: Sadly you can't get Limited Magic (make it so certain schools or spells levels don't work).
Wild Magic: I'm not sure there is any good use for this.
Morphic: Let's you Move Earth at will and reshape plants (like Move Earth, whatever that means). This lets you also use this free Move Earth on Stone. Handy for construction since you get all the Stone you want, basically.
Portal: Permanent Gate. Very nice. Connect different Demiplanes together. Make Gates to other locations. Make a Gate to your Bag of Holding or Portable Hole.
Time: Default is same as the Prime, you can have Erratic, Flowing, or Timeless.
Erratic: Random Time Duration. Not sure if there is any good way to use this. Beyond playing with statistics if you have lots of different demiplanes with it.
Flowing: Time passes twice as quickly or twice as slowly. Handy for healing up faster.
Timeless: You don't need to eat and don't age. The best part is that any non-instant spell you cast is PERMANENT for free. However, once anything leaves, time catches up. So sadly you can't make an army of summons and have them leave whenever you need them.
Combos:
Security:
If you secure your central Demiplanes from invasion, you can have guard Demiplanes. With the Timeless Trait and any others you like these planes can have as many summons and other wards to guard the area. You use Portal to connect demiplanes together.
Useful Spells: Prismatic Wall, Wall of Force, and the like can be used to seal one end of a gate.
Portable Hole:
A Portal into your Portable Hole lets you stop back at your Double Time Flow + Positive Energy plane for some healing -- 4 hit points per round on the Prime. You can also keep supplies, loot, and whatever else you want there. Also, with high level summons you can have Level 16 Clerics waiting for you in a Timeless Plane to toss Heal or the like on you.
Jail:
Make a Demiplane, make it permanent. Make a Permanent Gate to it (since I don't think a regular Gate works). Now you have a place where you can toss enemies for holding. If you want you can give it the Timeless Trait and you don't HAVE to feed them, though they'll die of starvation if you let them out.
Or don't use a Gate and just use Wish for transport. The only way they can get out is with another Wish. This is better if you don't need to question them and just need a way to hold some horrific entity. (from Alleran)
M.C. Escher:
As noted above. Shape, Structure, and Gravity can make the plane pretty much act however you want, with whatever geometry and gravity you desire.
Any other ideas? I think I want to make a list of stuff.
So what can you do with PF's Create Demiplane? (http://www.d20pfsrd.com/magic/all-spells/c/create-demiplane) Well, it comes in 3 version, Lesser, Normal, and Greater at spell levels 7, 8, and 9 (for a Wizard/Sorcerer, Summoner 5 and 6 -- they don't get greater which sucks).
General:
Location: You need to be on the Astral or Ethereal Plane or a plane that has access to them (like the Prime). You choose whether the Demiplane is on the Astral or Ethereal.
Composition: Air or Water. Land in it, if any can be stone, wood, or water.
Edges: Stone, Woods, Mists, featureless void, or the like.
Climate: Temperate Spring Day by default
Gravity: Standard one-direction gravity (go to he** Newton) by default.
Light: bright, normal, dim, or darkness (entire plane)
Travel: For free after casting the spell or "Creatures can only enter the plane by the use of planar travel magic such as astral projection, etherealness, or plane shift." -- This suggests the Plane is Coterminous (http://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-How-Planes-Interact), but it isn't clear. Nor is it clear if just anyone from the connected Plane can just wander in -- kind of a problem.
Eject: 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 you can try to kick people out as a Standard action. Then again, if people in the Ethereal or Astral can just step back in, that isn't so good. There's really no reason to ever cast this spell on the Astral or Ethereal, given DM interpretation on privacy.
Volume: Varies by spell. Casting one of the Create Demiplane spells while in a Demiplane you own extends the volume. If part of the volume expires, stuff is shoved to available volume. This can leave parts of the same Demiplane unconnected.
Lesser (7th level Wizard, 5th level Summoner):
Volume: Three 10ft Cubes/level.
Nothing special other than the general stuff above.
Standard (8th Level Wizard, 6th level Summoner):
Volume: Ten 10ft Cubes/level -- more than 3 times the Volume of the old one.
Features: The standard and Greater spell let you modify an existing Demiplane. This modification is an Instant duration, so it lasts forever. Only the volume of the Demiplane needs to be recast if you don't make it permanent.
Alignment: Mild association only. (Just a -2 penalty on Charisma-based checks for opposite alignments).
Bountiful: Free food. Each 10' cube is enough for a medium-sized creature.
Elemental: Fire/Earth/Water/Air only.
Gravity: Normal, Heavy, Light, Subjective, Objective, or None -- all gravity options. There's potential for weird stuff.
Seasonal: Any sort of normal seasonal change including a day/night cycle. Or a permanent season. You can have the timing on these shifts be however you want. Day/nights that last 1 minute each? That's ok. Same with seasons, apparently.
Shape: This is where you can have some really cool stuff. You can make the plane loop around on itself. Designate certain points connect to other points. Basically, you can connect any point to any other point however you want. M.C. Escher made reality. (https://www.google.com/search?q=m.c.+escher&espv=210&es_sm=93&source=lnms&tbm=isch&sa=X&ei=4KMRU9LkNMfSyAHy5oGYCA&ved=0CAkQ_AUoAQ&biw=1920&bih=955)
Structure: Mostly undefined, you can make a visual/structural theme for your plane. Should be able to combine with Shape to really make things M.C. Escher
Greater (9th Level Wizard, No Love for Summoners):
Volume: Twenty 10ft Cubes/level -- Twice the volume of the 8th level version. This is a really nice amount of room overall. You can consider it to be a 50'x40' (2000 square feet) area per caster level. That's a nice-sized house (3-4 bedrooms perhaps).
Features: This is where you can some of the really, really good stuff. Too bad for the Summoner : (
Energy: Minor Positive/Negative Energy Dominate. Positive gives Fast Healing 2 to everyone.
Magic: Only allows Dead, Enhanced, Impeded, or Wild Magic.
Enhanced: +2 CL on certain spells and ability. Nice, but much weaker than 3.5's enhanced which allowed free metamagic. Good for pemanency though.
Dead: No Magic Allowed. Makes for a good jail cell. If your enemy isn't a god, they can't cast spells or use Supernatural or Spell-like abilities. It also means you can't cast Permanency on the Demiplane unless you've already cast it. This works like an AMF.
Impeded: This just means there's a Caster Level Check to cast certain spells (DC 20+Spell Level, which is a joke).
Note: Sadly you can't get Limited Magic (make it so certain schools or spells levels don't work).
Wild Magic: I'm not sure there is any good use for this.
Morphic: Let's you Move Earth at will and reshape plants (like Move Earth, whatever that means). This lets you also use this free Move Earth on Stone. Handy for construction since you get all the Stone you want, basically.
Portal: Permanent Gate. Very nice. Connect different Demiplanes together. Make Gates to other locations. Make a Gate to your Bag of Holding or Portable Hole.
Time: Default is same as the Prime, you can have Erratic, Flowing, or Timeless.
Erratic: Random Time Duration. Not sure if there is any good way to use this. Beyond playing with statistics if you have lots of different demiplanes with it.
Flowing: Time passes twice as quickly or twice as slowly. Handy for healing up faster.
Timeless: You don't need to eat and don't age. The best part is that any non-instant spell you cast is PERMANENT for free. However, once anything leaves, time catches up. So sadly you can't make an army of summons and have them leave whenever you need them.
Combos:
Security:
If you secure your central Demiplanes from invasion, you can have guard Demiplanes. With the Timeless Trait and any others you like these planes can have as many summons and other wards to guard the area. You use Portal to connect demiplanes together.
Useful Spells: Prismatic Wall, Wall of Force, and the like can be used to seal one end of a gate.
Portable Hole:
A Portal into your Portable Hole lets you stop back at your Double Time Flow + Positive Energy plane for some healing -- 4 hit points per round on the Prime. You can also keep supplies, loot, and whatever else you want there. Also, with high level summons you can have Level 16 Clerics waiting for you in a Timeless Plane to toss Heal or the like on you.
Jail:
Make a Demiplane, make it permanent. Make a Permanent Gate to it (since I don't think a regular Gate works). Now you have a place where you can toss enemies for holding. If you want you can give it the Timeless Trait and you don't HAVE to feed them, though they'll die of starvation if you let them out.
Or don't use a Gate and just use Wish for transport. The only way they can get out is with another Wish. This is better if you don't need to question them and just need a way to hold some horrific entity. (from Alleran)
M.C. Escher:
As noted above. Shape, Structure, and Gravity can make the plane pretty much act however you want, with whatever geometry and gravity you desire.
Any other ideas? I think I want to make a list of stuff.