gareth
2007-08-13, 06:56 AM
Introduction
I've been mulling over the Genesis spell, which allows a character to create a demiplane to his own design. It's a fascinating concept, but it's prone to abuse, vaguely worded, and not even updated for edition 3.5, except for the psychic version. So here's my approach. Please excuse any errors, as I'm working entirely from web resources: I don't even own the core books.
The Plane Seed
This magic item is an indestructable transparent sphere six inches in diameter. It's the material component for a Level 9 Wizard/Sorceror spell: Genesis. To perform the spell one must travel to the Ethereal Plane, hold the Seed in one's bare hand, and speak the verbal component of the spell. Razor-sharp spines erupt from the Seed, piercing the caster's skin and inflicting 1d12 points of nonlethal damage. Any effect which prevents this damage also prevents the spell from working. The sphere becomes slick with the caster's blood, which spreads to cover it evenly and is then absorbed inside. The Seed begins to grow, slowly at first but then faster and faster until it seems to explode in the caster's face - and suddenly he's inside the demiplane created by the spell.
The Demiplane
The damage to the caster's hand was not an arbitrary trial but rather a scanning process, to determine the characteristics of the demiplane. Subject to some constraints the spell builds the perfect living environment for the caster, one he can survive in forever without any harm.
Constraints: The demiplane is always a perfect sphere 1 mile in radius. Rock and soil form a hollow shell on the inner surface of varying thickness, with gravity acting outwards at normal strength. A minature sun floats in the center. Time always behaves the same on the demiplane as the material plane.
Geography:The arrangement of rock and soil and water replicates a real environment on the material plane, whether desert, meadow, swamp, or whatever. This environment is the one the caster is most suited to - usually where he spent most of his childhood. The exact details of the geography are designed by the DM - the caster has no control over them. For subterranean races the rock layer is particularly thick and honeycombed with tunnels and caverns.
Biology:The demiplanes contains animals and plants consistent with the real environment. Dead animals and plants are not replaced. Food and water from the demiplane itself may not be sufficient to support the caster.
Alignment:The alignment of the caster is embedded in the demiplane, making it hostile to those with opposing alignments. Any character with an alignment opposite to the caster on one or two axes takes a -2 penalty on Charisma, Intelligence, and Wisdom-based checks while inside the demiplane. Spells with an alignment opposite the caster's behave as if they are one level higher.
Other Characteristics: All other characteristics are identical to the material plane.
Commentary
My main idea is that the demiplane is determined by the background of the character but not controlled by him, eliminating most of the silly applications while giving him an excellent sanctuary from his enemies. It's far larger than the demiplane from the old spell, to make up for the restrictions and make the environment more viable. I'd appreciate any feedback you have on this.
I've been mulling over the Genesis spell, which allows a character to create a demiplane to his own design. It's a fascinating concept, but it's prone to abuse, vaguely worded, and not even updated for edition 3.5, except for the psychic version. So here's my approach. Please excuse any errors, as I'm working entirely from web resources: I don't even own the core books.
The Plane Seed
This magic item is an indestructable transparent sphere six inches in diameter. It's the material component for a Level 9 Wizard/Sorceror spell: Genesis. To perform the spell one must travel to the Ethereal Plane, hold the Seed in one's bare hand, and speak the verbal component of the spell. Razor-sharp spines erupt from the Seed, piercing the caster's skin and inflicting 1d12 points of nonlethal damage. Any effect which prevents this damage also prevents the spell from working. The sphere becomes slick with the caster's blood, which spreads to cover it evenly and is then absorbed inside. The Seed begins to grow, slowly at first but then faster and faster until it seems to explode in the caster's face - and suddenly he's inside the demiplane created by the spell.
The Demiplane
The damage to the caster's hand was not an arbitrary trial but rather a scanning process, to determine the characteristics of the demiplane. Subject to some constraints the spell builds the perfect living environment for the caster, one he can survive in forever without any harm.
Constraints: The demiplane is always a perfect sphere 1 mile in radius. Rock and soil form a hollow shell on the inner surface of varying thickness, with gravity acting outwards at normal strength. A minature sun floats in the center. Time always behaves the same on the demiplane as the material plane.
Geography:The arrangement of rock and soil and water replicates a real environment on the material plane, whether desert, meadow, swamp, or whatever. This environment is the one the caster is most suited to - usually where he spent most of his childhood. The exact details of the geography are designed by the DM - the caster has no control over them. For subterranean races the rock layer is particularly thick and honeycombed with tunnels and caverns.
Biology:The demiplanes contains animals and plants consistent with the real environment. Dead animals and plants are not replaced. Food and water from the demiplane itself may not be sufficient to support the caster.
Alignment:The alignment of the caster is embedded in the demiplane, making it hostile to those with opposing alignments. Any character with an alignment opposite to the caster on one or two axes takes a -2 penalty on Charisma, Intelligence, and Wisdom-based checks while inside the demiplane. Spells with an alignment opposite the caster's behave as if they are one level higher.
Other Characteristics: All other characteristics are identical to the material plane.
Commentary
My main idea is that the demiplane is determined by the background of the character but not controlled by him, eliminating most of the silly applications while giving him an excellent sanctuary from his enemies. It's far larger than the demiplane from the old spell, to make up for the restrictions and make the environment more viable. I'd appreciate any feedback you have on this.