Create Demiplane, Lesser (Sorcerer/Wizard Spell)

From Epic Path
Revision as of 14:55, 1 March 2018 by Reese (talk | contribs) (Text replacement - "\| Alchemist = (.*) \| Bard = (.*) \| Cleric = (.*) \| Druid = (.*) \| Paladin = (.*) \| Ranger = (.*) \| Sorcerer\/Wizard = (.*) " to "| Alchemist=<onlyinclude>{{#ifeq:{{{transcludesection|Alchemist}}} | Alchemist|$1 }}</onlyinclu...)
Jump to navigation Jump to search
Level: Cleric 7Sorcerer/Wizard 7
School: conjuration (creation)
Subdomain: greed 8

Casting

Casting Time: 2 hours
Components: V, S, F (a forked metal rod worth at least 500 gp)

Effect

Range: 0 ft.
Target or Area: extradimensional Demiplane, up to three 10-ft. cubes/lvl (S)
Duration: 1 day/lvl
Saving Throw: none
Save DC:
Spell Resistance: No

Description

You create a small, finite Demiplane. You must be on the Astral or Ethereal Plane or on a plane that has access to one of those planes (such as the Material Plane) to cast this spell.
When you cast the spell, you decide whether the Demiplane is within the Astral or the Ethereal Plane. It is filled with air or water (decided by you). The plane is generally flat and featureless, such as an earth, stone, water, or wood floor. 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. The plane's environmental conditions are those of a temperate spring day on the Material Plane. You determine the plane's light level (bright, normal, dim, or darkness), which affects the entire plane.
There are no native creatures or plants on this plane, though you may bring some there (if the plane's light is bright or normal, it counts as sunlight for growing plants). The environment of the plane counts as normal terrain for the purpose of effects that target earth, stone, wood, and so on. For example, you could use Move Earth (Spell) to create a hill or Wall of Stone (Spell) to create a barricade.
When you finish casting this spell, you may bring yourself and up to seven other creatures to the plane automatically by joining hands in a circle. The Demiplane is another plane of existence, and therefore is outside the range of any spell or ability that cannot affect or reach other planes. Creatures can only enter the plane by the use of planar travel magic such as Astral Projection (Spell), Etherealness (Spell), or Plane Shift (Spell). You are considered "Very Familiar" with your entire Demiplane.
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). When the spell ends, the plane dissolves, and all creatures in the plane are ejected in this manner with no saving throw. The plane cannot be dispelled, but a creature on the plane can destroy it by using Wish, Limited (Spell), Mage's Disjunction (Spell), Miracle (Spell), or Wish (Spell) and making a successful dispel check.
If you are within the Demiplane, you can add to its area by casting the spell again. Alternatively, you may cast this spell again to reset the duration of an existing area to that of your latest casting. If the duration on one area of the Demiplane ends and other parts remain, creatures in the expiring area are shunted to remaining areas. If a collapsing portion of the Demiplane would leave one section cut off from other sections of the Demiplane (for example, if there were three areas connected in a straight line and the center part expired), the stranded sections count as separate Demiplanes under your control. You may reconnect these stranded sections by casting the spell again to create a linked area between the two.



Mana Burn Circle Damage

Spell Circle Burn Cost Req'd Char Level Base Dice Max Dice
0 N/A N/A 1d4 per 2 character levels max of 4d4 at character level 8
1 N/A 1st 1d6 per character level max of 4d6 at character level 4
2 +1 3rd 1d6 per character level max of 6d6 at character level 6
3 +1 5th 1d6 per character level max of 10d6 at character level 10
4 +1 7th 1d6+1 per character level max of 12d6+12 at character level 12
5 +1 9th 1d6+1 per character level max of 15d6+15 at character level 15
6 +1 11th 1d6+2 per character level max of 16d6+32 at character level 16
7 +1 13th 1d6+2 per character level max of 20d6+40 at character level 20
8 +1 15th 1d6+3 per character level max of 21d6+63 at character level 21
9 +1 17th 1d6+3 per character level max of 25d6+75 at character level 25
10 +1 19th 1d6+4 per character level max of 25d6+100 at character level 25
11 +1 21st 1d6+5 per character level max of 25d6+125 at character level 25
12 +1 23rd 1d6+6 per character level max of 27d6+162 at character level 27
13 +1 25th 1d6+7 per character level max of 27d6+189 at character level 27
14 +1 27th 1d6+8 per character level max of 29d6+232 at character level 29
15 +1 29th 1d6+9 per character level max of 29d6+261 at character level 29
16 +1 31st 1d6+10 per character level max of 30d6+300 at character level 30
17 +1 33rd 1d6+11 per character level max of 30d6+330 at character level 30
18 +1 35th 1d6+12 per character level max of 30d6+360 at character level 30