You create a door of your own design on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension. The caster can dismiss the entry door with no action required. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. 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. You are considered “very familiar” with your entire demiplane for the purposes of spells like plane shift. As an action, you may eject a creature from your demiplane.
Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.
Demiplane Options:
The demiplane 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 to create a hill or wall of stone to create a barricade.
When cast within your demiplane, you may add (or remove) one of the following features to your demiplane with each casting of the spell.
Bountiful - Your demiplane gains a thriving natural ecology, with streams, ponds, waterfalls, and plants. The demiplane provides enough plant-based food (nuts, grains, fruit, fungi, and so on) to support one Medium creature for every 10-foot cube of the demiplane. The demiplane does not have any animals unless you transport them there, but the ecology can sustain itself for as long as the demiplane exists without requiring watering, gardening, pollination, and so on, and dead organic material decays and returns to the soil in the normal manner. If your demiplane has ambient light, these plants are normal, familiar surface plants; if it is a realm of twilight or darkness, these plants are fungi and other plants adapted to near-darkness or underground locations.
Gravity - By default a demiplane’s gravity is normal and oriented in one direction, like what most creatures are used to on the Material Plane. By selecting this feature, the plane’s gravity is heavy, light, none, objectively directional, or subjectively directional.
Seasonal - The demiplane has a seasonal cycle and a light cycle, usually similar to those of a land on the Material Plane, but customizable as you see fit (for example, your demiplane could always be winter, day and night could alternate every 4 hours, and so on). You can also utilize this selection to determine weather.
Shape - By default, the demiplane has a fixed shape and borders. By selecting this feature, you may make your plane self-contained so it loops upon itself when a creature reaches one edge (see Shape and Size). You may designate areas or locations on the edges of your plane where this occurs (such as a pair of secret doors or a path in the woods) or apply it to the entire plane.
Structure: Your demiplane has a specific, linked physical structure, such as a giant tree, floating castle, labyrinth, mountain, and so on. (This option exists so you can pick a theme for your plane without having to worry about the small details of determining what spells you need for every hill, hole, wall, floor, and corner).
Magic - Your plane gains the enhanced magic or impeded magic trait. Choose one school of magic or "ritual" to be enhanced or impeded. If you select "ritual", then any ritual spell is selected regardless of school of magic. A plane cannot be enhanced and impeded for the same kinds of spells. Enhanced magic provides advantage for any associated roll related to that magic while impeded provides disadvantage.
Portal - Your demiplane gains a permanent gate to one location on another plane, which can only be used for planar travel. This location must be very familiar to you. This gate is always open and usable from both sides, but you can secure it using normal means (such as by building a door around it).
Time - By default, time passes at the normal rate in your demiplane. By selecting this feature, you can alter the time in any ratio compared to the material plane. Example: 2 hours in the demiplane is 1 hour on the material plane.
Key - You can enchant an item to be anchored to the demiplane. By touching the item to any flat surface, the same doorway appears as if this spell was cast. This item can only access the demiplane it was anchored to. The key can be used in the same manner while inside to demiplane to open a door to the exact spot where the demiplane was last accessed. This key will only open the doorway and return you once per long rest.
Previous Versions
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11/2/2021 7:51:35 AM
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Coming Soon
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