Enhance Demiplane
8th level Conjuration
Classes: Oracle, Sorcerer, Witch, Wizard
Domains: Creation, Generic, Planes
Components: V, S, M (Special)
Casting Time: Standard
Range: 0 ft
Effect: one enhancement to a demiplane you are in that you have previously created
Duration: Instantaneous
Spell Resistance: Yes
Description: You change the fundamental properties of a demiplane which you have previously created. A casting that adds one of the characteristics requires 2000 gp of diamond dust, unless otherwise specified. You may cast to remove characteristics of your demiplane without needing a material component, though. Each time you cast this spell, you can add or remove one of the following characteristics:
- Alignment: Your plane gains the (mildly) chaos-, good-, evil-, law-, or neutral-aligned alignment trait (see Alignment Traits). You cannot give your demiplane an alignment trait for an alignment you do not have.
- 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.
- Elemental: Your plane gains the air-, earth-, fire-, or water-elemental dominant trait. Air dominant spaces are mostly open space with bits of floating matter. Earth dominant planes are mostly solid with little open space. Fire-dominant demiplanes are composed of endless flames that burn unprotected combustible material and inflict 3d10 points of fire damage per round. Water-dominant demiplanes are mostly liquid
- 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
- Permanent: You cause a section of your demiplane created by one casting of create demiplane to become permanent. Afterwards, it cannot be destroyed by anything short of divine intervention. Casting the spell in this way requires a material component of 18,000 gp. worth of diamond dust.
- 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).
- 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).
Leveling: When cast at level 9, you can instead add one of the following.
- Energy: Your plane gains the (minor) negative- or positive-dominant energy trait.
- Magic: The nature of magic is changed on our demiplane. Magic can be nonexistent, enhanced (some spells automatically function as if cast at one level higher), impeded (concentration checks may be needed for certain spells or spell types, DC 20 + spell level), limited (only certain types of magic or school's function), or wild (spells function differently or in dangerous ways).
- Morphic: You may use move earth at will in your demiplane at one-tenth of the spell's normal casting time, and can reshape normal plants in the same manner (such as by twisting trees into a fence or humanlike shapes). You are even able to affect rock formations with this ability, though the casting time for this is only half normal.
- 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 may make your plane have the erratic time, flowing time (half or double normal time), or timeless.