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==Edition History== ===1st Edition=== The concept of demiplanes has been around since the earliest days of the game, but it was mostly an example of DM fiat in creating pocket dimensions for all kinds of crazy adventures. Examples include the original Ravenloft module (I6), Dungeonland (EX1) and its sequel The Land Beyond The Magic Mirror (EX2). There's really nothing substantial about these places, just the vague notion that they are created by powerful (usually long-lost) magical techniques. ===2nd Edition=== In the early days of 2nd edition, demiplanes still remained a DM tool; adventures like Isle of the Ape (WG6) continued in the same vein as the prior edition. All that changed with Planescape. In The Planewalker's Handbook, ''demiplane seed'' was available as an 8th-level spell to mages. That book, and A Guide To The Ethereal Plane established that these "minor" demiplanes had to be created on the Ethereal Plane (probably because it was considered something of a proto-reality plane). The process was pretty arduous, involving a pretty pricey gemstone and 100 days of spellcasting and other work, but otherwise, it did what it said on the box: you created your very own demiplane to fill with traps, treasure, whatever you felt you needed to keep up with. There was also a 9th-level spell called ''demiplane decay'' that could destroy demiplanes under specific conditions, but it was pretty horrible overall; anyone who couldn't plane-hop out of the place was dissolved with the rest of the plane in the very end. Special "major" demiplanes were beyond the scope of any mortal magic and were mainly the province of divine-level beings. ===3rd Edition=== Demiplanes made a definite comeback, but there was a lot of weird stuff throughout the edition. The first appearance was in the 3.0 Manual of the Planes: the Planeshifter prestige class gained access to the ability demiplane seed at 10th level. The next mention of making demiplanes was in the Epic Level Handbook, under the ''genesis'' 9th-level spell, available only to wizards or clerics with the Creation domain (until the domain was reworked in 3.5). It was costly at 5,000 XP and a week's casting time (8 hours/day), but you didn't have to take some arbitrary class to get to it; it still had to be done on the Ethereal Plane as in 2nd edition. In 3.5, ''genesis'' was also made a 9th-level psionic power, restricted to Shaper psions, who got it for a much less stringent 1,000 XP and could be created on the Astral Plane. Oddly, there is one final source for creating a demiplane: the 9th-level general cleric spell ''Word of Genesis'', which had a truename component (basically, you had to buy ranks of a specific unique skill and pass a check at DC 50; yeah, it was about as [[Skub|well-written]] as the rest of the Truenamer section). It should be noted that you don't really have to use such powerful magic to get yourself a little pocket dimension, at least temporarily. Rope trick has long been regarded as an infinitely useful "rest area" spell in dungeons, and ''Mordenkainen's magnificent mansion'' is even better, giving access to plenty of food and space for various tasks (along with a very long duration at the time you get access to it). In fact, there is a somewhat obscure reference in Complete Scoundrel to a permanent ''mansion'' effect (the headquarters of the Blind Tower criminal organization); given that the ''permanency'' spell even mentions that you can research certain spells to be made permanent, and that it costs a pretty pinch of XP to make any high-level spell permanent, it's not a far-fetched notion for a DM to approve such a thing. But there is a downside: the thing can be dispelled, causing all the contents - and guests - to spill out of it, so be advised. ===Pathfinder=== When [[Pathfinder]] was a 3.5 setting it added the Genesis spell, which was pretty much the psionic power of the same name as a spell, exclusive to Clerics of the Artifice domain. When Pathfinder became a setting, it ignored all off the previous methods, even though all three were OGL, and even created a new version of the artifice domain without Genesis in the core rulebook. This would be rectified in Ultimate Magic. Printed in that book was the spell Create Demiplane alongside its lesser and greater variants. Demiplanes now come online much earlier than they did before, requiring only 7th level spells and a cheap focus to create. On the downside, a demiplane now has a limited duration unless you cast permanency it, ensuring only Wizards and Clerics of an obscure subdomain get access to permanent ones. You are also limited to what traits you can select for your plane, so some of the cheese is off limits. ===5th Edition=== Yeah, they're still around, if a bit neutered. You can still create a demiplane with the appropriately named ''Demiplane'', an 8th Level Conjuration spell that opens a spooky door to your brand new demiplane!... An empty 30ft. x 30ft. x 30ft. room made of stone or wood. Yeah... But anything placed inside (including creatures) remain inside the room indefinitely, even when the spell ends and the door vanishes. So... not exactly [[Mordenkainen]]'s place, but it's serviceable if you need a decent-sized off-plane hidey-hole. Oh, AND if you know of another demiplane's existence and makeup, you can get into it by using ''Demiplane'' or ''Planes Shift'' and pull an 'All your... modest studio apartment... are belong to us!'
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