1001 Timeless Plane shennagians


Advice


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By whatever means you've created or found a private demiplane with the timeless trait. All other options are up to you.

Lets make a list of shenanigans that one could get up to.

Some guidelines: Consider they "why" and not just the "what." There are a lot of spells that can be made effectively permanent, but what's the end goal? Sure, you can make a permanent wall of fire, but what's its permanency going to do for you? Also, keep in mind spells that "wing out" if you leave the range.

Timeless reference::
On planes with this trait, time still passes, but the effects of time are diminished. How the timeless trait affects certain activities or conditions such as hunger, thirst, aging, the effects of poison, and healing varies from plane to plane. The danger of a timeless plane is that once an individual leaves such a plane for one where time flows normally, conditions such as hunger and aging occur retroactively. If a plane is timeless with respect to magic, any spell cast with a noninstantaneous duration is permanent until dispelled.

1) Simulacrum, Lesser : instant loyal servants / guards/ etc. They're cheaper than simulacrum plus they cant leave the demiplane or they "die."

2) Summon Monster 1-9: Permanent powerful utterly loyal extraplanar minions! I'd primarly use these as guards, but keep them hidden. Such as there are actually 100 Greater earth elementals hiding below the meadow in case you need them to help defend.

3) Calling creatures: Buy yourself some more time with your summoning circles as they basically no longer have a duration. Not to mention you can be fully buffed just in case the creature breaks loose.

4) Twine double: Set up multiple of these doing various things. If someone tries to scry you they're 50% likely per double to scry one of these. Not sure how the math works out with multiple castings, but even just 50% is pretty good.

5) Unseen servants cast by your lesser simulacrum. Not so useful if you cast them because they wink out, but any permanent resident can have a lot of basic work happening at any given time.

...


But you can't make craft checks as no time passes :(.


Onyxlion wrote:
But you can't make craft checks as no time passes :(.

I don't know if you're being sarcastic or not, but you bring up a good point. I need to make sure everyone in on the same page with the definition of Timeless. I added it to the original post also.

Timeless: On planes with this trait, time still passes, but the effects of time are diminished. How the timeless trait affects certain activities or conditions such as hunger, thirst, aging, the effects of poison, and healing varies from plane to plane. The danger of a timeless plane is that once an individual leaves such a plane for one where time flows normally, conditions such as hunger and aging occur retroactively. If a plane is timeless with respect to magic, any spell cast with a noninstantaneous duration is permanent until dispelled.


6) Age Resistance; the aches and pains of being old are no fun.

7) Defences such as Teleport Trap or Guards & Wards or Screen require no maintenance.


8) mages private sanctum spells EVERYWHERE


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9) Immortality: As long as you don't leave the plane you don't grow old. Of course until you get an actual means of immortality, such as the 20th level discovery, you're effectively trapped.

10) Greater scrying TV!: Cast greater scrying once. Return to watch/change it whenever you want. You can even have minions use it when you're away. (Pretty sure that works)


Tiny Coffee Golem wrote:


I don't know if you're being sarcastic or not, but you bring up a good point.

I was being sarcastic, and I like bringing points as well :). Will reply back seriously later.


bump


Well, that died quicker than I expected.


It didn't die, its just in a timeless state.


Randarak wrote:
It didn't die, its just in a timeless state.

ba dum tss


La'Vantis Tuen wrote:
Randarak wrote:
It didn't die, its just in a timeless state.
ba dum tss

Groan.


Tiny Coffee Golem wrote:
La'Vantis Tuen wrote:
Randarak wrote:
It didn't die, its just in a timeless state.
ba dum tss
Groan.

Better Rimshot

11) Use Prestidigitation. Wonderful effects any time you want.

12) As for dying when you leave the [demi]plane after too much time, research a new spell contingent-reincarnate. Get's you an new young body when you die, even when you die of old age.

13) If you are a witch, get the greater hax Forced Reincarnation and use it on your familiar and yourself. Now you both have new bodies, and are young again.

14) If the timeless plans has seas, cast unseen crew: 1 d/l lasts long for crewing your ship[s].

15) Any spell like 3.X Vigor keeps you healthy no matter how hard you are hit.

16) Cast Non-detection and hide from your enemies long term.

/cevah


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17) Use the plane as the ultimate beer fridge/wine cellar, on the basis that objects there won't age.


Tiny Coffee Golem wrote:
Onyxlion wrote:
But you can't make craft checks as no time passes :(.

I don't know if you're being sarcastic or not, but you bring up a good point. I need to make sure everyone in on the same page with the definition of Timeless. I added it to the original post also.

Timeless: On planes with this trait, time still passes, but the effects of time are diminished. How the timeless trait affects certain activities or conditions such as hunger, thirst, aging, the effects of poison, and healing varies from plane to plane. The danger of a timeless plane is that once an individual leaves such a plane for one where time flows normally, conditions such as hunger and aging occur retroactively. If a plane is timeless with respect to magic, any spell cast with a noninstantaneous duration is permanent until dispelled.

18.) Fabricate spell. Not actually affected by the timeless plane since it is instantaneous ... which is its selling point. Craft checks even if you can't do craft.

You still can't make magical items though. Maybe mansions, since it is 10 ft cubed per level, but not magical items.


With the proper resources you can live indefinitely in your timeless plane until immortality can be achieved. Or at least hide out and affect the world through intermediaries. Magic jar or astral projection can allow you to leave your "cage" to affect the outside world for a limited amount of time. Theoretically, you could bind or create enough agents for yourself to continually increase your world plane until you effectively have a city. Or a continent. Or a planet.


avr wrote:
17) Use the plane as the ultimate beer fridge/wine cellar, on the basis that objects there won't age.

Don't you want wine to age?


Claxon wrote:
With the proper resources you can live indefinitely in your timeless plane until immortality can be achieved. Or at least hide out and affect the world through intermediaries. Magic jar or astral projection can allow you to leave your "cage" to affect the outside world for a limited amount of time. Theoretically, you could bind or create enough agents for yourself to continually increase your world plane until you effectively have a city. Or a continent. Or a planet.

There's a thread around here somewhere wherein someone did the math about building earth via create demiplane.


It's expensive, but certainly possible. I would like to see a break down of the math though. Always nice to see how much money keeps casters from being literal gods of their own personal domains.


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Claxon wrote:
It's expensive, but certainly possible. I would like to see a break down of the math though. Always nice to see how much money keeps casters from being literal gods of their own personal domains.

Game balance be damned, the first thing I would make as a mage is something that generates income (1001 options).


Such a timely thread! We're about to start Kingmaker, and I am making an Oracle with designs on being the king.

I planned to use Creater Greater Demiplane to make myself a timeless plane, and then use Astral Projection to project back to the material and be an eternal king.


Gauthok wrote:

Such a timely thread! We're about to start Kingmaker, and I am making an Oracle with designs on being the king.

I planned to use Creater Greater Demiplane to make myself a timeless plane, and then use Astral Projection to project back to the material and be an eternal king.

If I were you GM, this would be allowed. Of course, people would probably end up believing you were a tyrant depending on how you rule exactly. Unless you were extremely benevolent the kingdom would probably tire of you after a few life times.


Gauthok wrote:
Such a timely thread! We're about to start Kingmaker, and I am making an Oracle with designs on being the king.

perhaps, but the original point seems to have gone cold. Hopefully you'll get something out of it.


  • Bring a guest, then cast Sleep on them. Just for laughs.
  • Polypurpose Panacea: be high, like, forever man!
  • Vomit Twin. Vomit lots of twins, and send out an ooze clone army to take over the world!


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Oh, my GM is going to allow it. We've already talked about it a bit.

The char will be a half-elf with a desire to prove himself to "his people" (elves). I plan to have Ancient Lorekeeper and take Simulacrum, and pull shenanigans like having several sims of myself that go around guiding young adventuring parties, esp of elves.

That way, I am both Gandalf the Grey (sim) and Gandalf the White (astral). :)


Also, if you don't want to just stay there all the time, use it in place of Time Stop for classes that can't access the spell.

Caught off guard, you just Plane Shift there, buff up, and Gate back to lay the smack down. If you use Reach Spell, you could Plane Shift your whole party, maybe. Not sure how a touch spell converts to close range and still gets multiple targets.

Have multiple timeless demiplanes to keep Clones on.

Convince your DM to just let you have Time Stop and the Immortality discovery even though they're not normally available to your class, just to keep things from getting too insane. :P


Gauthok,

look up how "Timeless" works. Time still passes normally, but the effects are negated for you.

Of course if you leave your demiplane time immediately catches up with you.

Meaning:
-Hunger effects you retroactively
-Aging affects you retroactively
-Spell durations are retroactive. If you cast a 1hr spell it lasts while your on the plane. If you leave 45 min into it you've got 15 min when you leave the plane. Or it lasts for 37 hours while you're on the plane, but immediately ceases if you leave.

Etc.

It's still a really cool concept, but understand exactly how it works before you try to do funky things.


Not really a problem for a 20th level Wizard and being able to get Arcane Discoveries.

Immortality
Prerequisite: You must be at least a 20th-level Wizard to select this discovery.

Benefit: You discover a cure for aging, and from this point forward you take no penalty to your physical ability scores from advanced age. If you are already taking such penalties, they are removed at this time. This is an extraordinary ability.


Tiny Coffee Golem wrote:
avr wrote:
17) Use the plane as the ultimate beer fridge/wine cellar, on the basis that objects there won't age.
Don't you want wine to age?

Some varieties yes, others no. For almost all kinds there's a point beyond which you'd want to stop the aging.

Scarab Sages

Eigengrau wrote:

Not really a problem for a 20th level Wizard and being able to get Arcane Discoveries.

Immortality
Prerequisite: You must be at least a 20th-level Wizard to select this discovery.

Benefit: You discover a cure for aging, and from this point forward you take no penalty to your physical ability scores from advanced age. If you are already taking such penalties, they are removed at this time. This is an extraordinary ability.

Even better: Strange Fluids

DC 25 Craft Alchemy check to identify the effects a specific dose will have on you with 75% accuracy

Get both you and your familiar to at least +15 so you can take 10.

Keep checking it until both you and your familiar predict that you'll gain the effects of 100, 1 (The drinker no longer takes penalties for aging (bonuses still apply) and does not die from old age.). The probability that both of you are mistaken and predicting the same erroneous result is around 1 in 9000, plenty safe.

Get a Parapet of Health if you really care about the chance at being addicted (Addiction is a disease).

Immortality is 500 GP and an arbitrary amount of time (and having access to some numerian drive fluid) away.

You can also get blindsense 60', 30' non-magical fly speed, the ability to turn ethereal, and other cool stuff.


I think the Immortality discovery is not aptly named. It sounds like it doesn't stop you from dying of old age, but rather it just lets you negate the ability penalties associated with your age category.

As a side note, what happens when you cast Time Stop in a timeless plane?


Moto Muck wrote:
I think the Immortality discovery is not aptly named. It sounds like it doesn't stop you from dying of old age, but rather it just lets you negate the ability penalties associated with your age category.

It says you cure aging not the effects of aging. You no longer die of old age.

Moto Muck wrote:
As a side note, what happens when you cast Time Stop in a timeless plane?

Timestop lasts until you leave your plane or enter an anti magic zone. Not as useful as you think if you read the time stop limitations.

Time Stop:

School transmutation; Level sorcerer/wizard 9
Casting Time 1 standard action
Components V
Range personal
Target you
Duration 1d4+1 rounds (apparent time); see text
This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.

You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature's possession.

You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop


Timebomb wrote:
Eigengrau wrote:

Not really a problem for a 20th level Wizard and being able to get Arcane Discoveries.

Immortality
Prerequisite: You must be at least a 20th-level Wizard to select this discovery.

Benefit: You discover a cure for aging, and from this point forward you take no penalty to your physical ability scores from advanced age. If you are already taking such penalties, they are removed at this time. This is an extraordinary ability.

Even better: Strange Fluids

DC 25 Craft Alchemy check to identify the effects a specific dose will have on you with 75% accuracy

Get both you and your familiar to at least +15 so you can take 10.

Keep checking it until both you and your familiar predict that you'll gain the effects of 100, 1 (The drinker no longer takes penalties for aging (bonuses still apply) and does not die from old age.). The probability that both of you are mistaken and predicting the same erroneous result is around 1 in 9000, plenty safe.

Get a Parapet of Health if you really care about the chance at being addicted (Addiction is a disease).

Immortality is 500 GP and an arbitrary amount of time (and having access to some numerian drive fluid) away.

You can also get blindsense 60', 30' non-magical fly speed, the ability to turn ethereal, and other cool stuff.

Interesting, but where does one get a supply of strange fluids?


Tiny Coffee Golem wrote:
Moto Muck wrote:
I think the Immortality discovery is not aptly named. It sounds like it doesn't stop you from dying of old age, but rather it just lets you negate the ability penalties associated with your age category.

It says you cure aging not the effects of aging. You no longer die of old age.

Moto Muck wrote:
As a side note, what happens when you cast Time Stop in a timeless plane?

Timestop lasts until you leave your plane or enter an anti magic zone. Not as useful as you think if you read the time stop limitations.

** spoiler omitted **

But that does get us to an interesting point.

Go to a timeless plane and cast time stop.

Time stop will have a duration of forever.

So you you have an infinite amount of time to do whatever you want while the rest of the universe is in stasis.


Charender wrote:
Tiny Coffee Golem wrote:
Moto Muck wrote:
I think the Immortality discovery is not aptly named. It sounds like it doesn't stop you from dying of old age, but rather it just lets you negate the ability penalties associated with your age category.

It says you cure aging not the effects of aging. You no longer die of old age.

Moto Muck wrote:
As a side note, what happens when you cast Time Stop in a timeless plane?

Timestop lasts until you leave your plane or enter an anti magic zone. Not as useful as you think if you read the time stop limitations.

** spoiler omitted **

But that does get us to an interesting point.

Go to a timeless plane and cast time stop.

Time stop will have a duration of forever.

So you you have an infinite amount of time to do whatever you want while the rest of the universe is in stasis.

True, within the limits of the Timestop spell.

Cant benefit from sleep.
So you can do whatever you want until you go insane from sleep deprivation.

Actually the verbiage is in mythic Time Stop since normal time stop wasn't created with the intent for it to last any longer than 5 rounds.

TIME STOP
Source time stop
Select a number of creatures equal to half your tier or fewer within close range (25 feet + 5 feet per 2 caster levels). Mythic time stop has the same effect on these creatures as it does on you, allowing them to act for the same number of rounds of apparent time that you can. You and these creatures can all interact with one another normally while time appears to be stopped.

Augmented (10th): If you expend three uses of mythic power, the duration increases to 1 hour per level of apparent time. You and other affected creatures gain no benefit from rest or sleep while the spell is active.


My druid created such a space. Used stoneshape and two ring gates, had a large body of water on the flat part, with a whirlpool in the center....that became a waterfall that fell back into the pool.


Tiny Coffee Golem wrote:
Stuff

That just means that you need to find a way to not have to sleep. Makes me wonder why some lich/vampire hasn't done this already to Golarian. Of course, maybe one or more has and got bored with it with everyone else being none the wiser.


Tiny Coffee Golem wrote:

Gauthok,

look up how "Timeless" works. Time still passes normally, but the effects are negated for you.

Of course if you leave your demiplane time immediately catches up with you.

Yes. So you walk around on the normal Prime Material, and don't spend all of your time there. You get caught off-guard somehow, and so you use Emergency Force Sphere to block whatever attacks were coming your way, Plane Shift to your Timeless plane, then Gate back in with 5 or 10 rounds of buffs on. Not one second has passed on the Prime, so you didn't abandon your allies or really leave the fight.

I doubt you'll notice 1 minutes worth of hunger or aging.

The multiples for hiding Clones are to have secure locations where the Clones won't rot. Nothing in that spell says you have to be on the same plane to go to your clone.

Scarab Sages

Tiny Coffee Golem wrote:

...

Interesting, but where does one get a supply of strange fluids?

They're from Numeria (Pathfinder Campaign Setting: Numeria, Land of Fallen Stars). "Engine fluid, coolant, hydraulic fluids, and stranger substances have mixed together, the chemicals further transformed by the strange radiations of the ship's drives. Fluids can be found in pools or springs, or collected as they drip from larger pieces of wreckage"

But they're nothing inherently magic, so I would suppose you could make some doses with Minor/ Major Creation, or if the prospect of a temporary fluid making a permanent effect makes you a bit queasy, True Creation

---

VRMH wrote:
Vomit Twin. Vomit lots of twins, and send out an ooze clone army to take over the world!

"You cannot have more than one vomit twin at a time"

---

Gauthok wrote:
...Plane Shift to your Timeless plane, then Gate back in with 5 or 10 rounds of buffs on. Not one second has passed on the Prime, so you didn't abandon your allies or really leave the fight...

As Tiny Coffee Golem wrote, Timeless planes don't work that way: they only make it so time based effects don't apply while on the plane:

Timeless Plane wrote:
On planes with this trait, time still passes, but the effects of time are diminished. How the timeless trait affects certain activities or conditions such as hunger, thirst, aging, the effects of poison, and healing varies from plane to plane. The danger of a timeless plane is that once an individual leaves such a plane for one where time flows normally, conditions such as hunger and aging occur retroactively. If a plane is timeless with respect to magic, any spell cast with a noninstantaneous duration is permanent until dispelled.

You would Plane Shift to your Timeless plane, then Gate back in with 5 or 10 rounds of buffs on. Then you'd find all your allied dead or looting the bodies since you totally abandoned your allies and really left the fight.


Gauthok wrote:
Tiny Coffee Golem wrote:

Gauthok,

look up how "Timeless" works. Time still passes normally, but the effects are negated for you.

Of course if you leave your demiplane time immediately catches up with you.

Yes. So you walk around on the normal Prime Material, and don't spend all of your time there. You get caught off-guard somehow, and so you use Emergency Force Sphere to block whatever attacks were coming your way, Plane Shift to your Timeless plane, then Gate back in with 5 or 10 rounds of buffs on. Not one second has passed on the Prime, so you didn't abandon your allies or really leave the fight.

I doubt you'll notice 1 minutes worth of hunger or aging.

The multiples for hiding Clones are to have secure locations where the Clones won't rot. Nothing in that spell says you have to be on the same plane to go to your clone.

The bolded part is wrong. Time does pass on the prime while you're in a timeless plane. It's EFFECTS are negated for you. That's all.

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