Elemental Pocket
8th level conjuration (ritual)
Casting Time: 10 minutes
Range: See text
Target: See text
Components: S, M (a precious gemstone worth at least 1000 gp, which the spell consumes; the color of the gem must be appropriate to the chosen plane such as a red gemstone for the Elemental Plane of Fire or a blue gemstone for the Elemental Plane of Water)
Duration: See text
Classes: Druid, Wizard
Casting Time: 10 minutes
Range: See text
Target: See text
Components: S, M (a precious gemstone worth at least 1000 gp, which the spell consumes; the color of the gem must be appropriate to the chosen plane such as a red gemstone for the Elemental Plane of Fire or a blue gemstone for the Elemental Plane of Water)
Duration: See text
Classes: Druid, Wizard
The first time you cast this spell you create a permanent elemental pocket, which is an extradimensional space located within one of the Elemental Planes (air, earth, fire, water), determined when the spell is cast by the type of gemstone used as a material component. This extradimensional space can have a volume of up to 500 10-foot cubes, arranged as you see fit as any combination of open space and / or a simple dwelling. The extradimensional space has a pronounced elemental theme appropriate to the Elemental Plane it exists within, but is perfectly safe for those inside it.
Additionally, a dimensional rift that allows passage to and from the elemental pocket is also created within 30 feet of you. Such a rift will expand as necessary to allow Large or smaller creatures to pass through unhindered, you can open or close the rift by will alone when you are within 30 feet of either side of it, and it is invisible to everyone except you while closed. While a rift remains open creatures may use it to freely enter and leave the elemental pocket.
Subsequently, if you know this spell or have it prepared or have the ability to cast it as a ritual, you may do any one of the following per 10 minutes spent in concentration without using a spell slot:
- While in the material plane, you may create an additional rift within 30 feet of you which is connected to one of your existing elemental pockets.
- While in an Elemental Plane you have an elemental pocket within, you may create an additional rift within 30 feet of you which is connected to that elemental pocket.
- While in one of your elemental pockets, you may create an additional rift within 30 feet of you to that is connected to a specific location you personally know in either the Elemental Plane the extradimensional space exists within or in your native plane of existence.
- While in one of your elemental pockets, you may create an additional rift within 30 feet of you to that allows passage to and from one of your other elemental pockets.
- Grant a creature within 30 feet of you the ability to open and close one of your existing elemental pocket rifts (wherever it may be), and to see that rift while it is closed and invisible, when they are within 30 feet of the chosen rift.
- Remove the ability to see, open, and close one of your elemental pocket rifts from a creature you have previously granted the ability to.
You may have a total number of rifts, across all of your elemental pockets combined, equal to your spellcasting ability bonus + 1. If you create a new rift when you already have reached your maximum, one of your existing rifts (chosen randomly) ceases to exist.
If you have two or more rifts for a given elemental pocket, you can traverse to the extradimensional space via one rift and then exit via another rift, thus crossing potentially vast distances within a given plane, or even bridging multiple dimensions.
Note that your elemental pockets are generally safe from intrusion if you keep your rifts closed when not using them, but they are not specially immune to incursion by sufficiently determined and skilled adversaries who learn of their existence. Similarly, if you are insufficiently careful around keeping the location of your rifts secret, you might be ambushed attempting to exit or enter one of your elemental pockets. Additionally, while the dimensional pocket itself is permanent, a rift can be dispelled as if it were a spell with a successful check against DC 17.