I wouldn't personally like wristpocket to be picked up by any variant human or custom lineage character with magic initiate, though I can see how this might suit other world contexts.
I'd like the duration to be longer but perhaps this would just be to help to justify second level.
I agree that's it too powerful for a cantrip due to the extra dimensional space, but it is way too under-powered to be a 2nd level spell.
Even cantrips affect 10 lbs (magehand), while a second level spell allows the creation of an entire room (rope trick).
You can't add additional effects to the object either, no enlarge/reduce or Adjust Density as they both require concentration.
If you're trying to smuggle something, it'll have to be a group effort and the weight limit of 5 lbs is crap. Take a 200 lb body, cast enlarge/reduce (down to 25lbs) and adjust density: it only brings the weight down to 12.5 lbs. Still more than double what the 2nd level spell could even affect and that's taking at least 3 characters.
The 'flicking wrist' isn't hiding what you're doing. If you're stealing small items already, why not use the Skill meant for it Sleight of Hand. To the disarm example: The fighter disarms the BBEG of a weapon and you run up and make it disappear using a skill. Sleight of Hand is close us magic that is what it is used for and a valid use of the skill, not spell setup necessary since it takes an action to cast wristpocket.
Outside of the extradimensional space, what does this 2nd level spell do that can't be accomplished by a skill check? At most it should be 1st level spell and affect 10 to 15 lbs to be useful outside of a few corner cases.
Find Familiar a 1st level spell creates a pocket dimension, although only for the familiar, so the basic low level can't create pocket dimensions is also null.
OK, it is not a Cantrip. No one thinks it is third. That leaves 1st or 2nd.
Let's look at 1st level spells that are non-combat. First of all, note that in the real world, we can NOT duplicate this ability. An x ray machine can find anything you got on your body, Wristpocket is immune to that stuff.
. . .
I would agree that it is a weak 2nd level spell. But better than locate object.
Fantasy world. Replace x-ray machine with detect magic and identify.
Can you do enlarge and reduce though? Could you reduce an object and then Wristpocket it? Both spells are concentration, so you might have to drop enlarge/reduce beforehand, so I cant see that working unless you have a second mage helping.
The concentration lasts until another concentration spell is cast, so the effect lasts until just after you cast the new version. Therefore, the new size and weight is the one that is targeted by the Wristpocket spell, not the original.
You're understanding of concentration is wrong on this. A single caster can't pull off the effect.
Cast: WristPocket then cast Enlarge/Reduce: wristpocket ends as soon as enlarge/reduce is cast
Cast: Enlarge Reduce then cast wrist pocket: enlarge/reduce ends as soon as wristpocket is cast
Even if you get a really lenient DM that would allow the enlarge/reduce spell to last to the end of the round on which the next concentration spell is cast, the spell immediately ends as the object is now over 5 lbs.
One other limitation I haven't seen anyone else mention. The spell only works on one item per casting. You can't take more than one item (wristpocket: put in one item, then another then another). You can't switch items (wristpocket: stow a poison then remove and replace it with say a dagger).
I do think it's hilarious that everyone's overlooking that this is the greatest, ultra-cheap instant getaway spell ever made.
Cast Wristpocket. Have an empty Handy Haversack (approximate cost 500 gp, per Critical Role) close at hand. Accomplish your goal. Gather your cohort to within 10' of you. Use Wristpocket on the Haversack to transfer it into the extradimensional space as an action. Instant rift tears opens and sucks all of you through to a random location in the Astral Plane, at which point the gate closes and no one can follow you.
Arguably, if you're not too concerned about a way to get back (or have a Plane Shift ready for more targeted transport once you've made your escape) it's perfect. And it's certainly cheaper and easier as a one-way trip to the Astral than, say, Astral Projection (requires a 9th level spell and 1 hour casting time, plus 1100 gp worth of components for each of up to 8 people you want to take) or Plane Shift (requires a 7th level spell, although only 1 action casting time, and a 250 gp component that must be attuned to the plane you want to go to but which still likely dumps you in a semirandom location).
I don't know if this is a troll response, but if not: this was always an option without a spell at all just by using two haversacks? Also, if you look at the wording of any extra dimensional pocket items, they specifically only tear open portals to the astral realm when put inside other such *items*. So spell dimensional pockets don't trigger the astral plane hack. This is probably intentional so that spells like rope trick and magnificent mansion can actually be used regularly by adventurers with such items.
I do think it's hilarious that everyone's overlooking that this is the greatest, ultra-cheap instant getaway spell ever made.
Cast Wristpocket. Have an empty Handy Haversack (approximate cost 500 gp, per Critical Role) close at hand. Accomplish your goal. Gather your cohort to within 10' of you. Use Wristpocket on the Haversack to transfer it into the extradimensional space as an action. Instant rift tears opens and sucks all of you through to a random location in the Astral Plane, at which point the gate closes and no one can follow you.
Arguably, if you're not too concerned about a way to get back (or have a Plane Shift ready for more targeted transport once you've made your escape) it's perfect. And it's certainly cheaper and easier as a one-way trip to the Astral than, say, Astral Projection (requires a 9th level spell and 1 hour casting time, plus 1100 gp worth of components for each of up to 8 people you want to take) or Plane Shift (requires a 7th level spell, although only 1 action casting time, and a 250 gp component that must be attuned to the plane you want to go to but which still likely dumps you in a semirandom location).
If you've got plane shift why go through all that trouble? It cost 250 GP for the tuning rod, which is reusable.
Sleightedge is right and a spell won't trigger the astral rip. Otherwise no bag of holding in a ropetrick, demi-plane, etc.
Honestly wristpocket is a crappy spell and doesn't measure up to any other 2nd level spell. Remove the whole extradimensional arguement and it isn't even a good 1st level spell. It is a trap spell.
Finally came up with an answer: The designers want those wizards that take this spell to feel bad. Then even worse when they try to use it, only to realize it isn’t subtle, affects only one small item, isn’t protected from a basic detect magic, requires concentration and just cost them a second level spell slot.
While Rope Trick is somewhat better overall, it also requires vocal and material components (including a rope), and it creates an extradimensional space that's beyond your control (enemies can enter it if they climb the rope or have another way up). It also can't be moved once created.
Wristpocket by comparison is more specialised but also only requires a somatic component to give yourself a small extramdimensional container you can use to perfectly conceal something (no possibility of finding the concealed weapon if it simply isn't there).
I think it's wrong to think of it in combat terms, since it requires an action to pocket and retrieve the item; it's more for social stealth, deception, performance or general concealing an item. It's also wrong to compare it to magic items that you may or may not be able to obtain at the same level, as that's entirely DM dependent. At the same level you could get 2nd level spells you arguably shouldn't be able to get either a bag of holding or handy haversack, so this still has the advantage on timing and convenience, it also can't be taken from you as the only way to prevent you from using it is to prevent you from being able to move properly (which is a weakness of both bags as well).
Also worth noting that concentration is actually a benefit on this spell, as it gives you a way to end it at any time as a free action.
Rope trick is a lot more than somewhat better overall, because it actually does something useful. Writspocket just doesn't. All the I could use it get rid of a bomb style examples are like saying what if we were boating across the river Styx and our boat sprang a leak, you can't touch the water so therefore mending should be a 3rd level spell. Almost all the stealth, social, deception, performance benefits of this can be covered by either a skill check someone in your party will have or just use minor illusion or prestidigitation. At that point its not just specialized its too specialized to be considered useful. Its a party trick.
It may be too good for a cantrip but it would be weak even as a 1st level spell.
Rope trick is a lot more than somewhat better overall, because it actually does something useful. Writspocket just doesn't.
I wish people would stop with the hyperbole on this thread; Wristpocket does do something useful, namely the very thing that it's for, which is hiding an item. If you want to smuggle a weapon into a secure location then Rope Trick is of little to no use, it's also a spell that, while regularly abused, is not actually that useful in combat either, as while enemies cannot fire in, they can still get in if they can reach the entrance, or just move to where you can't get them and wait for the spell to end, or hold their actions to shoot you the moment you peer out and so-on.
A spell does not need to be useful in combat to be useful; Wristpocket fills a simple niche. Outside of combat Wristpocket is plenty useful to a creative player; it can be used to enhance cheating at cards, or stage or street magic performances and so-on. And I don't agree that it would be weak at 1st-level; for smuggling a weapon it's a spell that can utterly defeat an enemy's ability to search you. The fact that it's an action makes it fairly clear it's not intended for combat use, though strictly speaking you could end concentration to drop something as a free action (ending concentration has no cost), pick it up with your free object interaction and then use it without losing your action or bonus action, but that's a bit clunky.
Depending upon how your DM interprets it, it may even defeat Detect Magic as while it requires concentration the spell isn't really being cast upon you, it's being cast on an object (as it's the same object that is summoned and returns each time), an object that simply doesn't exist on your current plane when concealed. While it would be nice if the spell specified that explicitly, there's more than enough room to argue it.
It's also worth noting that even once you're able to get a Handy Haversack it doesn't render Wristpocket obsolete, in fact it actually presents you with a sweet combo; the haversack only weighs 5 lbs on its own, meaning you can fill it with 120 lbs of gear and then hide it. The haversack only causes a dimensional rift when placed inside an extradimensional space created an item so spaces created by Demiplane, Wristpocket etc. are fair game, otherwise most parties would be lost forever the first time they try to use a Magnificent Mansion.
You know what else will hide a item, minor illusion. Hell even prestidigitation will do it if it will fit in your hand. Hiding a item from a pat down is so freaking niche its not worth acting like its useful. Stop pretending the ability to hide a small item is even close to a 2nd level spell in ability. Your argument s the hyperbole in this thread.
You know what else will hide a item, minor illusion. Hell even prestidigitation will do it if it will fit in your hand. Hiding a item from a pat down is so freaking niche its not worth acting like its useful. Stop pretending the ability to hide a small item is even close to a 2nd level spell in ability. Your argument s the hyperbole in this thread.
Literally neither of those will hide an object from a pat-down, and even just as visual disguise Minor Illusion can be seen or felt through, while Prestidigitation can only "hide" a palm-sized object by making it appear to be some other palm-sized object, and likewise won't hold up to any scrutiny.
If your DM lets you easily sneak things through security then they're making parts of the game easier for you, this is not the same as the spell being useless, as it serves its purpose just fine when a DM takes security more seriously. And that's just for the security case, I've mentioned several other uses, Third_Sundering has suggested many more already, and I've shown how to get the most out of the spell.
There's also one other point I didn't mention, but it's a Wizard spell; Wizards can have any number of spells in their spellbook so adding Wristpocket is no burden, yet you have it available if you might need it. Planning a heist? Need to get something past some guards? Prepare it and you're sorted. Especially if that something happens to be your spellbook itself, or an arcane focus or anything else you can't do without; if the alternative is being unable to cast half my spells (if I'm lucky) then I'm not for a moment going to begrudge spending a 2nd-level slot on that.
The value of a spell has nothing to do with how useless it may be when you don't need it; it's all about how crucial that spell can be when you do. Just as Shield is a massive waste of a spell choice if you don't get hit (or only get hit by something that will hit anyway), I don't think anyone's going to argue that it isn't a great spell when it matters.
You could also get it as a scroll (or make it yourself), so you've got it without needing to prepare it, as it's one of the many spells in the game that are useful, but not frequently useful enough to justify preparing it all the time. Scroll, means you don't have to, but when it does come up, you've got it. This is pretty much what scrolls are for.
You know what else will hide a item, minor illusion. Hell even prestidigitation will do it if it will fit in your hand. Hiding a item from a pat down is so freaking niche its not worth acting like its useful. Stop pretending the ability to hide a small item is even close to a 2nd level spell in ability. Your argument s the hyperbole in this thread.
Literally neither of those will hide an object from a pat-down, and even just as visual disguise Minor Illusion can be seen or felt through, while Prestidigitation can only "hide" a palm-sized object by making it appear to be some other palm-sized object, and likewise won't hold up to any scrutiny.
If your DM lets you easily sneak things through security then they're making parts of the game easier for you, this is not the same as the spell being useless, as it serves its purpose just fine when a DM takes security more seriously. And that's just for the security case, I've mentioned several other uses, Third_Sundering has suggested many more already, and I've shown how to get the most out of the spell.
So what is the purpose of wrist pocket? Remember casting a spell is noticeable.
Sneaking weapons through security - that's a basic skill check. If the DM is playing up the magic security angle then Detect Magic beats wrist pocket. If they're not playing up the magic angle then a simple Sleight of Hand and/or Deception, varying by DM and campaign, work as well or even better.
Cheating at cards - it only affects one item, so cast before the game starts and then make that slight of hand check during the game (which would allow you to cheat anyway) in order to pull the cheat item out.
Getting rid of a bomb - I'm only aware of a couple of 'bomb' style items (delayed blast fireball), sure in some specific campaigns, but that's so far beyond even a corner case it doesn't register.
Hiding a weapon or macguffin during combat when BBEG is disarmed, check the weapon chart you may luck out and the weapon/macguffin is under 5 lbs, but not something to count on. And know what doesn't have a weight limit sleight of hand. Sure there may be a penalty for a heavy or large object but wristpocket can't affect either.
When you cast the spell, you have to be holding the object, a simple perception defeats that, unlike say a slight of hand. I'm defining simple perception as Perception 10. This isn't a free magic ultimate slight of hand. Casting a spell is noticeable and wrist pocket is not on the sorcerer's list. In order to cast subtle you've either got to level dip or take a feat. Or, in some games, use slight of hand or deception to cast unnoticed which if you've already got those skills why waste a second level spell slot?
There's also one other point I didn't mention, but it's a Wizard spell; Wizards can have any number of spells in their spellbook so adding Wristpocket is no burden, yet you have it available if you might need it. Planning a heist? Need to get something past some guards? Prepare it and you're sorted. Especially if that something happens to be your spellbook itself, or an arcane focus or anything else you can't do without; if the alternative is being unable to cast half my spells (if I'm lucky) then I'm not for a moment going to begrudge spending a 2nd-level slot on that.
In organized play this is currently an incorrect statement. It cost down time days and GP per spell level to copy a spell into a spellbook. You're giving up the ability to copy another second level spell for wristpocket. Now in non-organized play, at a higher level with lots of GP, sure it feeds into that wizard mentality of 'copy all spells'. That doesn't mean it's a good spell though.
I'll also say, in the spell description, replace "transported to an extradimensional space" with "hidden" and read the description again. Its a waste of a second level spell with something that doesn't even measure up to a skill.
You know what else will hide a item, minor illusion. Hell even prestidigitation will do it if it will fit in your hand. Hiding a item from a pat down is so freaking niche its not worth acting like its useful. Stop pretending the ability to hide a small item is even close to a 2nd level spell in ability. Your argument s the hyperbole in this thread.
Literally neither of those will hide an object from a pat-down, and even just as visual disguise Minor Illusion can be seen or felt through, while Prestidigitation can only "hide" a palm-sized object by making it appear to be some other palm-sized object, and likewise won't hold up to any scrutiny.
If your DM lets you easily sneak things through security then they're making parts of the game easier for you, this is not the same as the spell being useless, as it serves its purpose just fine when a DM takes security more seriously. And that's just for the security case, I've mentioned several other uses, Third_Sundering has suggested many more already, and I've shown how to get the most out of the spell.
There's also one other point I didn't mention, but it's a Wizard spell; Wizards can have any number of spells in their spellbook so adding Wristpocket is no burden, yet you have it available if you might need it. Planning a heist? Need to get something past some guards? Prepare it and you're sorted. Especially if that something happens to be your spellbook itself, or an arcane focus or anything else you can't do without; if the alternative is being unable to cast half my spells (if I'm lucky) then I'm not for a moment going to begrudge spending a 2nd-level slot on that.
The value of a spell has nothing to do with how useless it may be when you don't need it; it's all about how crucial that spell can be when you do. Just as Shield is a massive waste of a spell choice if you don't get hit (or only get hit by something that will hit anyway), I don't think anyone's going to argue that it isn't a great spell when it matters.
You could also get it as a scroll (or make it yourself), so you've got it without needing to prepare it, as it's one of the many spells in the game that are useful, but not frequently useful enough to justify preparing it all the time. Scroll, means you don't have to, but when it does come up, you've got it. This is pretty much what scrolls are for.
that's was the point, it only matters vs a pat down. Vs any other kind of stealth, deception, entertainment minor illusion or prestidigitation works almost as well and those cantrips can do other things than conceal an object. And they all fail vs detect magic. That is more than specialized that is so absurdly niche its weak as a 1st level spell. Its dozens of times more niche than falling and feather fall is 1st level and not exactly top of peoples lists.
Its great when it matters works as an argument when you balance out how common it is to matter. Getting hit is pretty dang common in most campaigns. Falling damage less so. Needing to sneak things past security where they pat you down is so far less common than either of those its not even in the same field. This isn't shadow run and if you were running a game like it was shadowrun the guards would have detect magic going.
A spell is only perceptible if the spell says it has an obvious effect; the only component of Wristpocket is a somatic "flick of the wrist" which is hardly wreathing yourself in magical flames and chanting the entire necronomicon backwards.
Sneaking weapons through security - that's a basic skill check. If the DM is playing up the magic security angle then Detect Magic beats wrist pocket.
It arguably doesn't; while Wristpocket's range is "self" it's actually targeting a single object, so it's questionable whether it can be detected, since the object no longer exists on the current plane while inside the pocket dimension.
Even if your DM rules that it is detectible, it has no perceptible effect.
Cheating at cards - it only affects one item, so cast before the game starts and then make that slight of hand check during the game (which would allow you to cheat anyway) in order to pull the cheat item out.
And if someone suspects you of cheating and checks you for concealed cards you've now got a fight on your hands, meanwhile a Wristpocketed deck of cards can't be easily found.
Getting rid of a bomb - I'm only aware of a couple of 'bomb' style items (delayed blast fireball), sure in some specific campaigns, but that's so far beyond even a corner case it doesn't register.
Hiding a weapon or macguffin during combat when BBEG is disarmed, check the weapon chart you may luck out and the weapon/macguffin is under 5 lbs, but not something to count on. And know what doesn't have a weight limit sleight of hand. Sure there may be a penalty for a heavy or large object but wristpocket can't affect either.
Only heavy, two-handed weapons have a weight too high for Wristpocket, that's something that can be assessed easily.
In organized play this is currently an incorrect statement. It cost down time days and GP per spell level to copy a spell into a spellbook. You're giving up the ability to copy another second level spell for wristpocket. Now in non-organized play, at a higher level with lots of GP, sure it feeds into that wizard mentality of 'copy all spells'. That doesn't mean it's a good spell though.
Wizards get two spells per level, that's already far more than you can prepare; 2 hours and 50 gp to add an extra is a very low cost. If your campaign doesn't have even 2 hours of downtime then you have other problems.
Its great when it matters works as an argument when you balance out how common it is to matter. Getting hit is pretty dang common in most campaigns. Falling damage less so. Needing to sneak things past security where they pat you down is so far less common than either of those its not even in the same field. This isn't shadow run and if you were running a game like it was shadowrun the guards would have detect magic going.
It doesn't matter "how common it is to matter"; you don't need to keep it prepared, and as I've already said you can get it on a scroll if both learning it and using a spell slot on it is really such the great burden you pretend it is.
A spell is only perceptible if the spell says it has an obvious effect; the only component of Wristpocket is a somatic "flick of the wrist" which is hardly wreathing yourself in magical flames and chanting the entire necronomicon backwards.
People and animals are drawn to movement, the 'flick of the wrist' is very noticeable.The item vanishing is also very much a 'perceptible effect'. Hence a passive perception of 10 will notice wrist pocket being cast.
As for the PHB statement, until they go spell by spell, then the basic should be used (any perceptible effect as in the section you linked) is noticeable.
Sneaking weapons through security - that's a basic skill check. If the DM is playing up the magic security angle then Detect Magic beats wrist pocket.
It arguably doesn't; while Wristpocket's range is "self" it's actually targeting a single object, so it's questionable whether it can be detected, since the object no longer exists on the current plane while inside the pocket dimension.
Even if your DM rules that it is detectible, it has no perceptible effect.
Wristpocket creates a magical effect, you have to concentrate on it. Detect magic would detect that magical effect and identify it as conjuration. No DM call needed.
Cheating at cards - it only affects one item, so cast before the game starts and then make that slight of hand check during the game (which would allow you to cheat anyway) in order to pull the cheat item out.
And if someone suspects you of cheating and checks you for concealed cards you've now got a fight on your hands, meanwhile a Wristpocketed deck of cards can't be easily found.
Why do players always seem to assume that they're the only ones with basic magic? Especially in the Realms and other high magic worlds.
Getting rid of a bomb - I'm only aware of a couple of 'bomb' style items (delayed blast fireball), sure in some specific campaigns, but that's so far beyond even a corner case it doesn't register.
Never actually seen one used in game. The one linked is more of a grenade, throw it and it explodes, no real time to pick it up, cast a spell and send it away. Wrist pocket isn't a reaction spell.
Hiding a weapon or macguffin during combat when BBEG is disarmed, check the weapon chart you may luck out and the weapon/macguffin is under 5 lbs, but not something to count on. And know what doesn't have a weight limit sleight of hand. Sure there may be a penalty for a heavy or large object but wristpocket can't affect either.
Only heavy, two-handed weapons have a weight too high for Wristpocket, that's something that can be assessed easily.
Is a sword weighting 3 lbs 'in your hand' or are you just holding it? It's very DM dependent - personally in your hand to me means small, not a 3.5 foot of metal. Otherwise you could argue an entire balsa wood door could go into that extradimensional pocket because it only weights 5 lbs.
Now back to the point I made. What about large items/weapons that are over 5lbs. A skill does more than the second level spell and is overall more versatile.
In organized play this is currently an incorrect statement. It cost down time days and GP per spell level to copy a spell into a spellbook. You're giving up the ability to copy another second level spell for wristpocket. Now in non-organized play, at a higher level with lots of GP, sure it feeds into that wizard mentality of 'copy all spells'. That doesn't mean it's a good spell though.
Wizards get two spells per level, that's already far more than you can prepare; 2 hours and 50 gp to add an extra is a very low cost. If your campaign doesn't have even 2 hours of downtime then you have other problems.
I will say this is very much an organized play issue. It's not the downtime, its the GP. The last season was still only giving out like 200 GP per level in tier 1. Factor in having to pay for any material components with a GP cost (chaos bolt, identify, find familiar) and that GP goes away very fast. The new season may fix that, but I haven't read the latest rules yet.
It doesn't matter "how common it is to matter"; you don't need to keep it prepared, and as I've already said you can get it on a scroll if both learning it and using a spell slot on it is really such the great burden you pretend it is.
Wristpocket is a lazy way to attempt to give a wizard sleight of hand. This is one of the reasons Knock gives off a loud audible noise now. A wizard doesn't have to cover every base and it's bad game design when they publish spells like this that don't have a limitation built in. As I've said before, remove the 'extradimensional' descriptor and it's a worse option than the skill. The effect doesn't justify a second level spell slot - as compared in numerous other posts in this thread.
A spell is only perceptible if the spell says it has an obvious effect; the only component of Wristpocket is a somatic "flick of the wrist" which is hardly wreathing yourself in magical flames and chanting the entire necronomicon backwards.
People and animals are drawn to movement, the 'flick of the wrist' is very noticeable.The item vanishing is also very much a 'perceptible effect'. Hence a passive perception of 10 will notice wrist pocket being cast.
As for the PHB statement, until they go spell by spell, then the basic should be used (any perceptible effect as in the section you linked) is noticeable.
Sneaking weapons through security - that's a basic skill check. If the DM is playing up the magic security angle then Detect Magic beats wrist pocket.
It arguably doesn't; while Wristpocket's range is "self" it's actually targeting a single object, so it's questionable whether it can be detected, since the object no longer exists on the current plane while inside the pocket dimension.
Even if your DM rules that it is detectible, it has no perceptible effect.
Wristpocket creates a magical effect, you have to concentrate on it. Detect magic would detect that magical effect and identify it as conjuration. No DM call needed.
Cheating at cards - it only affects one item, so cast before the game starts and then make that slight of hand check during the game (which would allow you to cheat anyway) in order to pull the cheat item out.
And if someone suspects you of cheating and checks you for concealed cards you've now got a fight on your hands, meanwhile a Wristpocketed deck of cards can't be easily found.
Why do players always seem to assume that they're the only ones with basic magic? Especially in the Realms and other high magic worlds.
Getting rid of a bomb - I'm only aware of a couple of 'bomb' style items (delayed blast fireball), sure in some specific campaigns, but that's so far beyond even a corner case it doesn't register.
Never actually seen one used in game. The one linked is more of a grenade, throw it and it explodes, no real time to pick it up, cast a spell and send it away. Wrist pocket isn't a reaction spell.
Hiding a weapon or macguffin during combat when BBEG is disarmed, check the weapon chart you may luck out and the weapon/macguffin is under 5 lbs, but not something to count on. And know what doesn't have a weight limit sleight of hand. Sure there may be a penalty for a heavy or large object but wristpocket can't affect either.
Only heavy, two-handed weapons have a weight too high for Wristpocket, that's something that can be assessed easily.
Is a sword weighting 3 lbs 'in your hand' or are you just holding it? It's very DM dependent - personally in your hand to me means small, not a 3.5 foot of metal. Otherwise you could argue an entire balsa wood door could go into that extradimensional pocket because it only weights 5 lbs.
Now back to the point I made. What about large items/weapons that are over 5lbs. A skill does more than the second level spell and is overall more versatile.
In organized play this is currently an incorrect statement. It cost down time days and GP per spell level to copy a spell into a spellbook. You're giving up the ability to copy another second level spell for wristpocket. Now in non-organized play, at a higher level with lots of GP, sure it feeds into that wizard mentality of 'copy all spells'. That doesn't mean it's a good spell though.
Wizards get two spells per level, that's already far more than you can prepare; 2 hours and 50 gp to add an extra is a very low cost. If your campaign doesn't have even 2 hours of downtime then you have other problems.
I will say this is very much an organized play issue. It's not the downtime, its the GP. The last season was still only giving out like 200 GP per level in tier 1. Factor in having to pay for any material components with a GP cost (chaos bolt, identify, find familiar) and that GP goes away very fast. The new season may fix that, but I haven't read the latest rules yet.
It doesn't matter "how common it is to matter"; you don't need to keep it prepared, and as I've already said you can get it on a scroll if both learning it and using a spell slot on it is really such the great burden you pretend it is.
Wristpocket is a lazy way to attempt to give a wizard sleight of hand. This is one of the reasons Knock gives off a loud audible noise now. A wizard doesn't have to cover every base and it's bad game design when they publish spells like this that don't have a limitation built in. As I've said before, remove the 'extradimensional' descriptor and it's a worse option than the skill. The effect doesn't justify a second level spell slot - as compared in numerous other posts in this thread.
From Detect Magic: The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Have a metal bracer. Cast wristpocket. Put bracer on. Detect Magic is foiled.
Wristpocket is a lazy way to attempt to give a wizard sleight of hand. This is one of the reasons Knock gives off a loud audible noise now. A wizard doesn't have to cover every base and it's bad game design when they publish spells like this that don't have a limitation built in. As I've said before, remove the 'extradimensional' descriptor and it's a worse option than the skill. The effect doesn't justify a second level spell slot - as compared in numerous other posts in this thread.
From Detect Magic: The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Have a metal bracer. Cast wristpocket. Put bracer on. Detect Magic is foiled.
People and animals are drawn to movement, the 'flick of the wrist' is very noticeable.The item vanishing is also very much a 'perceptible effect'. Hence a passive perception of 10 will notice wrist pocket being cast.
It's no more noticeable than any sleight of hand would be, and the item disappearing is only perceptible if you make an item vanish that was previously visible, you're not supposed to be using something like this right in front of someone (unless that's part of an act).
That'd be like saying that you hate the Darkness spell because it's noticeable when you cast it in broad daylight; there's a point at which your problems with a spell are entirely because of yourself.
If you're going to go out of your way to assume the worst possible scenario for Wristpocket then you have to do the same for anything you suggest as an alternative; you don't get to have consequence free illusion and sleight of hand in a world where every conceivable measure will always be taken to prevent the use of Wristpocket, and then pretend that you're judging it fairly.
Wristpocket creates a magical effect, you have to concentrate on it. Detect magic would detect that magical effect and identify it as conjuration. No DM call needed.
Detect Magic detects the presence of magic, but what are you suggesting is casting the aura? The object is gone, and the pocket dimension is not on the same plane of existence, at most all that exists is your concentration, but what that actually is is never defined in the rules.
If you compare to Disguise Self for example, which would light a person up like a christmas tree as they are literally cloaking themselves in a full body persistent illusion that is applied to themselves directly, what are you expecting to see for Wristpocket? At most it'd be the merest hint of a trace of magic, as the actual effects of the spell are entirely absent.
A DM could easily rule it either way.
Why do players always seem to assume that they're the only ones with basic magic? Especially in the Realms and other high magic worlds.
Because they're not the majority; commoners do not know magic, even in magic rich settings higher level magics are comparatively rare. Adventurers and the threats that they face are exceptional.
In cases where you might be scanned for magic (and if you rule that it works on this spell) there's still Nondetection, because said magic still has advantages over the alternatives (Locate Object will not work on an object in a Wristpocket, nor will physical inspection).
Is a sword weighting 3 lbs 'in your hand' or are you just holding it?
Something held is in your hand; you are bending over backwards now to try and invent problems, yet seem unwilling to apply any of that imagination to how to use the spell. Again, if you're not arguing on a level field for Wristpocket vs. its alternatives, then you're not really discussing Wristpocket at all.
For the ridiculous balsa wood door argument, if you're holding it (and able to flick your wrist while doing so) then it's fair game. But thus far it seems like your goal is actually to impose additional limits on Wristpocket just so you can dismiss everyone who says how they could use it.
Now back to the point I made. What about large items/weapons that are over 5lbs. A skill does more than the second level spell and is overall more versatile.
Only if your DM allows it to; they could likewise allow you to pickpocket a knight's plate armour off them mid battle if they just completely ignore the weight and difficulty. Or, if they actually run it sensibly, they will realise the heavier item is harder to pickpocket. And even so, the skill isn't replicating what the spell does, as that item isn't hidden, it's stolen; it's one thing to get an item off a target without them noticing, it's another to then get away without them seeing that you've got a two-handed maul down the front of your trousers.
If you've stolen an item into a Wristpocket, it's gone. They can accuse you of stealing it but they'll have a harder time proving it when they could just as easily have been wrong. Again, if you're going to be generous in favour of the skill check, then you need to do the same for the spell; otherwise your sole argument is that the spell is bad because you choose to hate it and go out of your way to make sure it can't work.
I will say this is very much an organized play issue. It's not the downtime, its the GP. The last season was still only giving out like 200 GP per level in tier 1. Factor in having to pay for any material components with a GP cost (chaos bolt, identify, find familiar) and that GP goes away very fast. The new season may fix that, but I haven't read the latest rules yet.
There are plenty of spells that don't have material components; choosing what to spend your resources on is a fundamental part of the game. If you don't see the value in having Wristpocket handy then don't spend anything on it, but others can and will, both are valid choices.
Wristpocket is a lazy way to attempt to give a wizard sleight of hand.
A wizard doesn't have to cover every base and it's bad game design when they publish spells like this that don't have a limitation built in.
Wait a minute, are you know trying to argue that Wristpocket doesn't have limitations? It's very much a limited, situational way to hide something; what you make of it is up to you, but you're not going to get far if your answer to the question of "what would you like to do with the spell" is "I refuse to even try".
As I've said before, remove the 'extradimensional' descriptor and it's a worse option than the skill.
Only because you allow the skill to get away with any potential difficulty, but won't do the same for the spell. Sleight of Hand is either an opposed check or has a DC that can very easily be failed, at least without additional help; with a minimum of effort Wristpocket can simply work, though it may be less flexible overall you're picking it for convenience and to cover for something you otherwise may not be able to do.
Slapping on Sleight of Hand proficiency doesn't make you a Rogue, but if you need to hide something, Wristpocket lets you do it with a high degree of reliability, and in the situations that matters I'm not going to begrudge a 2nd level slot for that.
But I'm not really interested in posting on this any further; I've said more than enough on the subject, and I can't force you to listen to points raised and treat them fairly (and you don't seem willing to). But hopefully someone else that's actually considering the spell might find it useful, because it's perfectly fine for what it's for.
People and animals are drawn to movement, the 'flick of the wrist' is very noticeable.The item vanishing is also very much a 'perceptible effect'. Hence a passive perception of 10 will notice wrist pocket being cast.
It's no more noticeable than any sleight of hand would be, and the item disappearing is only perceptible if you make an item vanish that was previously visible, you're not supposed to be using something like this right in front of someone (unless that's part of an act).
That'd be like saying that you hate the Darkness spell because it's noticeable when you cast it in broad daylight; there's a point at which your problems with a spell are entirely because of yourself.
If you're going to go out of your way to assume the worst possible scenario for Wristpocket then you have to do the same for anything you suggest as an alternative; you don't get to have consequence free illusion and sleight of hand in a world where every conceivable measure will always be taken to prevent the use of Wristpocket, and then pretend that you're judging it fairly.
Per the rules, spell casting is noticeable, you even linked to the rules section. You don't like the DC for noticing wristpocket is DC 10 while the DC of a skill would be set by the skill roll, which at tier 1 with a +3 stat and proficient is going to be between 12 - 16.
Wristpocket creates a magical effect, you have to concentrate on it. Detect magic would detect that magical effect and identify it as conjuration. No DM call needed.
Detect Magic detects the presence of magic, but what are you suggesting is casting the aura? The object is gone, and the pocket dimension is not on the same plane of existence, at most all that exists is your concentration, but what that actually is is never defined in the rules.
If you compare to Disguise Self for example, which would light a person up like a christmas tree as they are literally cloaking themselves in a full body persistent illusion that is applied to themselves directly, what are you expecting to see for Wristpocket? At most it'd be the merest hint of a trace of magic, as the actual effects of the spell are entirely absent.
A DM could easily rule it either way.
If a character had disguise self going and someone had detect magic going, yes they would light up and the effect would be identified as illusion. Why would wrist pocket be different? Detect Magic doesn't distinguish between a cantrip and a 9th level spell.
Why do players always seem to assume that they're the only ones with basic magic? Especially in the Realms and other high magic worlds.
Because they're not the majority; commoners do not know magic, even in magic rich settings higher level magics are comparatively rare. Adventurers and the threats that they face are exceptional.
In cases where you might be scanned for magic (and if you rule that it works on this spell) there's still Nondetection, because said magic still has advantages over the alternatives (Locate Object will not work on an object in a Wristpocket, nor will physical inspection).
And how often do players, I'm assuming not the 'kill 'em all and steal everything', steal small hand held items from commoners? As the most common effect argued here is stealing, the spell is going to attempt to be used in high end shops, noble's parties and the like.
And I never mentioned anything about locate object .
Is a sword weighting 3 lbs 'in your hand' or are you just holding it?
Something held is in your hand; you are bending over backwards now to try and invent problems, yet seem unwilling to apply any of that imagination to how to use the spell. Again, if you're not arguing on a level field for Wristpocket vs. its alternatives, then you're not really discussing Wristpocket at all.
For the ridiculous balsa wood door argument, if you're holding it (and able to flick your wrist while doing so) then it's fair game. But thus far it seems like your goal is actually to impose additional limits on Wristpocket just so you can dismiss everyone who says how they could use it.
Ok I'll admit that's a weak argument and only brought up because of the bad wording of the spell. "You flick your wrist, causing one object in your hand to vanish." should be 'one object you are holding'.
Now back to the point I made. What about large items/weapons that are over 5lbs. A skill does more than the second level spell and is overall more versatile.
Only if your DM allows it to; they could likewise allow you to pickpocket a knight's plate armour off them mid battle if they just completely ignore the weight and difficulty. Or, if they actually run it sensibly, they will realise the heavier item is harder to pickpocket. And even so, the skill isn't replicating what the spell does, as that item isn't hidden, it's stolen; it's one thing to get an item off a target without them noticing, it's another to then get away without them seeing that you've got a two-handed maul down the front of your trousers.
If you've stolen an item into a Wristpocket, it's gone. They can accuse you of stealing it but they'll have a harder time proving it when they could just as easily have been wrong. Again, if you're going to be generous in favour of the skill check, then you need to do the same for the spell; otherwise your sole argument is that the spell is bad because you choose to hate it and go out of your way to make sure it can't work.
Sleight of hand already has limitations and you wouldn't be able to legerdemain a suit of plate mail. If you did manage to grab a maul, it would definitely be noticeable as the thief tried to make off with it.
I will say this is very much an organized play issue. It's not the downtime, its the GP. The last season was still only giving out like 200 GP per level in tier 1. Factor in having to pay for any material components with a GP cost (chaos bolt, identify, find familiar) and that GP goes away very fast. The new season may fix that, but I haven't read the latest rules yet.
There are plenty of spells that don't have material components; choosing what to spend your resources on is a fundamental part of the game. If you don't see the value in having Wristpocket handy then don't spend anything on it, but others can and will, both are valid choices.
Wristpocket is a lazy way to attempt to give a wizard sleight of hand.
Yes, and they are, but those other spell still have limitation, knock creates a loud noise. Disguise self is easily detectable, locate creature (not sure how you're equating that with survival) but the caster either has to be familiar with the creature, creature type and it only has a range of 1,000 feet.
A wizard doesn't have to cover every base and it's bad game design when they publish spells like this that don't have a limitation built in.
Wait a minute, are you know trying to argue that Wristpocket doesn't have limitations? It's very much a limited, situational way to hide something; what you make of it is up to you, but you're not going to get far if your answer to the question of "what would you like to do with the spell" is "I refuse to even try".
I didn't say it doesn't have limitations. I said it was a badly designed spell that isn't worth a second level spell slot, is overshadowed by a skill and isn't worth casting except in the most extreme corner cases that the players have to work hard to manufacture. It is not subtle DC 10 to notice it being cast, has a limit of 5 lbs, is easily detectable (detect magic), can only affect one object per casting, and requires concentration. In no way does it justify a second level spell slot. Remove the whole 'extradimensional' and it's hard to even justify a first level spell slot.
As I've said before, remove the 'extradimensional' descriptor and it's a worse option than the skill.
Only because you allow the skill to get away with any potential difficulty, but won't do the same for the spell. Sleight of Hand is either an opposed check or has a DC that can very easily be failed, at least without additional help; with a minimum of effort Wristpocket can simply work, though it may be less flexible overall you're picking it for convenience and to cover for something you otherwise may not be able to do.
I don't allow the skill to get away with any potential difficulty. To notice the use of the skill is an opposed check. To notice a casting of wristpocket is a DC 10.
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I wouldn't personally like wristpocket to be picked up by any variant human or custom lineage character with magic initiate, though I can see how this might suit other world contexts.
I'd like the duration to be longer but perhaps this would just be to help to justify second level.
I agree that's it too powerful for a cantrip due to the extra dimensional space, but it is way too under-powered to be a 2nd level spell.
Even cantrips affect 10 lbs (magehand), while a second level spell allows the creation of an entire room (rope trick).
You can't add additional effects to the object either, no enlarge/reduce or Adjust Density as they both require concentration.
If you're trying to smuggle something, it'll have to be a group effort and the weight limit of 5 lbs is crap. Take a 200 lb body, cast enlarge/reduce (down to 25lbs) and adjust density: it only brings the weight down to 12.5 lbs. Still more than double what the 2nd level spell could even affect and that's taking at least 3 characters.
The 'flicking wrist' isn't hiding what you're doing. If you're stealing small items already, why not use the Skill meant for it Sleight of Hand. To the disarm example: The fighter disarms the BBEG of a weapon and you run up and make it disappear using a skill. Sleight of Hand is close us magic that is what it is used for and a valid use of the skill, not spell setup necessary since it takes an action to cast wristpocket.
Outside of the extradimensional space, what does this 2nd level spell do that can't be accomplished by a skill check? At most it should be 1st level spell and affect 10 to 15 lbs to be useful outside of a few corner cases.
Find Familiar a 1st level spell creates a pocket dimension, although only for the familiar, so the basic low level can't create pocket dimensions is also null.
Fantasy world. Replace x-ray machine with detect magic and identify.
Almost anything is better than locate object.
You're understanding of concentration is wrong on this. A single caster can't pull off the effect.
Cast: WristPocket then cast Enlarge/Reduce: wristpocket ends as soon as enlarge/reduce is cast
Cast: Enlarge Reduce then cast wrist pocket: enlarge/reduce ends as soon as wristpocket is cast
Even if you get a really lenient DM that would allow the enlarge/reduce spell to last to the end of the round on which the next concentration spell is cast, the spell immediately ends as the object is now over 5 lbs.
One other limitation I haven't seen anyone else mention. The spell only works on one item per casting. You can't take more than one item (wristpocket: put in one item, then another then another). You can't switch items (wristpocket: stow a poison then remove and replace it with say a dagger).
I do think it's hilarious that everyone's overlooking that this is the greatest, ultra-cheap instant getaway spell ever made.
Cast Wristpocket. Have an empty Handy Haversack (approximate cost 500 gp, per Critical Role) close at hand. Accomplish your goal. Gather your cohort to within 10' of you. Use Wristpocket on the Haversack to transfer it into the extradimensional space as an action. Instant rift tears opens and sucks all of you through to a random location in the Astral Plane, at which point the gate closes and no one can follow you.
Arguably, if you're not too concerned about a way to get back (or have a Plane Shift ready for more targeted transport once you've made your escape) it's perfect. And it's certainly cheaper and easier as a one-way trip to the Astral than, say, Astral Projection (requires a 9th level spell and 1 hour casting time, plus 1100 gp worth of components for each of up to 8 people you want to take) or Plane Shift (requires a 7th level spell, although only 1 action casting time, and a 250 gp component that must be attuned to the plane you want to go to but which still likely dumps you in a semirandom location).
I don't know if this is a troll response, but if not: this was always an option without a spell at all just by using two haversacks? Also, if you look at the wording of any extra dimensional pocket items, they specifically only tear open portals to the astral realm when put inside other such *items*. So spell dimensional pockets don't trigger the astral plane hack. This is probably intentional so that spells like rope trick and magnificent mansion can actually be used regularly by adventurers with such items.
If you've got plane shift why go through all that trouble? It cost 250 GP for the tuning rod, which is reusable.
Sleightedge is right and a spell won't trigger the astral rip. Otherwise no bag of holding in a ropetrick, demi-plane, etc.
Honestly wristpocket is a crappy spell and doesn't measure up to any other 2nd level spell. Remove the whole extradimensional arguement and it isn't even a good 1st level spell. It is a trap spell.
Finally came up with an answer: The designers want those wizards that take this spell to feel bad. Then even worse when they try to use it, only to realize it isn’t subtle, affects only one small item, isn’t protected from a basic detect magic, requires concentration and just cost them a second level spell slot.
While Rope Trick is somewhat better overall, it also requires vocal and material components (including a rope), and it creates an extradimensional space that's beyond your control (enemies can enter it if they climb the rope or have another way up). It also can't be moved once created.
Wristpocket by comparison is more specialised but also only requires a somatic component to give yourself a small extramdimensional container you can use to perfectly conceal something (no possibility of finding the concealed weapon if it simply isn't there).
I think it's wrong to think of it in combat terms, since it requires an action to pocket and retrieve the item; it's more for social stealth, deception, performance or general concealing an item. It's also wrong to compare it to magic items that you may or may not be able to obtain at the same level, as that's entirely DM dependent. At the same level you could get 2nd level spells you arguably shouldn't be able to get either a bag of holding or handy haversack, so this still has the advantage on timing and convenience, it also can't be taken from you as the only way to prevent you from using it is to prevent you from being able to move properly (which is a weakness of both bags as well).
Also worth noting that concentration is actually a benefit on this spell, as it gives you a way to end it at any time as a free action.
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Rope trick is a lot more than somewhat better overall, because it actually does something useful. Writspocket just doesn't. All the I could use it get rid of a bomb style examples are like saying what if we were boating across the river Styx and our boat sprang a leak, you can't touch the water so therefore mending should be a 3rd level spell. Almost all the stealth, social, deception, performance benefits of this can be covered by either a skill check someone in your party will have or just use minor illusion or prestidigitation. At that point its not just specialized its too specialized to be considered useful. Its a party trick.
It may be too good for a cantrip but it would be weak even as a 1st level spell.
I wish people would stop with the hyperbole on this thread; Wristpocket does do something useful, namely the very thing that it's for, which is hiding an item. If you want to smuggle a weapon into a secure location then Rope Trick is of little to no use, it's also a spell that, while regularly abused, is not actually that useful in combat either, as while enemies cannot fire in, they can still get in if they can reach the entrance, or just move to where you can't get them and wait for the spell to end, or hold their actions to shoot you the moment you peer out and so-on.
A spell does not need to be useful in combat to be useful; Wristpocket fills a simple niche. Outside of combat Wristpocket is plenty useful to a creative player; it can be used to enhance cheating at cards, or stage or street magic performances and so-on. And I don't agree that it would be weak at 1st-level; for smuggling a weapon it's a spell that can utterly defeat an enemy's ability to search you. The fact that it's an action makes it fairly clear it's not intended for combat use, though strictly speaking you could end concentration to drop something as a free action (ending concentration has no cost), pick it up with your free object interaction and then use it without losing your action or bonus action, but that's a bit clunky.
Depending upon how your DM interprets it, it may even defeat Detect Magic as while it requires concentration the spell isn't really being cast upon you, it's being cast on an object (as it's the same object that is summoned and returns each time), an object that simply doesn't exist on your current plane when concealed. While it would be nice if the spell specified that explicitly, there's more than enough room to argue it.
It's also worth noting that even once you're able to get a Handy Haversack it doesn't render Wristpocket obsolete, in fact it actually presents you with a sweet combo; the haversack only weighs 5 lbs on its own, meaning you can fill it with 120 lbs of gear and then hide it. The haversack only causes a dimensional rift when placed inside an extradimensional space created an item so spaces created by Demiplane, Wristpocket etc. are fair game, otherwise most parties would be lost forever the first time they try to use a Magnificent Mansion.
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You know what else will hide a item, minor illusion. Hell even prestidigitation will do it if it will fit in your hand. Hiding a item from a pat down is so freaking niche its not worth acting like its useful. Stop pretending the ability to hide a small item is even close to a 2nd level spell in ability. Your argument s the hyperbole in this thread.
Literally neither of those will hide an object from a pat-down, and even just as visual disguise Minor Illusion can be seen or felt through, while Prestidigitation can only "hide" a palm-sized object by making it appear to be some other palm-sized object, and likewise won't hold up to any scrutiny.
If your DM lets you easily sneak things through security then they're making parts of the game easier for you, this is not the same as the spell being useless, as it serves its purpose just fine when a DM takes security more seriously. And that's just for the security case, I've mentioned several other uses, Third_Sundering has suggested many more already, and I've shown how to get the most out of the spell.
There's also one other point I didn't mention, but it's a Wizard spell; Wizards can have any number of spells in their spellbook so adding Wristpocket is no burden, yet you have it available if you might need it. Planning a heist? Need to get something past some guards? Prepare it and you're sorted. Especially if that something happens to be your spellbook itself, or an arcane focus or anything else you can't do without; if the alternative is being unable to cast half my spells (if I'm lucky) then I'm not for a moment going to begrudge spending a 2nd-level slot on that.
The value of a spell has nothing to do with how useless it may be when you don't need it; it's all about how crucial that spell can be when you do. Just as Shield is a massive waste of a spell choice if you don't get hit (or only get hit by something that will hit anyway), I don't think anyone's going to argue that it isn't a great spell when it matters.
You could also get it as a scroll (or make it yourself), so you've got it without needing to prepare it, as it's one of the many spells in the game that are useful, but not frequently useful enough to justify preparing it all the time. Scroll, means you don't have to, but when it does come up, you've got it. This is pretty much what scrolls are for.
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So what is the purpose of wrist pocket? Remember casting a spell is noticeable.
Sneaking weapons through security - that's a basic skill check. If the DM is playing up the magic security angle then Detect Magic beats wrist pocket. If they're not playing up the magic angle then a simple Sleight of Hand and/or Deception, varying by DM and campaign, work as well or even better.
Cheating at cards - it only affects one item, so cast before the game starts and then make that slight of hand check during the game (which would allow you to cheat anyway) in order to pull the cheat item out.
Getting rid of a bomb - I'm only aware of a couple of 'bomb' style items (delayed blast fireball), sure in some specific campaigns, but that's so far beyond even a corner case it doesn't register.
Hiding a weapon or macguffin during combat when BBEG is disarmed, check the weapon chart you may luck out and the weapon/macguffin is under 5 lbs, but not something to count on. And know what doesn't have a weight limit sleight of hand. Sure there may be a penalty for a heavy or large object but wristpocket can't affect either.
When you cast the spell, you have to be holding the object, a simple perception defeats that, unlike say a slight of hand. I'm defining simple perception as Perception 10. This isn't a free magic ultimate slight of hand. Casting a spell is noticeable and wrist pocket is not on the sorcerer's list. In order to cast subtle you've either got to level dip or take a feat. Or, in some games, use slight of hand or deception to cast unnoticed which if you've already got those skills why waste a second level spell slot?
In organized play this is currently an incorrect statement. It cost down time days and GP per spell level to copy a spell into a spellbook. You're giving up the ability to copy another second level spell for wristpocket. Now in non-organized play, at a higher level with lots of GP, sure it feeds into that wizard mentality of 'copy all spells'. That doesn't mean it's a good spell though.
I'll also say, in the spell description, replace "transported to an extradimensional space" with "hidden" and read the description again. Its a waste of a second level spell with something that doesn't even measure up to a skill.
that's was the point, it only matters vs a pat down. Vs any other kind of stealth, deception, entertainment minor illusion or prestidigitation works almost as well and those cantrips can do other things than conceal an object. And they all fail vs detect magic. That is more than specialized that is so absurdly niche its weak as a 1st level spell. Its dozens of times more niche than falling and feather fall is 1st level and not exactly top of peoples lists.
Its great when it matters works as an argument when you balance out how common it is to matter. Getting hit is pretty dang common in most campaigns. Falling damage less so. Needing to sneak things past security where they pat you down is so far less common than either of those its not even in the same field. This isn't shadow run and if you were running a game like it was shadowrun the guards would have detect magic going.
It arguably doesn't; while Wristpocket's range is "self" it's actually targeting a single object, so it's questionable whether it can be detected, since the object no longer exists on the current plane while inside the pocket dimension.
Even if your DM rules that it is detectible, it has no perceptible effect.
And if someone suspects you of cheating and checks you for concealed cards you've now got a fight on your hands, meanwhile a Wristpocketed deck of cards can't be easily found.
So you've never heard of a bomb?
Only heavy, two-handed weapons have a weight too high for Wristpocket, that's something that can be assessed easily.
Wizards get two spells per level, that's already far more than you can prepare; 2 hours and 50 gp to add an extra is a very low cost. If your campaign doesn't have even 2 hours of downtime then you have other problems.
It doesn't matter "how common it is to matter"; you don't need to keep it prepared, and as I've already said you can get it on a scroll if both learning it and using a spell slot on it is really such the great burden you pretend it is.
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Wristpocket creates a magical effect, you have to concentrate on it. Detect magic would detect that magical effect and identify it as conjuration. No DM call needed.
Why do players always seem to assume that they're the only ones with basic magic? Especially in the Realms and other high magic worlds.
Never actually seen one used in game. The one linked is more of a grenade, throw it and it explodes, no real time to pick it up, cast a spell and send it away. Wrist pocket isn't a reaction spell.
Is a sword weighting 3 lbs 'in your hand' or are you just holding it? It's very DM dependent - personally in your hand to me means small, not a 3.5 foot of metal. Otherwise you could argue an entire balsa wood door could go into that extradimensional pocket because it only weights 5 lbs.
Now back to the point I made. What about large items/weapons that are over 5lbs. A skill does more than the second level spell and is overall more versatile.
I will say this is very much an organized play issue. It's not the downtime, its the GP. The last season was still only giving out like 200 GP per level in tier 1. Factor in having to pay for any material components with a GP cost (chaos bolt, identify, find familiar) and that GP goes away very fast. The new season may fix that, but I haven't read the latest rules yet.
Wristpocket is a lazy way to attempt to give a wizard sleight of hand. This is one of the reasons Knock gives off a loud audible noise now. A wizard doesn't have to cover every base and it's bad game design when they publish spells like this that don't have a limitation built in. As I've said before, remove the 'extradimensional' descriptor and it's a worse option than the skill. The effect doesn't justify a second level spell slot - as compared in numerous other posts in this thread.
From Detect Magic: The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Have a metal bracer. Cast wristpocket. Put bracer on. Detect Magic is foiled.
Wristpocket Range/Area: SELF, not wrist.
Detect magic "see a faint aura around any visible creature or object in the area that bears magic,"
Or are you going around in a suit of full lead armor?
It's no more noticeable than any sleight of hand would be, and the item disappearing is only perceptible if you make an item vanish that was previously visible, you're not supposed to be using something like this right in front of someone (unless that's part of an act).
That'd be like saying that you hate the Darkness spell because it's noticeable when you cast it in broad daylight; there's a point at which your problems with a spell are entirely because of yourself.
If you're going to go out of your way to assume the worst possible scenario for Wristpocket then you have to do the same for anything you suggest as an alternative; you don't get to have consequence free illusion and sleight of hand in a world where every conceivable measure will always be taken to prevent the use of Wristpocket, and then pretend that you're judging it fairly.
Detect Magic detects the presence of magic, but what are you suggesting is casting the aura? The object is gone, and the pocket dimension is not on the same plane of existence, at most all that exists is your concentration, but what that actually is is never defined in the rules.
If you compare to Disguise Self for example, which would light a person up like a christmas tree as they are literally cloaking themselves in a full body persistent illusion that is applied to themselves directly, what are you expecting to see for Wristpocket? At most it'd be the merest hint of a trace of magic, as the actual effects of the spell are entirely absent.
A DM could easily rule it either way.
Because they're not the majority; commoners do not know magic, even in magic rich settings higher level magics are comparatively rare. Adventurers and the threats that they face are exceptional.
In cases where you might be scanned for magic (and if you rule that it works on this spell) there's still Nondetection, because said magic still has advantages over the alternatives (Locate Object will not work on an object in a Wristpocket, nor will physical inspection).
Something held is in your hand; you are bending over backwards now to try and invent problems, yet seem unwilling to apply any of that imagination to how to use the spell. Again, if you're not arguing on a level field for Wristpocket vs. its alternatives, then you're not really discussing Wristpocket at all.
For the ridiculous balsa wood door argument, if you're holding it (and able to flick your wrist while doing so) then it's fair game. But thus far it seems like your goal is actually to impose additional limits on Wristpocket just so you can dismiss everyone who says how they could use it.
Only if your DM allows it to; they could likewise allow you to pickpocket a knight's plate armour off them mid battle if they just completely ignore the weight and difficulty. Or, if they actually run it sensibly, they will realise the heavier item is harder to pickpocket. And even so, the skill isn't replicating what the spell does, as that item isn't hidden, it's stolen; it's one thing to get an item off a target without them noticing, it's another to then get away without them seeing that you've got a two-handed maul down the front of your trousers.
If you've stolen an item into a Wristpocket, it's gone. They can accuse you of stealing it but they'll have a harder time proving it when they could just as easily have been wrong. Again, if you're going to be generous in favour of the skill check, then you need to do the same for the spell; otherwise your sole argument is that the spell is bad because you choose to hate it and go out of your way to make sure it can't work.
There are plenty of spells that don't have material components; choosing what to spend your resources on is a fundamental part of the game. If you don't see the value in having Wristpocket handy then don't spend anything on it, but others can and will, both are valid choices.
You could say that about a huge number of Wizard spells; Disguise Self is a lazy way to give them a disguise kit, Locate Creature is a lazy way to give them Survival and so-on.
Wait a minute, are you know trying to argue that Wristpocket doesn't have limitations? It's very much a limited, situational way to hide something; what you make of it is up to you, but you're not going to get far if your answer to the question of "what would you like to do with the spell" is "I refuse to even try".
Only because you allow the skill to get away with any potential difficulty, but won't do the same for the spell. Sleight of Hand is either an opposed check or has a DC that can very easily be failed, at least without additional help; with a minimum of effort Wristpocket can simply work, though it may be less flexible overall you're picking it for convenience and to cover for something you otherwise may not be able to do.
Slapping on Sleight of Hand proficiency doesn't make you a Rogue, but if you need to hide something, Wristpocket lets you do it with a high degree of reliability, and in the situations that matters I'm not going to begrudge a 2nd level slot for that.
But I'm not really interested in posting on this any further; I've said more than enough on the subject, and I can't force you to listen to points raised and treat them fairly (and you don't seem willing to). But hopefully someone else that's actually considering the spell might find it useful, because it's perfectly fine for what it's for.
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Per the rules, spell casting is noticeable, you even linked to the rules section. You don't like the DC for noticing wristpocket is DC 10 while the DC of a skill would be set by the skill roll, which at tier 1 with a +3 stat and proficient is going to be between 12 - 16.
If a character had disguise self going and someone had detect magic going, yes they would light up and the effect would be identified as illusion. Why would wrist pocket be different? Detect Magic doesn't distinguish between a cantrip and a 9th level spell.
And how often do players, I'm assuming not the 'kill 'em all and steal everything', steal small hand held items from commoners? As the most common effect argued here is stealing, the spell is going to attempt to be used in high end shops, noble's parties and the like.
And I never mentioned anything about locate object .
Ok I'll admit that's a weak argument and only brought up because of the bad wording of the spell. "You flick your wrist, causing one object in your hand to vanish." should be 'one object you are holding'.
Sleight of hand already has limitations and you wouldn't be able to legerdemain a suit of plate mail. If you did manage to grab a maul, it would definitely be noticeable as the thief tried to make off with it.
Yes, and they are, but those other spell still have limitation, knock creates a loud noise. Disguise self is easily detectable, locate creature (not sure how you're equating that with survival) but the caster either has to be familiar with the creature, creature type and it only has a range of 1,000 feet.
I didn't say it doesn't have limitations. I said it was a badly designed spell that isn't worth a second level spell slot, is overshadowed by a skill and isn't worth casting except in the most extreme corner cases that the players have to work hard to manufacture. It is not subtle DC 10 to notice it being cast, has a limit of 5 lbs, is easily detectable (detect magic), can only affect one object per casting, and requires concentration. In no way does it justify a second level spell slot. Remove the whole 'extradimensional' and it's hard to even justify a first level spell slot.
I don't allow the skill to get away with any potential difficulty. To notice the use of the skill is an opposed check. To notice a casting of wristpocket is a DC 10.