The description says "Attacks and spells can't cross through the entrance into or out of the extradimensional space" so what I'm wondering more specifically is: if it would be impossible to cast from inside, could you stick part of your hand out and teleport that way? or would it not work if any part of you was inside the extradimentional space
As a DM i wouldn'T allow it. since the most used teleport spells specify that they cannot work from dimension to dimension. that would mean to me that your hand would teleport but not the rest of your body.
there are many advantages and disadvantages of making a rope trick, a hut or a mansion.
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You cannot use spells like Teleport to travel from one dimension to another. For that you would need a spell like Plane Shift. Regarding the floating hand, think of it this way. You play on a grid, in which square/hex is your character casting the spell from? Most likely from where the center of your mass is, which sounds like it is inside the extradimensional space. So the answer is no. But you can homebrew it however you like.
You cannot use spells like Teleport to travel from one dimension to another. For that you would need a spell like Plane Shift. Regarding the floating hand, think of it this way. You play on a grid, in which square/hex is your character casting the spell from? Most likely from where the center of your mass is, which sounds like it is inside the extradimensional space. So the answer is no. But you can homebrew it however you like.
so to you, spells always comes from the center of your being ? funny to me they came from your hands since you cast the spells using your hands.
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But teleport is (V)erbal only. Sticking your hand out of Rope Trick wouldn't do anything even if a DM were to allow it (casting spells out of Rope Trick by sticking your hand out).
You cannot use spells like Teleport to travel from one dimension to another. For that you would need a spell like Plane Shift. Regarding the floating hand, think of it this way. You play on a grid, in which square/hex is your character casting the spell from? Most likely from where the center of your mass is, which sounds like it is inside the extradimensional space. So the answer is no. But you can homebrew it however you like.
so to you, spells always comes from the center of your being ? funny to me they came from your hands since you cast the spells using your hands.
Looking past the fact that no hands are used casting this particular spell, RAW assumes you play on a grid and that characters fit into squares/hexes. If you want to argue that you cast the spell from an adjacent square to the one the majority of your mass is in, then you must be occupying not just one square but both. That would make your character Large or larger. In the case of you being a larger size than medium, thus occupying more space, you might very well be able to stick your hand out of the extradimensional space to do as OP asks. I don't believe there are any rules that say otherwise, though the rule that you can't teleport from one dimension to another is still in effect, and thus the spell might leave the rest of the caster's body behind as you suggested.
You cannot use spells like Teleport to travel from one dimension to another. For that you would need a spell like Plane Shift. Regarding the floating hand, think of it this way. You play on a grid, in which square/hex is your character casting the spell from? Most likely from where the center of your mass is, which sounds like it is inside the extradimensional space. So the answer is no. But you can homebrew it however you like.
so to you, spells always comes from the center of your being ? funny to me they came from your hands since you cast the spells using your hands.
Looking past the fact that no hands are used casting this particular spell, RAW assumes you play on a grid and that characters fit into squares/hexes. If you want to argue that you cast the spell from an adjacent square to the one the majority of your mass is in, then you must be occupying not just one square but both. That would make your character Large or larger. In the case of you being a larger size than medium, thus occupying more space, you might very well be able to stick your hand out of the extradimensional space to do as OP asks. I don't believe there are any rules that say otherwise, though the rule that you can't teleport from one dimension to another is still in effect, and thus the spell might leave the rest of the caster's body behind as you suggested.
and all this square theory of yours is broken by the point that you have to choose a "POINT" on that square. meaning not any spells actually uses full squares. to take on the words of jeremy crawford himself "it all depends where you put that point in the square" for example a cloud of dagger put into the middle of a square, would hit almost only that square... but putting the point literally on one of the corner would now literally hit 4 squares. because if a square is hit for at least half of it, then that full square is hit. and that was based on jeremy crawford himself. it is also geometrically correct... as a point is just a point. a square is 4 points and 4 lines as well as 1 surface.
all that said... all of this do not matter as the spell has no point to choose from and no somatic component, which i thought there was. i never thought teleportation was as easy as just saying a place. that seems very odd to me that it is not somatic. i mean healing word is verbal only and that makes sense in a way. but teleportation... that's weird.
the whole putting my hand outside thing still doesn'tmake sense reguardless of how much shenanigans you are trying to pull. its that kind of shenanigans that makes spells way too abusive to begin with. its like the guy who said to me... he's in the lake... i just shocking grasp the lake, boom he's gone... and i am like, yeah as if physics do not matters... it might be magic, but things like dimensions, placement, time and other physics still applies you know. yes it might screw 1 type of physics, doesn'T matter cause others still applies.
all in all... my answer stays unchanged... it wouldn't teleport you because the dimension you are in, is just that 30x30 room. the only thing that changes since its verbal only... is that now you need to be completely outside to teleport. but you do are capable of banishing yourself from that dimension or using planeshift, as long as you do have the correct material for that planeshift.
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You cannot use spells like Teleport to travel from one dimension to another. For that you would need a spell like Plane Shift. Regarding the floating hand, think of it this way. You play on a grid, in which square/hex is your character casting the spell from? Most likely from where the center of your mass is, which sounds like it is inside the extradimensional space. So the answer is no. But you can homebrew it however you like.
so to you, spells always comes from the center of your being ? funny to me they came from your hands since you cast the spells using your hands.
Looking past the fact that no hands are used casting this particular spell, RAW assumes you play on a grid and that characters fit into squares/hexes. If you want to argue that you cast the spell from an adjacent square to the one the majority of your mass is in, then you must be occupying not just one square but both. That would make your character Large or larger. In the case of you being a larger size than medium, thus occupying more space, you might very well be able to stick your hand out of the extradimensional space to do as OP asks. I don't believe there are any rules that say otherwise, though the rule that you can't teleport from one dimension to another is still in effect, and thus the spell might leave the rest of the caster's body behind as you suggested.
and all this square theory of yours is broken by the point that you have to choose a "POINT" on that square. meaning not any spells actually uses full squares. to take on the words of jeremy crawford himself "it all depends where you put that point in the square" for example a cloud of dagger put into the middle of a square, would hit almost only that square... but putting the point literally on one of the corner would now literally hit 4 squares. because if a square is hit for at least half of it, then that full square is hit. and that was based on jeremy crawford himself. it is also geometrically correct... as a point is just a point. a square is 4 points and 4 lines as well as 1 surface.
all that said... all of this do not matter as the spell has no point to choose from and no somatic component, which i thought there was. i never thought teleportation was as easy as just saying a place. that seems very odd to me that it is not somatic. i mean healing word is verbal only and that makes sense in a way. but teleportation... that's weird.
the whole putting my hand outside thing still doesn'tmake sense reguardless of how much shenanigans you are trying to pull. its that kind of shenanigans that makes spells way too abusive to begin with. its like the guy who said to me... he's in the lake... i just shocking grasp the lake, boom he's gone... and i am like, yeah as if physics do not matters... it might be magic, but things like dimensions, placement, time and other physics still applies you know. yes it might screw 1 type of physics, doesn'T matter cause others still applies.
all in all... my answer stays unchanged... it wouldn't teleport you because the dimension you are in, is just that 30x30 room. the only thing that changes since its verbal only... is that now you need to be completely outside to teleport. but you do are capable of banishing yourself from that dimension or using planeshift, as long as you do have the correct material for that planeshift.
Only AoE spells require you to choose an intersection on the face of the square. Teleport is not an AoE spell. Also, my argument regarding the grid was focusing on creatures occupying the squares they act from, not spells' Point of Origin.
And yes, some DMs and players that play with a grid probably do enjoy sitting with rulers and protractors instead of snapping effects to the grid. So yes, arguing that a 5-foot square doesn't have to fit within a 5-foot square is a valid argument. But the rules quickly become murky if the grid is obsolete. There's nothing wrong with Theater of the Mind, but it makes it much harder to find common references regarding RAW in a table specific context.
What is an extradimensional space? Is it a catch-all term for "everywhere else" that is not in any of the established planes and also not in a particular demiplane? If so, I suppose it might be possible to teleport from your area to someone else's rope trick area of the extradimensional space.
What is an extradimensional space? Is it a catch-all term for "everywhere else" that is not in any of the established planes and also not in a particular demiplane? If so, I suppose it might be possible to teleport from your area to someone else's rope trick area of the extradimensional space.
Likely? No. But fascinating as a concept.
Are extradimensional spaces, such as a demiplane or the space created by rope trick , considered to be on a different plane of existence?
An extradimensional space (aka an extraplanar space) is outside other planes. Therefore, if you’re on the Material Plane and your foe is in an extradimensional space, the two of you aren’t on the same plane of existence.
That brings up a paradox then. If you are trying to teleport from one section of extradimensional space (from within the rope trick area) to another area of extradimensional space (another rope trick area, magnificent mansion, etc.), you are not attempting to cross planes... but you also kind of are not in a plane to begin with.
That brings up a paradox then. If you are trying to teleport from one section of extradimensional space (from within the rope trick area) to another area of extradimensional space (another rope trick area, magnificent mansion, etc.), you are not attempting to cross planes... but you also kind of are not in a plane to begin with.
The two extradimensional spaces from the two Rope Tricks are separate planes. An extraplanar space is simply a space/plane outside the known and established planes
Only AoE spells require you to choose an intersection on the face of the square. Teleport is not an AoE spell. Also, my argument regarding the grid was focusing on creatures occupying the squares they act from, not spells' Point of Origin.
And yes, some DMs and players that play with a grid probably do enjoy sitting with rulers and protractors instead of snapping effects to the grid. So yes, arguing that a 5-foot square doesn't have to fit within a 5-foot square is a valid argument. But the rules quickly become murky if the grid is obsolete. There's nothing wrong with Theater of the Mind, but it makes it much harder to find common references regarding RAW in a table specific context.
murky rules if you dont use the grid ? on the contrary, the rules becomes much easier if you dont have the grid. and you dont need a ruler to count. you just count the number of bases. my players used the simple ruler i had made, for about 3 or 4 sessions, after that it all came to us to know how much we can move and all that without ruler. just by eyes. gridless is a much better way to play then with a grid. template becomes weird with grids, gridless they are just that, templates.
and D&D 5e is designed to be played theater of the mind. nothing a simple sheet of paper with a pen wouldn'T solve.
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DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
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heres a visual explanation of the extra dimensionnal plane...
---------------------------------------------------------- | X | | X X X | | X X | | | ----------------------------------------------------------
the big square is the prime material plane. the plane where everything exists in between the positive and negative plane. each X are a new realm. Ebberon, faerun, Oerth, you name em, every DM world is an X inside the material world. bag of holding creates an extra dimensionnal plane, just like rope trick. each of those extra diemnsionnal plane is another X in the prime material plane. each X are separate entities, separate realms separate planes of their own.
this is the multiverse for you.
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DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
Only AoE spells require you to choose an intersection on the face of the square. Teleport is not an AoE spell. Also, my argument regarding the grid was focusing on creatures occupying the squares they act from, not spells' Point of Origin.
And yes, some DMs and players that play with a grid probably do enjoy sitting with rulers and protractors instead of snapping effects to the grid. So yes, arguing that a 5-foot square doesn't have to fit within a 5-foot square is a valid argument. But the rules quickly become murky if the grid is obsolete. There's nothing wrong with Theater of the Mind, but it makes it much harder to find common references regarding RAW in a table specific context.
murky rules if you dont use the grid ? on the contrary, the rules becomes much easier if you dont have the grid. and you dont need a ruler to count. you just count the number of bases. my players used the simple ruler i had made, for about 3 or 4 sessions, after that it all came to us to know how much we can move and all that without ruler. just by eyes. gridless is a much better way to play then with a grid. template becomes weird with grids, gridless they are just that, templates.
and D&D 5e is designed to be played theater of the mind. nothing a simple sheet of paper with a pen wouldn'T solve.
If gridless makes rule adjudication easier for you then that's great :) And yes, D&D 5e was designed to work both with and without a grid.
heres a visual explanation of the extra dimensionnal plane...
---------------------------------------------------------- | X | | X X X | | X X | | | ----------------------------------------------------------
the big square is the prime material plane. the plane where everything exists in between the positive and negative plane. each X are a new realm. Ebberon, faerun, Oerth, you name em, every DM world is an X inside the material world. bag of holding creates an extra dimensionnal plane, just like rope trick. each of those extra diemnsionnal plane is another X in the prime material plane. each X are separate entities, separate realms separate planes of their own.
this is the multiverse for you.
That is not how the multiverse works though. The worlds in the Prime Material are simply planets much like in our own solar system, not separate planes. This distinction matters because you can use spells like Teleport to teleport from one world to another, while Plane Shifting wouldn't work. Most other Planes are located in the Inner and Outer planes.
The description says "Attacks and spells can't cross through the entrance into or out of the extradimensional space" so what I'm wondering more specifically is: if it would be impossible to cast from inside, could you stick part of your hand out and teleport that way? or would it not work if any part of you was inside the extradimentional space
As a DM i wouldn'T allow it. since the most used teleport spells specify that they cannot work from dimension to dimension. that would mean to me that your hand would teleport but not the rest of your body.
there are many advantages and disadvantages of making a rope trick, a hut or a mansion.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
You cannot use spells like Teleport to travel from one dimension to another. For that you would need a spell like Plane Shift. Regarding the floating hand, think of it this way. You play on a grid, in which square/hex is your character casting the spell from? Most likely from where the center of your mass is, which sounds like it is inside the extradimensional space. So the answer is no. But you can homebrew it however you like.
so to you, spells always comes from the center of your being ? funny to me they came from your hands since you cast the spells using your hands.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
But teleport is (V)erbal only. Sticking your hand out of Rope Trick wouldn't do anything even if a DM were to allow it (casting spells out of Rope Trick by sticking your hand out).
Looking past the fact that no hands are used casting this particular spell, RAW assumes you play on a grid and that characters fit into squares/hexes. If you want to argue that you cast the spell from an adjacent square to the one the majority of your mass is in, then you must be occupying not just one square but both. That would make your character Large or larger. In the case of you being a larger size than medium, thus occupying more space, you might very well be able to stick your hand out of the extradimensional space to do as OP asks. I don't believe there are any rules that say otherwise, though the rule that you can't teleport from one dimension to another is still in effect, and thus the spell might leave the rest of the caster's body behind as you suggested.
and all this square theory of yours is broken by the point that you have to choose a "POINT" on that square. meaning not any spells actually uses full squares.
to take on the words of jeremy crawford himself "it all depends where you put that point in the square" for example a cloud of dagger put into the middle of a square, would hit almost only that square... but putting the point literally on one of the corner would now literally hit 4 squares. because if a square is hit for at least half of it, then that full square is hit. and that was based on jeremy crawford himself. it is also geometrically correct... as a point is just a point. a square is 4 points and 4 lines as well as 1 surface.
all that said... all of this do not matter as the spell has no point to choose from and no somatic component, which i thought there was. i never thought teleportation was as easy as just saying a place. that seems very odd to me that it is not somatic. i mean healing word is verbal only and that makes sense in a way. but teleportation... that's weird.
the whole putting my hand outside thing still doesn'tmake sense reguardless of how much shenanigans you are trying to pull.
its that kind of shenanigans that makes spells way too abusive to begin with.
its like the guy who said to me... he's in the lake... i just shocking grasp the lake, boom he's gone... and i am like, yeah as if physics do not matters...
it might be magic, but things like dimensions, placement, time and other physics still applies you know. yes it might screw 1 type of physics, doesn'T matter cause others still applies.
all in all... my answer stays unchanged...
it wouldn't teleport you because the dimension you are in, is just that 30x30 room. the only thing that changes since its verbal only... is that now you need to be completely outside to teleport. but you do are capable of banishing yourself from that dimension or using planeshift, as long as you do have the correct material for that planeshift.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
Only AoE spells require you to choose an intersection on the face of the square. Teleport is not an AoE spell. Also, my argument regarding the grid was focusing on creatures occupying the squares they act from, not spells' Point of Origin.
And yes, some DMs and players that play with a grid probably do enjoy sitting with rulers and protractors instead of snapping effects to the grid. So yes, arguing that a 5-foot square doesn't have to fit within a 5-foot square is a valid argument. But the rules quickly become murky if the grid is obsolete. There's nothing wrong with Theater of the Mind, but it makes it much harder to find common references regarding RAW in a table specific context.
If you stuck your hand out and managed to cast teleport, only your hand would be able to teleport... D: oh no.
What is an extradimensional space? Is it a catch-all term for "everywhere else" that is not in any of the established planes and also not in a particular demiplane? If so, I suppose it might be possible to teleport from your area to someone else's rope trick area of the extradimensional space.
Likely? No. But fascinating as a concept.
"Not all those who wander are lost"
Are extradimensional spaces, such as a demiplane or the space created by rope trick , considered to be on a different plane of existence?
An extradimensional space (aka an extraplanar space) is outside other planes. Therefore, if you’re on the Material Plane and your foe is in an extradimensional space, the two of you aren’t on the same plane of existence.
https://www.dndbeyond.com/sources/sac/sage-advice-compendium#Adventuring
That brings up a paradox then. If you are trying to teleport from one section of extradimensional space (from within the rope trick area) to another area of extradimensional space (another rope trick area, magnificent mansion, etc.), you are not attempting to cross planes... but you also kind of are not in a plane to begin with.
"Not all those who wander are lost"
The two extradimensional spaces from the two Rope Tricks are separate planes. An extraplanar space is simply a space/plane outside the known and established planes
murky rules if you dont use the grid ?
on the contrary, the rules becomes much easier if you dont have the grid. and you dont need a ruler to count. you just count the number of bases.
my players used the simple ruler i had made, for about 3 or 4 sessions, after that it all came to us to know how much we can move and all that without ruler. just by eyes.
gridless is a much better way to play then with a grid. template becomes weird with grids, gridless they are just that, templates.
and D&D 5e is designed to be played theater of the mind.
nothing a simple sheet of paper with a pen wouldn'T solve.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
heres a visual explanation of the extra dimensionnal plane...
----------------------------------------------------------
| X |
| X X X |
| X X |
| |
----------------------------------------------------------
the big square is the prime material plane. the plane where everything exists in between the positive and negative plane.
each X are a new realm. Ebberon, faerun, Oerth, you name em, every DM world is an X inside the material world.
bag of holding creates an extra dimensionnal plane, just like rope trick. each of those extra diemnsionnal plane is another X in the prime material plane.
each X are separate entities, separate realms separate planes of their own.
this is the multiverse for you.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
If gridless makes rule adjudication easier for you then that's great :) And yes, D&D 5e was designed to work both with and without a grid.
That is not how the multiverse works though. The worlds in the Prime Material are simply planets much like in our own solar system, not separate planes. This distinction matters because you can use spells like Teleport to teleport from one world to another, while Plane Shifting wouldn't work. Most other Planes are located in the Inner and Outer planes.