I remember reading about a spell that would let you teleport a large group of people to a safe pocket dimension. It provides food and water for a number of days depending on the number of people.
Now i can't seem to find it anywhere. Pretty sure it was official material.
Who knows the name and can help me to make sure I'm not losing my mind?
It's definitely powerful, as a Very Rare magic item, but the time factors involved mean that it's only slightly more potent than taking a rest in a Tiny Hut in terms of mid-dungeon recovery. Plus regardless of how long you use it for, it's a 10-day cooldown per use. I will grant that it might not hurt for it to be attunement as well, but it's not a strikingly broken or overpowered for its tier item.
On top of that, if the party spends any more than, say, an hour or two at most in their personal li’l pocket heaven, then the dungeon’s inhabitants are likely to have started spreading back into or (if they’re in there long enough) repopulating the areas they have already cleared, meaning there’s no guarantee of a safe return from the pocket dimension, nor a safe egress from the dungeon.
It's definitely powerful, as a Very Rare magic item, but the time factors involved mean that it's only slightly more potent than taking a rest in a Tiny Hut in terms of mid-dungeon recovery. Plus regardless of how long you use it for, it's a 10-day cooldown per use. I will grant that it might not hurt for it to be attunement as well, but it's not a strikingly broken or overpowered for its tier item.
There are two factors that differentiate it from Tiny hut.
You can stay in the demiplane longer. This is a small benefit, but is increased by the fact that it isnot obvious you will return to the same location. An enemy seeing a tiny hut, if they are reasonably intelligent can wait it out, knowing you will leave the hut at some point, but with the rod of security unless they have significant knowledge of the arcane and recognise the rod will most likely assume you have teleported away and may never return. Even if they do recognise the rod you may stay in the demiplane for a month or more (if it was only used for a party of up to 6) and waiting you out might not be practical.
The bigger impact is that it can be cast as an action compared to at least a minute for tiny hut. This takes a lot of the jepody out of combat, if things are going badly for the party they can just bamph to safety. Tiny hut has a casting time so that it can not be cast in combat. A 10th level Chronology wizard can use arcane abeyance to have tiny hut cast as an action, with some preparation and the loss of the spell if it is not required within an hour but a lot of people would claim that no sane DM would allow arcane abeyance to be used with tiny hut.
A think the teleportation spell is closer to the rod of security. A party with teleportation would almost certainly either know a teleportation circle or have an "associated object" of somewhere they can rest safely. They can also pick up "associated objects" as they travel so can probably return to somewhere reasnably close to where they retreated from. Teleport works for a maximum of 8 creatures but unless there are a significant number of NPCs that should not be an issue. The biggest restriction to using teleport in combat is the 10 foot range, it can be very difficicult to get everyone within 10ft of the caster if things are going badly in combat the rod of security works for any willing creature you can see. The advantage of teleport over the rod of security is you don't have to return to the location you retreated from. Overall I think a rod of security is roughly equivalent to teleport so a 7th level spell.
As an aside a Helm of teleportation is another item which no sane DM would give to the party, at least at low levels.
It's definitely powerful, as a Very Rare magic item, but the time factors involved mean that it's only slightly more potent than taking a rest in a Tiny Hut in terms of mid-dungeon recovery. Plus regardless of how long you use it for, it's a 10-day cooldown per use. I will grant that it might not hurt for it to be attunement as well, but it's not a strikingly broken or overpowered for its tier item.
There are two factors that differentiate it from Tiny hut.
You can stay in the demiplane longer. This is a small benefit, but is increased by the fact that it isnot obvious you will return to the same location. An enemy seeing a tiny hut, if they are reasonably intelligent can wait it out, knowing you will leave the hut at some point, but with the rod of security unless they have significant knowledge of the arcane and recognise the rod will most likely assume you have teleported away and may never return. Even if they do recognise the rod you may stay in the demiplane for a month or more (if it was only used for a party of up to 6) and waiting you out might not be practical.
Except they probably can afford to wait you out; the nature of these stories is typically that the party is looking to stop some other being(s) from carrying out an activity. You run off on vacation for a week, and you'll come back to find the dragon has burned the kingdom down or the cultists have ripped open a portal to the Abyss and now the land is being swarmed by demons. Even just an hour gives them plenty of room to do something like prep a stronger fight or create some narrative consequences from the delay. I'm not saying it has no possible use as an emergency exit button, but the DM has a wide array of options for responding to its use outside of the parameters of a single encounter.
I believe that it greatly diminishes the risk that any party faces, unless the DM adopts strategies and tactics specifically designed to undermine it's utility. In which case, why did the DM allow the party to have it in the first place?
I would point out that it does not require attunement, so it can be passed around freely, or taken from a fallen comrade, can be used by any creature capable of using magical items and the only limitation on its range is sight. It requires only an action to use and it cannot be counterspelled. Unless more than 20 creatures are transported, the party can spend 10 or more days in the demi-plane, causing the cool down to end, so it could be used immediately on return if necessary. They could even scribe scrolls or brew potions assuming they had the materials with them when they enter the demi plane. The party returns at the time of their choosing, so can prepare for whatever they might face and will likely surprise anything that happens to be around when they return. It makes downtime both perfectly safe and completely uninteresting.
I can't imagine, when as a DM, I would want this thing around. I see no upside to having it in a campaign.
Might be hard to get ahold of a rod of secourity....you can 200 days with 10 days between rests....which could bs useful for 28 year old arakocras a thri-kreens, and they are holding on to them. And, some elderly wizards because liches as the way of extending their life but the item can help for a while before having to do that.
This item is a kill me later trap for idiots. Yes, it is a Major Tier, Very Rare item. If you are not 10th level, this item is overpowered. But once you get to 10th level you should be able to get hold of a Teleport Scroll easier than this item, and while the teleport spell will only work once instead of once per 10 days it will save you. The Rod of Security merely sets you up for a larger battle when you escape.
You should not be trying to avoid dying at that level,, you should be trying to kill the enemy. This is an item that players will go all gaga over and NEVER use.
If you are in a battle where you are likely to die, it is also likely to be in the lair of an intelligent enemy that will very likely gather reinforcements that are wait for you to leave.
If they think you simply teleported away why would they wait for your return and gather more forces?
They first have to know you used the rod.
Again, a good 90% of the time the party is looking to put a stop to something. The enemies are hardly going to just pack up and move their operation, and it’s common sense to stay on alert for several hours after an incursion.
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I remember reading about a spell that would let you teleport a large group of people to a safe pocket dimension. It provides food and water for a number of days depending on the number of people.
Now i can't seem to find it anywhere. Pretty sure it was official material.
Who knows the name and can help me to make sure I'm not losing my mind?
It is a magic item called the Rod of Security. No sane DM would permit it in their campaign.
The rod of security is in no way overpowered. It is less powerful than things like a cubic gate.
It is for high powered campaigns, nothing less than level 10.
The closest spell I can think of to the Rod of Security is Mordenkainen's Magnificent Mansion but I don't think there is anything short of a wish that would completely replicate its effects.
Why? What’s wrong with that item?
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It's definitely powerful, as a Very Rare magic item, but the time factors involved mean that it's only slightly more potent than taking a rest in a Tiny Hut in terms of mid-dungeon recovery. Plus regardless of how long you use it for, it's a 10-day cooldown per use. I will grant that it might not hurt for it to be attunement as well, but it's not a strikingly broken or overpowered for its tier item.
On top of that, if the party spends any more than, say, an hour or two at most in their personal li’l pocket heaven, then the dungeon’s inhabitants are likely to have started spreading back into or (if they’re in there long enough) repopulating the areas they have already cleared, meaning there’s no guarantee of a safe return from the pocket dimension, nor a safe egress from the dungeon.
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There are two factors that differentiate it from Tiny hut.
A think the teleportation spell is closer to the rod of security. A party with teleportation would almost certainly either know a teleportation circle or have an "associated object" of somewhere they can rest safely. They can also pick up "associated objects" as they travel so can probably return to somewhere reasnably close to where they retreated from. Teleport works for a maximum of 8 creatures but unless there are a significant number of NPCs that should not be an issue. The biggest restriction to using teleport in combat is the 10 foot range, it can be very difficicult to get everyone within 10ft of the caster if things are going badly in combat the rod of security works for any willing creature you can see. The advantage of teleport over the rod of security is you don't have to return to the location you retreated from. Overall I think a rod of security is roughly equivalent to teleport so a 7th level spell.
As an aside a Helm of teleportation is another item which no sane DM would give to the party, at least at low levels.
Except they probably can afford to wait you out; the nature of these stories is typically that the party is looking to stop some other being(s) from carrying out an activity. You run off on vacation for a week, and you'll come back to find the dragon has burned the kingdom down or the cultists have ripped open a portal to the Abyss and now the land is being swarmed by demons. Even just an hour gives them plenty of room to do something like prep a stronger fight or create some narrative consequences from the delay. I'm not saying it has no possible use as an emergency exit button, but the DM has a wide array of options for responding to its use outside of the parameters of a single encounter.
I believe that it greatly diminishes the risk that any party faces, unless the DM adopts strategies and tactics specifically designed to undermine it's utility. In which case, why did the DM allow the party to have it in the first place?
I would point out that it does not require attunement, so it can be passed around freely, or taken from a fallen comrade, can be used by any creature capable of using magical items and the only limitation on its range is sight. It requires only an action to use and it cannot be counterspelled. Unless more than 20 creatures are transported, the party can spend 10 or more days in the demi-plane, causing the cool down to end, so it could be used immediately on return if necessary. They could even scribe scrolls or brew potions assuming they had the materials with them when they enter the demi plane. The party returns at the time of their choosing, so can prepare for whatever they might face and will likely surprise anything that happens to be around when they return. It makes downtime both perfectly safe and completely uninteresting.
I can't imagine, when as a DM, I would want this thing around. I see no upside to having it in a campaign.
I wish you a greater capacity for both imagination and vision in future.
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Might be hard to get ahold of a rod of secourity....you can 200 days with 10 days between rests....which could bs useful for 28 year old arakocras a thri-kreens, and they are holding on to them. And, some elderly wizards because liches as the way of extending their life but the item can help for a while before having to do that.
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This item is a kill me later trap for idiots. Yes, it is a Major Tier, Very Rare item. If you are not 10th level, this item is overpowered. But once you get to 10th level you should be able to get hold of a Teleport Scroll easier than this item, and while the teleport spell will only work once instead of once per 10 days it will save you. The Rod of Security merely sets you up for a larger battle when you escape.
You should not be trying to avoid dying at that level,, you should be trying to kill the enemy. This is an item that players will go all gaga over and NEVER use.
If you are in a battle where you are likely to die, it is also likely to be in the lair of an intelligent enemy that will very likely gather reinforcements that are wait for you to leave.
If they think you simply teleported away why would they wait for your return and gather more forces?
They first have to know you used the rod.
Again, a good 90% of the time the party is looking to put a stop to something. The enemies are hardly going to just pack up and move their operation, and it’s common sense to stay on alert for several hours after an incursion.