When casting this spell the caster chooses a target within the spell's range. That target will be allowed a dexterity save for every item that they are carrying in their hands at the time of the spell's casting. After rolling the required saving throw rolls, the target will see a bright flash of light. After the flash is over, every item that failed its saving throw will temporarily vanish. The target may try and look around for the item(s) lost, but they will vanish to a pocket dimension and will be temporarily unrecoverable.
Items lost by a casting of this spell will return to this world one minute after they vanish exactly at the same location where they disappeared. If they were being carried at the time they vanished, they usually fall to the ground after they reappear.
This spell is unable to affect items that are being worn by the target as energies given off by living creatures disrupt the dimesional energies that fuel the spell. Thus while this spell can target shields, it cannot target armors unless the target is simply carrying it in their arms at the time. Armors being worn by undead (on non-living) targets do not gain any such protection because the target does not produce any such energies.
Any items in the target's hands (weapons, shields, wands, etc.) are equally subject to the dimensional energies that fuel this spell. The exception are items that have their own spell resistance (holy avenger weapons for example.) Such weapons are able to roll their own spell resistance to avoid the effects of this spell in addition to the dexterity save mentioned earlier.
Previous Versions
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9/1/2021 1:10:55 AM
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11/21/2021 12:41:25 AM
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11/21/2021 12:57:15 AM
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11/25/2021 3:34:08 AM
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