When you cast the spell you mark a vessel that cost 500 gold (which can be a ring with compartments, a bottle or other hollow containers). The Vessel become magical with an AC which equals your spell save DC and Its hit points equal the level you cast the spell plus your proficiency bonus, and it is immune to poison and psychic damage.
as an action you can magically vanish and enter the vessel, the vessel remains in the space you left. The interior of the vessel is an extra-dimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior takes the shape of the inside of the vessel and have a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up 8 hours. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you cast the spell using a spell slot or as a ritual again.
when you enter the you can choose creatures up to your spell casting modifier that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.
As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed.
you can only have one vessel prepared at a time.
Level
4th
Casting Time
10 Minutes
Ritual
Range/Area
Touch
Components
V, S, M *
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect
Teleportation (...)
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