You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5- foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.
* - (powdered corn extract and a twisted loop of parchment)
Bless you for pointing this out! I was getting discouraged, but I agree. They do specifically call out items, not spells.
The spell does say you an pull the rope up after you, but in any case the spell ends after an hour, whether the rope is there or not. You would be stuck up there for the spell's duration.*
*Well, actually, the spell does say the entrance remains, so you wouldn't be stuck. You could jump out the entrance.
An interesting side note, this spell doesn't let attacks or spells cross the barrier, but that can be played around a bit. Anything that doesn't use attack rolls, or involve casting a spell can be pass the barriers vibe check.
So you could deploy dust of the mummy from inside as could dynamite.
Creative use question.
If you have a party member that is under the effects of a charm type spell where they view your "enemy" as a close friend, could having them climb up into the Extradimensional Space sever that effect, removing them from the "Plane" that the spell / effect was cast?
A kind of off brand dispel magic?
Trying to problem solve an encounter.
Thanks.
You only need to nest it once (cast it once, then go inside and cast it again) to disappear from reality; if you are inside the second rope trick when the first one ends (since you cast it earlier) then the second rope trick exits into an extradimensional space which no longer has an exit.
Congratulations, you've just trapped yourself within an extradimensional space that you can only leave using plane shift, gate or similar. 😉
Used it in a pvp situation. Didn’t have a counter to the darkness spell that they cast on themselves (I was a ranger) so I used rope trick to wait it out lmao.
I one hundred percent support this spell. But Tiny Hut is indefensible, since it lasts for 8 hours, no concentration, and can be used as the ultimate fallback point that protects against spells of ALL levels (not including Dispel Magic), forms travel, and Physical Attacks. Except for comfort, it's also actually better than Mordenkainen's Magnificent Mansion due to it's combat potential.
Rope Trick? Solid.
Excellent spell for maintaining concentration on something big and important. It may be cowardly, but sometimes staying out of the fight so your big buff or control spell can stay active is more important than tossing off a cantrip or something.
"Anything inside the extradimensional space drops out when the spell ends."
So the 2nd rope trick's invisible entrance "drops out" of the first rope trick. This may mean the exit falls out to ground level, so you can't actively get out (unless you can burrow), but when the 2nd rope trick ends you'd get dropped out where you started anyway.
An "entrance" without an explicit door, doorway etc. is just a hole, so it's arguably not "anything", it's nothing. 😝
Why isn't this a ritual spell?
this spell seems like it should be third level at the very least
And Disintegration, And Dimension Door, And Anti-Magic Field. And Blade of Disaster. Not to mention it takes 10 rounds to cast, during any of which you could be counterspelled, or have your concentration broken by any means (yes, multi-round casting requires concentration even when ongoing effects do not). Its debatable if you need spell components during the ENTIRE casting, but by the strictest readings, you DO: So add "Silenced", "Arms Restrained", and "Robbed" to that last. The caster is also essentially trapped during that time, so while you're regrouping in your 10 ft. dome, the enemy is gathering reinforcements to kick your teeth in in approximately 8 hours.... Or covering your dome in boulders... or coaxing a gelatinous cube into taking a nap over you...
Our arcane trickster has a one inch bit of rope that he uses to just step into rope trick if he gets cornered.He just pulls the bit of rope out of his pocket and vanishes.
Any insight into the conditions inside the extradimensional space created by rope trick? Dry? Comfortable? Warm? Thanks.
wow I can hide my friends in there cool
wooooo rope
One word: Escapism.
It's a nifty little trick to keep in your back pocket for when shit gets out of hand. Is your entire parry surrounded and outnumbered by goblins on all sides? Just cast this and have everyone go into a safe little cubby where the enemy can't see you. Since it lasts for an hour the party can wait safely until the enemy goes away or even take a short rest and safely recover some lost resources. Whereas Leomunds Tiny Hut allows the party to safely take a Long Rest Outside of Combat; Rope Trick allows the party to take a Short Rest in the middle of combat, since it only takes an action to cast.
Ignoring how goofy it seems on the surface this spell is actually quite brilliant and very practical. Plus it's only a level 2 spell, which means the party can use it as early on as 3rd level. Most get-out-of-trouble-quick spells like Dimension Door and Teleport are pretty high level, but having a second level option means that you can get the whole party to safety and recharge mid-combat during the early-game without expending more powerful magic.
Been through the thread looking for guidance and on the subject of Bags of Holding I think the question should be:
"What happens if you Open a Bag of Holding inside the dimensional space?"
However, that is not why I am here, instead its to see what is thought on the subject raised by one of my players "If I were to cast rope trick in the back of a moving cart what would happen? Would it be anchored to the space in the cart or would it remain stationary relative to the ground. If relative to the ground, would it being cast in the enclosed cabin of a wagon make any difference."
The same would apply to casting the spell on the deck of a ship or in one of the cabins, or even in the compartment of a lightning rail.
My Question is how does this spell work when cast while on a moving object like a ship or a wagon?
What happens if the rope is moved? Can it be moved? What if the lower end of the rope is destroyed (i.e fireball) or cut away? Does the space fall until the rope is once again touching the ground?