An ancient spell used to explore what could have been, these spells have made for good fighting areas without causing any damage. Many objects have been and can be used for this spell. Teleportation spells will teleport out of the pocket, and using a magic nullification spell will instantly collapse the pocket
- Mirror - Creates a perfect replica of the surrounding area, but all features are mirrored.
- Wood carving of a house - Creates a house to fight in.
- Gemstones - Creates a dome made of said gemstone. Spells that require gemstones use the pocket gemstone.
- Trees - Creates a giant wooden tower with alcoves
- People - (NOT RECOMMENDED OR ETHICAL) While possible, the person who the pocket is based off of should not enter the pocket. Doing so will create a paradox where the pocket is inside of itself, and will result in an explosion that destroys its surroundings and instantly kills all mortals in the area regardless of protection. In other words, DON'T
This is a difficult spell to maintain, because at base level, sustaining the pocket dimension costs 1 action at the beginning of each round, plus the caster's health must remain above 50% of max. Each higher spell level reduces the health requirement by 10%. In the event that the caster's health drops below the requirement, the pocket will start to decay. The rate of decay is 2 turns + 1 turn for every additional spell level from level 5. Anyone who fails to leave the pocket before total collapse will be thrown a random distance - minimum of 10 ft, maximum of 2 miles - and will lose 80% of their current health (is not affected by any modifiers) before taking damage from being flung a distance.
* - (A pinch of dust from a unicorn's horn, and an object to base the pocket dimension off of)
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