Courses / AR / Pocket Pull
Pocket Pull
Code:
AR 261
Prerequisites:
Level:
2
Study DC:
10
Spell
Time:
1 minute (upgrades to action or spammable fast action )
Cost:
Hold an image of what you desire in your mind, and open a rift in space that only lasts momentarily. You can reach through this rift into the collective pocket dimension, and attempt to pull out one piece of adventuring gear (as if you had used an adventurer’s pack). Roll a d20. Depending on your roll, the pocket dimension may not always have exactly what you wished for, but it usually provides something useful. Sometimes it provides junk. Useful junk. Or lint. Or even valuable treasures (which probably belong to someone else)! Only very rarely do people pull out nasty surprises or get bitten by piranha constructs.
You may alternatively store something in this pocket dimension. However, caution must be exercised when pocketing things. Because the dimension is shared by many adventurers, the object you store may be taken by another adventurer by the time you go to retrieve it. Storing dangerous cursed calamity-causing artifacts inside it is especially frowned upon. It is considered proper to put back whatever you took from the dimension when you are finished using it, whenever that is possible.
The rift to the pocket dimension is not usually large enough for a creature of medium size to fit through it. If a creature does enter the pocket dimension, they are ejected at the place where they entered the dimension when the rift to the pocket dimension closes.
Subtle:
Casting this spell while hidden does not cause you to become unhidden.
Suggested Backfire: You pull out something harmful or dangerous, like a piranha construct or a bomb with a lit fuse with “think fast” painted on it.
You may alternatively store something in this pocket dimension. However, caution must be exercised when pocketing things. Because the dimension is shared by many adventurers, the object you store may be taken by another adventurer by the time you go to retrieve it. Storing dangerous cursed calamity-causing artifacts inside it is especially frowned upon. It is considered proper to put back whatever you took from the dimension when you are finished using it, whenever that is possible.
The rift to the pocket dimension is not usually large enough for a creature of medium size to fit through it. If a creature does enter the pocket dimension, they are ejected at the place where they entered the dimension when the rift to the pocket dimension closes.
Subtle:
Casting this spell while hidden does not cause you to become unhidden.
Suggested Backfire: You pull out something harmful or dangerous, like a piranha construct or a bomb with a lit fuse with “think fast” painted on it.
“What have I got in my pocket?”
Name | Effort | Requires | Description |
---|---|---|---|
Unlock | 15 | Spellburn for supplies. Takes one minute to cast. |
|
Fast Cast 1 | 10 | Unlock | This spell may be cast as an action. |
Fast Cast 2 | 10 | Fast Cast 1 | This spell may be cast as a spammable fast action, as many times as you can afford on your turn. |
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