Combining extradimensional spaces

Secret Chest accesses the Ethereal Plane, which you don't need to go through the Astral Plane to reach. They are more or less at opposite ends of the Prime Material Plane.

You can also use Chill Metal to make a Frost weapon. There would be more if the spell compendium were around when the DMG was made.


I prefer the Doctor Who method. It's bigger on the inside, and that's it. He walks into the TARDIS all the time with things in his pockets that shouldn't fit. :p
 

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I would just say that placing any item that creates an extradimensional space (bag, haversack, portable hole, whatever) inside another creates a rift to the Astral Plane and both items are sucked through and lost with all their contents. It's simple, it's logical, and it doesn't break the game or lead to goofy stuff like you stated above. So thanks for helping me come to this conclusion. :)

Skip Williams talked about this very issue in a Rules of the Game article on carrying capacity back in 2005. You can find the article at Rules of the Game: Carrying Things (Part Three). His conclusion in regard to nesting extradimensional spaces was that you should ignore anything except the bag of holding/portable hole interaction, the effect of which is explicitly spelled out in the rules. He does in the article state that a bag of holding can be placed inside another bag of holding.

It's always seemed to me that such effects are pointless. Much easier to let your players nest as many bags of holding as they wish, and let your NPCs do the same. In the long run if the characters want to spend their treasure to be allowed to carry basically everything they own everywhere they go, more power to 'em. Less gold they'll spend on buffing themselves. :)
 

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