ARandomGod
First Post
Tiew said:Hey, I'm worried my PCs will do nasty things to me with rope trick. I don't want to be unreasonable but there have to be ways getting around it, spells should make things easier but probably shouldn't grant invulnerability for 8 hours.
Would it be unfair to summon a large gelatinous cube over the place where rope trick was cast? What would be the eventual result? Am I being a jerk? Can detect magic find the location of the rope trick? Are there any better sugestions?
Thanks,
Tiew
See invisibility would let you see it. Detect magic would allow you to know there's *something* there. There are higher level arcane sight spells that would give more information, and scry spells that do work across planes and would give out this information.
The way I've read it, a rope trick spell with the rope pulled up into it is nigh invulnerable. Nothing on the outside can affect it. You'd just have to wait it out. Extremely powerful for a first level spell, I agree.
To counter act this, I have a house rule... well, it doesn't even need to be a house rule, as the spell description doesn't say anything about the rules of the extrademinsional space that the spell leads to. I've ruled that sleeping in this extra deminsional demisnion does not grant rest that prime material plane creatures need. It grants fitful, restless, unfulfilling sleep at best. In fact, you're never really sure that you managed to actually sleep (I imagine that readers have experienced at least one episode like this before in real life).
Game effect, you won't be fatigued, so you get that much rest, but you don't heal at all, and you can't use this rest to count towards that needed to recover spells.
I feel that this ruling keeps the spell level of Rope Trick still far above what I'd consider first level material, while keeping it from being too abusable. It can still be used to escape (forward in time), but can't be used to recoupe spells, heal naturally, etc.
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