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Rope Trick vs. Leomund's Tiny Hut and better.
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<blockquote data-quote="Jack Simth" data-source="post: 3310913" data-attributes="member: 29252"><p>At 5th level, it becomes all-night safety (extended for a 3rd level spell slot and thus 10 hours). </p><p></p><p>Mind you, depending on the scenario, it'll be reasonably obvious that they're there.</p><p></p><p>How?</p><p></p><p>Well, if the group is systemically clearing a dungeon, they probably stop at the last room cleared. A simple Detect Magic and three to eight rounds later, you know where the door is.</p><p></p><p>The door is invisible, not incorporeal; blindsense or blindsight will notice it.</p><p></p><p>See Invisibility is a 2nd level spell, and will be available for a level-appropriet challenger wondering why the trail of bodies ended <em>here</em>.</p><p></p><p>Rope trick isn't usually advantageous in combat. Tiny Hut it Total Concealment for the entire party over a large area, until the opponents close. Great for archers. Secure Shelter provides cover.</p><p></p><p>If the group is in a forest or other outdoors setting, someone following tracks will have a decent idea of what's up.</p><p></p><p>Whether their reaction is "lay a trap" of some sort, or remove the trick (dispel magic, antimagic cone, whatever) it's not perfectly safe.</p><p></p><p>Also, there's a pesky little note in Rope Trick about the hazards of multiple extradimensional spaces.... apply it, then drop a couple of nifties (say, Handy Haversacks; they're cheap enough not to be too unbalancing) into the party. Then have the Wizard roll a spellcraft/knoweledge Arcana check just in time.</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 3310913, member: 29252"] At 5th level, it becomes all-night safety (extended for a 3rd level spell slot and thus 10 hours). Mind you, depending on the scenario, it'll be reasonably obvious that they're there. How? Well, if the group is systemically clearing a dungeon, they probably stop at the last room cleared. A simple Detect Magic and three to eight rounds later, you know where the door is. The door is invisible, not incorporeal; blindsense or blindsight will notice it. See Invisibility is a 2nd level spell, and will be available for a level-appropriet challenger wondering why the trail of bodies ended [i]here[/i]. Rope trick isn't usually advantageous in combat. Tiny Hut it Total Concealment for the entire party over a large area, until the opponents close. Great for archers. Secure Shelter provides cover. If the group is in a forest or other outdoors setting, someone following tracks will have a decent idea of what's up. Whether their reaction is "lay a trap" of some sort, or remove the trick (dispel magic, antimagic cone, whatever) it's not perfectly safe. Also, there's a pesky little note in Rope Trick about the hazards of multiple extradimensional spaces.... apply it, then drop a couple of nifties (say, Handy Haversacks; they're cheap enough not to be too unbalancing) into the party. Then have the Wizard roll a spellcraft/knoweledge Arcana check just in time. [/QUOTE]
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