Rope Trick

DM_Jeff

Explorer
Anyway, I relish DM fiat and have no problem coming up with soloutions on the fly in my games to keep them going. Luckily (through email with no time constraints), a recent question was brought up by my players which I admit is a real melon-scratcher. I'll paraphrase.

If I'm on the deck a ship in port, and I cast rope trick and utilize the spell, as the ship sails will the rope and window appear under where I cast it on deck later on even if the ship has sailed 50 miles or will it appear back in port with no ship beneath me?

Any insight appreciated. What Would You Do?

Rope Trick
Transmutation
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One touched piece of rope from 5 ft. to 30 ft. long
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space that is outside the multiverse of extradimensional spaces (“planes”). Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). Creatures in the space can pull the rope up into the space, making the rope “disappear.” In that case, the rope counts as one of the eight creatures that can fit in the space. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.
Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 3-foot-by- 5-foot window were centered on the rope. The window is present on the Material Plane, but it’s invisible, and even creatures that can see the window can’t see through it. Anything inside the extradimensional space drops out when the spell ends. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space.
Note: It is hazardous to create an extradimensional space within an existing extradimensional space or to take an extradimensional space into an existing one.
Material Component: Powdered corn extract and a twisted loop of parchment.


-DM Jeff
 

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What about the planet moving out from underneath you? :D

Personally I could go either way with this spell, either travelling with the boat or staying in place. I think I'm leaning towards the "stay in place" method, otherwise you're making extradimensional cabins for long-distance travel, which isn't the intent of the spell.

The character would definitely know ahead of time how the spell works.
 

Well, the rope connects to the sky (hard to think of it that way, but imagine either a void, or solid air [ignore wind]), so it has no reason to move with the boat.
 

I would also say it stays in place because the extradimentional space is above the boat and not being moved or influenced (if it can be moved at all...).
 

Thanks all for weighing in. I too was of the school that the spell was "anchored" in space, or that was the intent, and not to be moved about by wind or the whils of that beneath it.

Thanks again!

-DM Jeff
 

I agree, I think the extradimensional window is anchored in the space, and is not relative to the motion of the ground or deck below it.

You could extend the logic to say that if a character is flying on a great winged mount, and happens to use the Rope Trick, would the character expect to reappear hours later still on the back of the mount, regardless of where the mount happened to travel to? Or would we expect the character to reappear in midair at the precise point where he disappeared from this space? I say the latter.
 

lukelightning said:
What about the planet moving out from underneath you? :D

What planet? Unless you're playing spelljammer, using the concept of planets is optional in DnD. :p I've mentioned this before, but the physical laws of reality are vastly different: there are only four elements, distance traveled depends on whether you do it across diagonals or along a grid, it's possible for a 1st-level spell to slow you from falling any height at any speed and not be harmed . . . (Yes, it's magic, but bending reality that much ought to be more like a limited wish in terms of how powerful it is, viewed through the lens of physical laws rather than player survival.)

Oh, let's not forget thermodynamics: fireballs can make light and heat and sound, but virtually no pressure change . . .
 



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