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Rope Trick

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Creates an extra-dimensional pocket at the end of a rope that the caster (and their party) may use.

Original D&D Edit

Debuted in Supplement 1: Greyhawk, for the magic-user. Dragon Magazine #1 introduced this spell to the Illusionist spell list, at a lower level. Dragon Magazine #12 preserved this spell on the Illusionist lis at level 2.

  • Spell Level 3 (magic-user) or 2 (illusionist)
  • Duration 6 turns + 1 turn/level

The caster tosses a length of rope into the air, where it stands upright. People can climb the rope, and at the top, there is another dimension. If the rope is removed, the only way out of the dimension is to fall.

AD&DEdit

Rope TrickEdit

Debuted in the Player's Handbook as a magic-user spell

Level: 2 School: Alteration
Components: V, S, M (powdered corn extract and a twisted loop of parchment)
Range: Touch Casting Time: 2 segments
Duration: 2 turns/level Saving Throw: None
Effect: Straightens a rope to a small extradimensional space

The caster causes a rope from 5' to 30' in length to vertically straighten, rising into the air as if afixed by its upper end. The upper end is fastened to an extradimensional space that the caster and up to 5 others can enter, one at a time. While in this space, no creature can find them. If there is less than 6 people in the room, the rope can be pulled up, and otherwise it hangs there, able to be climbed or interacted with by any other creature. The rope could also simply be climbed, without entering the extradimensional space.

DM's Advice: Those inside the extra-dimensional space can see out of it, as if looking through a 3' by 5' window. Creatures outside the space cannot see in.

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