Dimensionalism Spells

Detect Plane

1st-level divination (ritual)

Casting Time: 1 minute

1 minute Range: Self

Self Components: V, S, M (a small piece of parchment and a string tied to the middle of a needle)

V, S, M (a small piece of parchment and a string tied to the middle of a needle) Duration: Instantaneous

You learn some basic information about the plane you are on, such as:

The name of the plane if it has one

If the plane has multiple layers, and if so, which one you are on

Whether or not it’s a demiplane, an inner plane, an outer plane, or something else

Locate Planar Portal

3rd-level divination

Casting Time: 1 action

1 action Range: Self

Self Components: V,S,M (a piece of wood, stone, or metal taken from a door frame in the last 10 days)

V,S,M (a piece of wood, stone, or metal taken from a door frame in the last 10 days) Duration: Concentration, up to 10 minutes

Describe or name a portal leading to another plane. You sense the direction to the portal's location, as long as that portal is within 1,000 feet of you. If the portal is opening or closing, you know the rate at which the size of the portal is changing.

The spell can locate a specific portal known to you, or the nearest portal leading to a different plane.

This spell can't locate a portal if any thickness of lead, even a thin sheet, blocks a direct path between you and the portal.

Sustain Gateway

5th-level conjuration

Casting Time: 1 action

1 action Range: Touch

Touch Components: S

S Duration: Concentration, up to 1 minute

Touch a portal either naturally generated (such as an elemental vortex) or created by a spell (such as Teleportation Circle, Arcane Gate, Gate, etc.). For the duration of the spell, as long as you continue to touch the portal, it remains open and connected to its destination.

If you cast this spell while concentrating on another spell that opened said portal, the portal doesn't close before touch it.

At higher levels. If you cast this spell using a spell slot of 7th level or higher, its duration is concentration, up to 10 minutes. If you use a spell slot of 9th level, its duration is concentration, up to 1 hour.

Hammerspace

6th-level conjuration

Casting Time: 1 action

1 action Range: 5 feet

5 feet Components: S, M (a miniature hammer)

S, M (a miniature hammer) Duration: 1 round

You create a small portal within arms reach that leads to a demiplane called a hammerspace that appears to be the inside of a cabinet or closet no larger than a 5 foot cube. You can either stow or retrieve objects from the hammerspace. The portal remains open until the end of your turn.

When the spell ends, the portal disappears. Any parts of your body still in the portal are ejected from it, along with any items they might be holding. Any objects inside the hammerspace remain stored there.

Each time you cast this spell, you can create a new hammerspace, or have the portal connect to a hammerspace you created with a previous casting of this spell. A hammerspace can only be connected to by the original creature or by a higher level spell such as Demiplane.

Dimension Jaunt

8th-level conjuration

Casting Time: 1 bonus action

1 bonus action Range: 1 mile

1 mile Components: V

V Duration: Instantaneous

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.”

You can bring along objects as long as their weight doesn’t exceed nine times what you can carry. Additionally, you may choose one of the following options.

Willing You can also bring up to eight willing creatures of one size larger than yours or smaller who are carrying gear up to their carrying capacity. The creatures must be within 5 feet of you when you cast this spell.

Unwilling You can also bring one creature of one size larger than yours or smaller who is carrying gear up to its carrying capacity. If the creature is unwilling, they must make a Charisma save. On success, you may choose to teleport alone or to not teleport at all, but either way, the spell is used. On failure, they are teleported with you.

If you would arrive in a place already occupied by an object or a creature, you and any creatures traveling with you each take 4d6 force damage, and the spell fails to teleport you.