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Deeppockets
(Alteration/Enchantment)


L^: mu2
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R#: T
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D^: 24t + 6*
C^: v.s.m
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CT: 1t
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S^:  None
A^: One garment
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!@@
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!##

Effect: This spell allows the magic-user to specially
prepare a garment so as to hold far more than it normally could.

A finely sewn gown or robe of high-quality material (at least 300 gp
value) is fashioned so as to contain numerous hand-sized pockets.
One dozen is the minimum number. The deeppockets spell then
makes one of these pockets able to hold 1,000 gp worth of weight (5
cubic feet volume) as if it were only 100 gp of weight. Furthermore,
there will be no discernible bulge where the special pocket is. The
spell can be changed to allow 10 pockets each of 100 gp weight capability
(1/2 cubic foot volume each). If a robe or like garment is sewn with
100 or more pockets (1,000 gp minimum cost), then 100 pockets can
be dweomered to contain 10 gp weight each and hold ’IS cubic foot
volume each. If the spell duration expires while there is material
within the enchanted pockets, or a dispel magic is cast upon the enchanted
garment, the wearer must make a saving throw versus spell.
Failure indicates the material in those pockets has gone from extradimensional
space to astral space - lost forever. Success indicates
the material suddenly and totally appears around the wearer, and immediately
falls to the ground.
 

MC: In addition to the garment, the material
components of this spell are a tiny golden needle and a strip of fine
cloth given a half-twist and fastened at the ends.
 
 

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