[conjuration/summoning; extra-dimensional]
Caster Level 12
Range see description
Area of Effect see description
Duration see description
Save see description
Aura Strong/Strong
Class Requirement none
Encumbrance see description
XP Value/GP Value see description
This appears to be a typical large sack.
A bag of holding appears to be an ordinary large sack. If the sack is picked up and carried for 5 consecutive rounds, the possessor will note that it weighs more than a normal sack (see the table). Before this, it weighs as much as a typical sack (2-lbs.).
The bag of holding opens into an extra-dimensional space that is not tied to the physical dimensions of the sack. The area in the extra-dimensional space feels like a large area with stretchy sides.
The encumbrance of the sack and the dimensions of the space depend on the type of bag found; consult the table below for more information.
If an individual opens the sack and peers inside, even using a bright light source, the sack will appear to be empty.
However, when reaching into the bag, the item desired (if familar to the possessor) will be within easy reach (as if retrieving an item from a pouch):
Retrieve an Item. (minor, 2 segments) No matter the type of item, if the item is known to be in the bag, the possessor need only think about the desired item when retrieving it and it will be close at hand. Most items can be accessed using one hand. Certain items could take longer to pull from the bag due to physical dimensions per the GM and require both hands to retrieve (and the action type could change as well; e.g. a ladder). If the possessor does not know which item they are retrieving, each item requires a complex action to find and retrieve.
Stow an Item. (minor, 2 segments) Items are easy to drop into the bag. Unless the item is long and or unwieldy, it can simply be dropped in using a minor action and one hand (the time includes opening and closing the bag). The bag has a maximum diameter of 24-inches (objects larger than this will not fit through the physical or extra-dimensional opening). If the object is unwieldy or made of many small parts (a pile of coins), the GM may change the action type, number of hands required, and/or length of time (or delay). Based on the circumstances, some risks exist:
Uncovered or unprotected sharp pointed items or razor sharp items stowed have a 50% chance (d%; 01-50) to immediately rupture the interior of the bag. A ruptured bag spews its contents into random area of the Astral plane (typically lost forever). If the bag is not ruptured, there is a 50% chance (d%; 01-50) to immediately rupture the interior of the bag when such an item is retrieved (no matter how careful one is). If the bag ruptures while the possessor is retrieving an item, the possessor may be sucked into the Astral plane (See the item, bag of devouring. If the possessor is considered to have been drawn into the bag, they will be stranded in a random location on the Astral Plane).
If even one coin (or ounce) of weight more than the bag can contain (based on Type) is stowed inside, the bag will rupture. Similarly, if the volume limitation of the bag is exceeded, it will rupture. This event will not be noticeable until the possessor reaches in the bag to retrieve a stowed item.
Once a bag has ruptured, it becomes an empty and mundane large sack.
Air (or gases) will not pass through the extra-dimensional barrier (unless held in a container). Thus, living creatures placed in the bag must hold their breath before beginning to suffocate. If air or other gases are introduced into the bag, this will take up space as if it were solid matter.
Liquids are limited by weight (and volume): 30/60/120/180 gallons (per type of bag respectively). Preciseness can be a problem and it is easy to rupture a bag due to weight (or volume).
Turning a magical bag inside out does nothing (the extradimensional area remains around the hole in the bag).
If the bag is damaged or destroyed, anything within is lost (as if ruptured). A damaged bag becomes mundane.
A bag of holding (or, typically, items of similar nature) will not operate if placed within another extra-dimensional space (e.g. in the space created by a rope trick spell or placed in another bag of holding).
However, a special condition exists regarding bags of holding and portable holes. If a bag of holding is placed within a portable hole, a rift to the Astral plane is torn in the space: bag and hole alike are sucked into the void and forever lost along with any items contained within (the portable hole becomes a mundane piece of black cloth). If a portable hole is placed within a bag of holding, it opens a rift to the Astral plane as the hole, the bag, and any creatures within a 10-foot radius are sucked in (no save), destroying the items in the process and flinging anything carried throughout the plane. Creatures drawn in may make an Intelligence save vs. Spell to (quickly) discern how to move in the Astral and hop out before the rift closes in 5 segments.
Creatures that find themselves trapped on the Astral plane must use magic to return to the Prime plane (such as a plane shift spell).