You attempt to enter a creature's demiplane, against their will. The creature who's demiplane you try to enter, must be on the same plane as you are currently, or are in their demiplane at the time of casting. You roll a d20, trying to beat a 15. Your knowledge and connection to the demiplane modifies the roll.
If you succeed in your roll you can enter and exit the demiplane without detection (outside of someone seeing you in the demiplane) and can spend a total of 5 minutes in the demiplane before ejected out. For every character outside of yourself that you bring with you into the demiplane, the duration allowed inside, decreases by 1 minute.
On a failure, the creature knows someone has tried to break into their demiplane but not by who.
Knowlege | Save Modifier |
Secondhand (you have heard of the target's demiplane) | -5 |
Firsthand (you have entered the demiplane once) | +0 |
Familiar (you have regularly entered the demiplane) | +5 |
Connection | Save Modifier |
You have something that was once in the demiplane | +2 |
Something that you own is currently in the demiplane | +5 |