Tiny Hut

Evocation [Force]
Level: Bard 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: 20 ft.
Effect: 20-ft.-radius sphere centered on your location
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
Spell Points: 5

After long periods of research, wizards have determined that a sphere is the most efficient shape out of which to make a magical tent.

You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you. You can freely designate who can enter the hut (a free action, mental), those you have allowed to enter can pass through the sphere as if it weren’t there. No creature can enter uninvited without destroying the hut (which is very hard to accomplish, the sphere being composed of force) or dispelling it.

The hut cannot be used for imprisonment, any creature can pass through the sphere from the inside. However, if you remove yourself from the hut, the spell ends.

The temperature inside the hut is 70F (21C) if the exterior temperature is between 0and 100 F (between -18and 38C). An exterior temperature below 0or above 100F lowers or raises the interior temperature on a 1-F-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any nonmagical wind, but a magical wind, such as from the Gust of Wind spell destroys it.

The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment).

Augment: You can augment this spell in one or both of the following ways:

  1. If you spend 4 additional spell points, creatures on the outside of the hut can hear no sounds that originate from the inside.

  2. If you spend two additional spell points, the spell’s radius is doubled.