# How does ‘Pocket Dimension’ work?

Specifically, when cast without adding Time 2 (so time would flow normally), it seems intuitively that anything in the pocket dimension would effectively be frozen in place, making it the equivalent of spell Temporal Stutter (time 4).

Except that you have to do three spells, one to make the pocket, one to teleport the target to the pocket dimension and another to teleport them back.

But this intuition seems wrong based on how the spell is actually described.

Can you sleep, walk around, cast spells and/or study in the pocket dimension? (It says someone can walk around forever in any direction...)

I am assuming you can't heal naturally, and this also means you don't bleed out. I would take it to also mean you don't need to breath air (as it explicitly mentions needing air if you add the normal flow of time).

Thinking about it a bit more, it seems that the Time 2 "Time flows normally within the pocket dimension" is a ruling effect - so by adding it you are not creating time from nothing (that being a making practice requiring Time 5) - thus there must be time (somewhere) to start with... Not sure still if that somewhere is in the pocket dimension or in the timestream where the mage is casting from...

• Extension, how do you target this spell (eg for veiling, sheilding or any other practice). I am thinking specifically of Supernal Dispellation, Wards and Signs, and Supernal Veil - to dispel, Ward, and veil the spell, respectively. And should this be a seperate question? Dec 23, 2021 at 14:46