Ditan's Portable Quarters
(Alteration, Conjuration)

Range:  Special
Components:  V, S, M
Duration:  1 day per 9 levels
Casting Time:  5 rounds
Area of Effect:  Special
Saving Throw:  None

When this spell is cast the wizard enchants one doorknob-shaped gem (of 1000 gp value or more) per five levels of the wizard's experience. Once the doorknob is enchanted it will remain so for one day for every nine levels of the wizard, and a number will appear on the doorknob informing the owner on how many days it will function (this number changes as days pass).
From this moment on, until the end of the duration of the spell, the owner of the doorknob may use it to enter a magical room. The owner simply holds the knob as if it where attached to a door, pushes, and an outline of a door will appear and the door will open into a 30?30?30 feet room. The room that it opens onto depends on the person using the doorknob (examples: a male fighter turns the knob and finds a comfortable room, with weapon cleaning apparatuses, like a sharpening stone and weapon oil; and weapon stands, while a priestess opens it and finds a plush, comfortable room, with an altar to her deity and a place to clean up. All rooms include a bathroom and washing area). The rooms will never have any magic items in them when created, just normal items.
The owner may have up to two other people in the room at a time. Once the door is closed the only way to open it again is with the doorknob, and it will always open at the very spot at which the character entered. Time passes normally while inside these rooms. The owner may leave things in this room and they will be safe as long as the spell is in effect, but if the material is still in the room at the time of the spell's end, the materials are gone forever. Any person in the room at the end of the spell's duration will reappear where the door was last opened or closed.
There is no way anyone can contact or reach someone in a room once the door is closed, since the outline disappears. This doorknob will only work for the owner: if it is given away, taken, or stolen, it will not work.
The material component for this spell is the appropriate number of gem doorknobs, a pint of dragonblood, and a bit of unicorn horn.

