Astral Hole

Astral Hole

Saving Throw: Not applicable.
P.P.E.: One Hundred Twenty

Effect

Astral Hole creates an invisible (only the caster and those who can see spirits or the Astral Plane can see it), mobile, mentally controlled extra-dimensional portal that effectively follows the spell caster wher­ever he goes. This portal can be used by the spell caster (and only the spell caster) in a number of ways. Ultimately, the Astral Hole makes the mage almost impossible to pin down.
  1. The mage can use the Astral Hole to "jump" or teleport a short dis­tance by stepping in and willing himself to another location that was visible from the physical world just before he stepped into the Astral Plane from his current location. Each such teleport counts as two melee actions. This use is limited by line of sight (2000 feet/610 m maximum, double at sea or on open plains). The mage can not teleport to some­ place he can not see clearly.
  2. Another use involves avoiding enemy fire. When attacked, the spell caster simply sidesteps, into the hole, and disappears, then steps back out. Because of the speed and ease with which this is done, it only uses up one melee action. Furthermore, the spell caster gets a bonus of +2 to dodge when using an Astral Hole. He can dodge and teleport out of harm's way almost endlessly. The mage can not stay inside the Astral Hole for more than a few seconds, however, as it is a passageway, not a pocket dimension.
3. When an Astral Hole is opened and the spell caster also uses Astral Projection to travel the Astral Plane, he can automatically find his way back to the physical world, using the Astral Hole as a beacon and door­way home. Note that every melee round (15 seconds) in the physical world is the equivalent of five minutes in the Astral Plane.
Related School
Invocation.
Effect Duration
One melee round (15 seconds) per level of experience.
Effect Casting Time
3 actions.
Range
Self.
Level
11