- Cost: 18,750,000 gp
- Weight: 50 lbs.
- Family: Portable Hole
Portable Holes are massively useful devices despite their considerable drawbacks, and come in a wide variety of shapes and sizes. Most portable holes look like pieces of cloth, ranging from 3 feet across when unfolded, to 10 feet across. At the very highest levels of usefulness, they look like little boxes, finely decorated and often with keys or sigils or other means of securing them.
All portable holes open into an extradimensional space, of varying sizes. A given hole always opens into the same extradimensional space. Portable holes are slow and cumbersome to access, and can thus never be used during combat. The chaos and fuss of battle makes them impossible to activate during a fight. Even more difficulty comes from the fact that they require a smooth, flat surface to be laid down upon or pressed up against. This restriction means these portable holes can't be used in many dungeons or out in the wilderness, as a sufficiently flat, smooth surface can be nearly impossible to find.
Despite these many limitations, portable holes are eagerly sought after, because the space they access is considerably more stable and larger than most other magical storage devices. All portable holes will hold an unlimited amount of weight, being only restricted by the volume of the material within them. A portable hole could be filled to the brim with a thousand tons of Dural stone, then folded up and tucked away into your pocket. This amazing ability is extremely valuable for most adventurous sorts, as most adventurers collect 'stuff' like a velvet shirt attracts cat hairs.
Each variant of the portable hole has different limitations on how much stuff can be stored inside of it. Attempting to put more volume into a hole than it is capable of storing causes the item to become fixed in place, unable to be picked up and stored away because stuff is literally spilling out of the opening. If the surface upon which a portable hole is deployed is Sundered while the hole is deployed upon it, then the hole becomes Broken, and the items within cannot be retrieved until it is repaired. If a hole has its substrate surface sundered while it is over-full, it is again Broken but 20-50 percent of the value of the items within is lost. The details are left to the GM, but this is extremely unpleasant, so don't leave your portable hole open while a siege weapon is being used.
Important Note: A portable hole can be stored in a Bag of Holding, although why you'd bother is a bit of a mystery. Getting your portable hole back out of a Bag of Holding can be a bit of a chore. If you try to put a portable hole in a Magic Haversack it breaks the haversack, so don't do that. Portable holes can be taken into other planes of existence, including demiplanes, without issue. A portable hole of any sort can never be stored inside another portable hole. No matter how cool it might seem to have an Inception-like nested array of Ghost Rooms ten holes deep, no, it just doesn't work like that.
...unless the GM decides that sounds cool, and sets up a whole dungeon that way. The GM always has the final say!
When unlocked, unfolded, and properly deployed against a sturdy wall, the door opens to a space 40 feet deep, wide, and high. In an unimproved location, it is very likely that a Ghost Room can't be opened successfully. Size Large and larger creatures must Squeeze to reach inside or enter a Ghost Room. The only air in the Room is that which enters when the door is opened. It contains enough air to supply one Huge creature, four Large creatures, eight Medium creatures, or sixteen Small creatures for 10 minutes, or, enough to perform the average Skill Challenge to sneak into or out of a place.A Ghost Room is capable of holding up to 64000 cubic feet of material, with no weight limit. When folded into its box shape, it is small enough to hold easily in one hand, but weighs a hefty fifty pounds. Closing, locking, folding up and stowing away a Ghost Room takes several minutes out of combat (think packing away a crate), but the only way to quickly disable one is to Sunder what its deployed against. For this reason, heavy stone walls are usually the minimum suitable surface, and specially made reinforced plates or walls may be built by owners of such devices to make their use safer and more convenient.
The owner of this magic item must wear it continuously for 24 hours to attune it to their aura, and until that time has passed, it provides no benefits to the wearer.
- Creation: Creator (Feat), Epic Creator (Feat), Bailiwick Check (DC 76 (10 + double CL)), Vital (tier 6) remnant, An item symbolic of the enchantment, 9,375,000 gp (minus cost of symbolic item).