Also known as Nowhere, the Time Hole is an example of a very basic pocket dimension.
Initially, the terrain inside the time hole is typically a vast featureless plain, one that is utterly flat, totally smooth, devoid of either color or life. In every direction one sees only the extreme monotony of a terrain extending into a seemingly infinite distance. There is no curvature, as one would expect of a planetary surface, no actual horizon. There is only the haze of distance unimpeded by any obstacle. Without landmarks one cannot begin to determine how far one can see before the failing clarity fogs perception. Compasses spin wildly counterclockwise, making them of no use.
The time hole has a constant temperature of 70-80 degrees Fahrenheit and a constant overcast period of daylight, even though there is no real illumination. Although land appears endless, all visitors to the time hole cannot travel beyond its radius.
There are no people, buildings, vegetation, animals, food or water. Caspian could magically import plants, people and wildlife and literally build himself a kingdom, he has instead chosen not to.
The effect of walking into a time hole is to temporally (even if weeks or months pass, it's still relatively temporary) step out of time and into a safe haven where time and the effects of its passage are nil. Inside the time hole, the passage of time is distorted and negligible, so characters do not age even if they spend
weeks or months inside the anomaly. Unfortunately, this also means things like the recovery of P.P.E., I.S.P., hit points, S.D.C., healing with the normal passage of time and similar time related occurrences are halted. Even beings who can bio-regenerate hit points and S.D.C. every few minutes find they can only
regenerate 10% the normal amount every four hours! Another reason to keep the place a secret.
On the positive side, the continued deterioration of injury, blood loss, or the progression of disease and poison inflicted before entering the space/time anomaly are virtually stopped upon entering the time hole, and the character can function in relative good health and mostly pain free. Likewise, those inside the time
hole do not suffer from fatigue and do not need more than an hour's rest per equivalent 24 hour day that passes outside the anomaly. Note: Healing through magic spells, rituals, potions and other magical forces can be used to full effect. Note however, that magic items that can cast, say, three spells per 24 hour period will be limited to a total of three spells the entire time they are in the time hole because they too are not affected by the passage of time and therefore cannot regenerate mystic energy.
Also note there are no ley lines or ambient P.P.E. in a time hole. Whatever the character(s) brings with him is all there is. When it's used up, there is no more.
Inside the time hole, the passage of time is distorted and negligible, moving more slowly in comparison to the physical world and Inner Plane; usually, a week spent in the Time Hole is the equivalent of a minute in the physical world. It is quite possible to have epic adventures in the time hole while only a few minutes pass in the material world; a year takes up roughly an hour; two centuries is roughly a week; a thousand years a month, etc.When the character(s) steps out of the time hole, he steps back into the normal time continuum for his world. However, if the character was injured and had lost 30 hit points the moment before entering the time hole (and didn't receive any magic healing), he may emerge with wounds bandaged to immediately stop bleeding and bind wounds, but in roughly the same condition he was in before he stepped into the anomaly; i.e. the 30 hit points are still missing and he will suddenly feel all the pain, exhaustion and effects of his condition. Of course, normal healing and recovery of P.P.E., etc., begins the moment the character reenters the normal timestream.
Likewise, a magic item which may have been spent (its powers used up) in the time hole will immediately begin to regenerate so it is again usable 24 hours later.
The general purpose of this dimension is a a sanctuary outside of normal time and space where the creator of the time hole can place objects or individuals where they cannot be found by enemies and is relatively safe. It is also ideal for periods of thought, or prolonged study and research without feeling fatigued or needing sleep. Caspian typically use it as a retreat, sanctuary and/or place to hide a primary treasure. It
can also be used to take a dangerous battle away from prying eyes or so that friends or innocent bystanders are not injured.
Theoretically, it could also be used as a prison, but this is seldom the case because virtually any dimensional portal magic can be used to escape it (but not return).
Note: Other men of magic and supernatural beings who know temporal magic, have the power of dimensional teleport, or create a dimensional Gate can use their powers to leave the time hole, but only have a 1% chance of finding it again).
The only way someone other than its creator can come and go from a time hole is by invitation. To do so, the creator of the pocket dimension must work a special incantation with the other character(s) welcomed to use it. One of these methods by using the Gift.
This ritual attunes the other character(s) to the dimension and enables him to find it as easily as any other dimension known to him. This "attunement" is a physical and mental state, so the location and how to get there cannot be stolen through psionic probes.