Alteration [phasing]
Level Magic-user 3
Components V, S
Casting Time 1 segment
Range Self
Area of Effect The caster
Duration 1 round per caster level (D)
Save nil
The caster begins to phase short distances in a random direction each round.
The caster completes the spell and immediately blinks (as if teleporting, although technically, this is a phasing type of movement) 2-ft. in a random direction (roll a d8). If using a grid map, treat as an adjacent 5-ft. square.
If that space is occupied, the caster will be shunted into another open space within 10-ft. from their starting position. If multiple spaces are open, these are determined randomly. If using a grid map, all unoccupied adjacent squares in a 10-ft. radius are possible destinations (i.e. up to 23 possibilities assuming the caster's square and one other are occupied).
If there are no unoccupied spaces within a 10-ft. radius, the caster will be shunted to the Ethereal plane. In order to leave the Ethereal plane, normal methods of plane travel must be employed (eg. plane shift).
Note. This spell can be used to bypass physical barriers (assuming there is open space available in range, although see also Limitations, below).
Where do you Blink? (d8)
Blinking After the Round the Spell is Cast
Each round, the caster will "blink" (as if teleporting randomly) on a randomly determined segment: The GM determines this by rolling a 2d4. Ex. The GM rolls 2d4 and the result is a 3. The caster will blink on segment 3 of the round.
With respect to attacks targeting the caster or targeting the caster's area use the Spell Initiative Chart to determine what happens first, the blink or the attack. Thus, no matter the segment the caster blinks, the caster's group initiative will play a role in who goes first.
If the caster blinks before the opponent's attack, the opponent may have time to adjust based on the resulting position of the caster (if moving more than a single adjacent square, the caster cannot be attacked in melee).
If attacks are determined to be simultaneous with the blink (as per the Spell Initiative Chart), any attack that targets the caster will automatically miss (melee, missile, spell, or ability).
Effects of Blinking on the Caster
Not withstanding being shunted into the Ethereal plane, the caster can perform any action that targets themselves without a chance of failure (due to blinking). If the caster was in melee, and the blink does not take them beyond a barrier, they can also attack any creature in that melee using a melee attack(s).
If the caster attempts to target a creature not in melee with any effect at range (missile, spell, or ability), the caster will succeed 75% of the time (d%; 01-75 indicates the action is able to be used normally). If this check fails, the action fails in some way. If selecting a target for an area of effect, the GM will determine this randomly in a similar manner to the blink location determination.
Limitations
The caster cannot blink if no access to the Ethereal plane is available from their location.
Movement through areas or barriers that bar ethereal travel is not possible.