Hyperjump (3.5e Creature Ability)

Hyperjump
Summary::A quicker way to travel through space.

Vehicles with a hyperdrive, have an ability much like the Psionic Greater Teleport. One can hyperjump to the new location as an extraordinary ability, after 2 minutes of warming the engine and calibrating your route. One cannot sustain any damage during this time - nor move more then 2 miles from where they started the sequencing (remember the 5 D's). You are not really "travelling" - is more like one minute you weren't there the next you were (like a teleport).

When making a hyperjump you briefly visit the Plane of Shadow, then are teleported into an orbit with the planet, asteroid, or star you wish to travel to. Hyperjumps can never start or end within 100 miles of a planet, nor within 300 miles of a star.

Quasi Black Hole
A quasi black hole is formed where the hyperjump occurs (after the vehicle has jumped). The black hole pulls everything in a 50 mile radius 2000 feet, immediately after the jump - this cannot be resisted. Contact with other objects is treat like falling damage to both parties. The black hole pulls at 1500 feet per round on all following rounds (i.e. a craft with 300 speed gets pulled back only 700 feet per turn). Freedom of moment and similar spells or powers, have no effect in a black hole, and one cannot hyperjump within a black hole. The black hole dissipates after 15min...

The quasi black hole has a placid "eye" in its central two miles. Once within, nothing can escape it, yet its prisoners may roam freely in the eye. (And must continue to dodge matter from the outer storm.)

Due to the ephemeral nature of this black hole, nothing is effected beyond 50 miles.

Arriving Burst
Upon arrival, an outward burst occurs, that also targets the incoming ship. Dealing 10d4 radiation damage to everything in a 5 mile radius. However this only effects that which is in direct contact with outer space - passengers and cargo are not effected (only if they are found outside their ship).

Effects on Passengers
Everything within the vehicle also jumps. This has adverse effects on creatures. All animate creatures retain the below side effects for 3 minutes after the jump:
 * 2d3 con damage
 * Becomes Nauseated