Space Dungeon flavored (but transportable to other settings)
a DC 12 item to activate: the action die for clerics is a d20, for everyone else it's a d14.
This is a non-descript box with a toggle switch and a flashing indicator. It is a simple but powerful hyperspace generator, attached to a tachyon communicator system on the extra-dimensional side. It exists semi-permanently within its own continuity and complex mood detecting intelligences scan the user and comrades when in use. Depending upon the user's alignment, the following pertain:
The toggle switch activates it and the air hums serenely (Law), coolly (Neutral), or ominously (Chaos). The indicator flashes 3 times, twice, then once and a strobe of light escapes and the user and any allies are now in a low, dimly lit room with religious trappings appropriate to the user's alignment.
If a non-cleric, the space exists long enough to pray, collect one's self and bandage a wound. Comforting music and noises surround the party, depending. Then the indicator light flashes in a 3/2/1 pattern and the entire surroundings vanish again, leaving the users at precisely the moment and orientation in space-time at which they activated it. It will not recharge again for use until 1d6+1 days have passed. Items left in the space will be available in real-space as if they were not dropped in the extra-dimensional area.
if the user is a Cleric or other Ordained minister of some religion, then the device actually opens a chapel! The chapel is furnished in the tasteful (or whatever) trappings of whatever God or Gods the cleric worships. There will always be some simple (non-spell) text of the deity in the space, as well as a single vial's worth of holy/unholy/sacred water. In addition, if the cleric has need of it, a standard holy symbol is available.
The space allows a communing with the God at an advantage, and an attempt may be made to do within the space , or the cleric may cast a spell of choice that he or she knows and is available at that time. Roll two action dice and take the best, but incur disfavor for any failures regardless of success or failure overall.
If a fumble is ever rolled, then the device burns out and may not ever be used again. If a Double Fumble (with the advantage die, you see) is rolled, the. A Phlogiston Disruption results
Go Forth and Do Their Biddings Subcreature