Warp
Warp-sphere.png

You can twist space to your whim. When you first gain the Warp sphere, you gain the teleport and bend space sphere abilities.

Teleport

Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Target: 1 creature
Cost: 0 sp

You can teleport yourself or a willing creature and anything up to the target’s carrying capacity to any place within 10 feet. You must have line of sight to your destination. The distance that you can teleport a target increases by 10 feet at 5th level (20 feet), 11th level (30 feet), and 17th level (40 feet).

Augment 1 sp: The distance you can teleport a target increases to 30 feet at 1st level, 60 feet at 5th level, 90 feet at 11th level, and 120 feet at 17th level.

Talents marked (teleport) improve or grant you new ways of utilizing your teleport sphere ability.

Optional Rule: Tiring Teleportation

A creature’s body can only stand to benefit from teleport a limited number of times. After a creature completes a long rest, it may benefit from the teleport ability with no repercussions a number of times equal to its proficiency bonus; each time after this amount, the creature must succeed on a Constitution saving throw with DC 10. This DC increases by 2 for every additional time the creature benefits from this ability. Failure causes the creature to increase its exhaustion level by 1. If the teleport is augmented to cost at least 1 spell point, it does not require a saving throw nor count toward the number of times the creature has been affected since its last long rest.

Bend Space

Casting Time: 1 action
Range: Touch
Duration: varies
Target: varies
Cost: 0 sp

Talents marked (space) grant you ways of bending and folding space. You must be touching the target or location to be affected.



Warp Basic Talents

Space Talents

Blink (space)

Duration: Concentration, up to 1 minute
Target: 1 creature
Cost: 1 sp

A creature affected by this ability interacts with physical objects erratically. You can choose to apply this effect as a benefit or penalty.

As a benefit, creatures attacking the target suffer disadvantage on their attack roll unless first succeeding on a Wisdom saving throw. As a penalty, if the target fails a Wisdom saving throw against this ability, it suffers disadvantage on all attack rolls. This ability has no effect on attacks made with force effects or effects that pass between coterminous planes, including any attack made while under the effects of the Plane Manipulator talent.

At the end of each of its turns, an affected creature may attempt a Wisdom saving throw. On a success, the effect ends for that creature.

Augment 2 sp: The effect persists for the remaining duration without concentration. This augmentation may be applied after the effect is cast on your turn without an action.

Create Gap (space)

Duration: Concentration, up to 10 minutes
Target: 1 inanimate object
Cost: 1 sp

You bend space to create a gap in an otherwise solid object or wall. You can create a hole in an inanimate object up to a 5-foot cube in size. This hole does not damage the object or affect its structural integrity; since the created hole is formed of added space rather than removed space, everything in the affected area is still accessible, pushed to the nearest edge of the created gap. If the gap is created so that a creature would fall through it, they may make a Dexterity saving throw to safely move to the nearest edge of the hole. The hole may include an additional 5-foot cube at 5th level (2 cubes), 11th level (3 cubes), and 17th level (4 cubes); the configuration of the cubes must be contiguous.

Augment 2 sp: The effect persists for the remaining duration without concentration. This augmentation may be applied after the effect is cast on your turn without an action.

Distort Size (space)

Duration: Concentration, up to 10 minutes
Target: 1 creature or object

You distort a target’s spatial footprint, causing it to occupy a smaller or larger area. Unwilling targets can make a Wisdom saving throw to negate the effect. The target occupies space as if it were one size larger or smaller (your choice); this does not actually change the target’s size category, though its reach now extends from the new space they occupy. You can alter the target’s space by an additional category at 5th level (10 feet), 11th level (15 feet), and 17th level (20 feet).

You can alter the target’s space to a new size as a bonus action. You can also grant a target control over its own space, allowing it to spend the bonus action instead.

Augment 2 sp: The effect persists for the remaining duration without concentration. This augmentation may be applied after the effect is cast on your turn without an action.

Extradimensional Room (space)

Duration: special (see text)
Target: special

You can create a small pocket dimension, accessible through a shimmering portal that either appears in the air before you or on a touched, reasonably flat surface. This pocket dimension measures one 10-foot cube per level, arranged as you wish so long as the space is continuous. You can make the entrance as small as 5-foot square or as large as 10-foot square. You can select its light level and temperature (from -40°F to 120°F), but otherwise it is a featureless location.

This space does not exist until you enter the portal, and continues to exist as long as you are inside. If the portal is placed on the ground or in some other way an unwilling creature might fall in, the creature is allowed a Dexterity save to avoid falling in. Climbing the walls of this room requires an Athletics check against your sphere DC. When this ability expires or is dispelled, all objects and creatures within this space are harmlessly ejected through the portal.

Augment 1 sp: You can create the space without entering and have it to remain for up to 1 minute regardless of whether or not you are inside it. You can dismiss this ability on your turn without spending an action.

Extradimensional Storage (space)

Duration: special, see text
Target: special

You gain a permanent extradimensional space that may hold up to 10 pounds per level of non-living material. You can create a portal to this extradimensional space within arm’s reach at will. Placing an object in this space or calling an object from this space requires an action, but may be done with no action required by spending a spell point. Living things and unwilling non-living creatures cannot be placed in your extradimensional storage. If you die, all the contents of your extradimensional space appear in your square or the nearest unoccupied space.

If you also possess Extradimensional Room, your extradimensional storage becomes as large as an extradimensional room, with no weight limit so long as it all can fit within that space. When creating an extradimensional room, you can lay out any or all of the things inside your extradimensional storage within that space, arranged as you like.

Flex Space (space)

Duration: Concentration, up to 10 minutes
Area: three 10-foot Cubes

You can choose to either contract or expand space in an area, measured in 10 feet cubes. These cubes must be arranged contiguously, but otherwise may assume any shape. Contracted space is easier to move through, allowing you to move 10 feet per 5 feet of movement. Expanded space is more difficult to move through, and 10 feet of movement allows you to only move one 5-foot square. These effects multiply and divide all other movement costs (such as difficult terrain). If you occupy squares with different effects on your movement speed, you move at the slowest rate of all the squares. If you attempt to contract an expanded space (or vice versa) you must succeed on a spellcasting ability check against the opposing effect’s DC. On success, your effect functions normally and the opposing effect is suppressed for the duration.

The number of 10-foot cubes you can affect increases by 1 at 5th level (4 cubes), 11th level (5 cubes), and 17th level (6 cubes).

Augment 2 sp: The effect persists for the remaining duration without concentration. This augmentation may be applied after the effect is cast on your turn without an action.

Looped Space (space)

Duration: Concentration, up to 1 minute
Area: one 10-foot cube

You bend the edges of an area, bounding it with your magic and trapping creatures inside. The bounded area is measured in 10-foot cubes that may be arranged as you wish, so long as the entire area is contiguous. Anyone inside the area must succeed on a Wisdom saving throw to move out of the area.

On a failed save, they instead move to the opposite face of the area and must wait until their next turn to attempt to leave it again. This does not prevent attacks across the boundary in either direction, and creatures may enter the area without difficulty.

The number of 10-foot cubes you can affect increases by 1 at 5th level (2 cubes), 11th level (3 cubes), and 17th level (4 cubes). Augment 1 sp: If you also possess Plane Manipulator, you can apply its dimensional anchor effect to the area of your looped space, contesting teleportation and planar travel with a spellcasting ability check.

Augment 2 sp: The effect persists for the remaining duration without concentration. This augmentation may be applied after the effect is cast on your turn without an action.

Plane Manipulator (space)

You gain the anchoring aura and banishing touch sphere abilities.

Anchoring Aura

Duration: Concentration, up to 10 minutes
Target: self

You can create a dimensional anchor emanating from yourself, affecting you and all creatures within 10 feet, increasing by 10 feet at 5th level (20 feet), 11th level (30 feet), and 17th level (40 feet). Any attempt to teleport or cross planes made by any creature within this area fails unless they succeed on a spellcaster ability check against your sphere DC. This also applies to the summoning of companions and other extraplanar creatures. Creatures residing in the near ethereal plane or other similar planes can be seen and interacted with as if they were on the Material plane while within this space.

Augment 2 sp: The effect persists for the remaining duration without concentration. This augmentation may be applied after the effect is cast on your turn without an action.

Augment 2 sp: The casting time of this ability becomes 1 reaction.

Augment 1 sp: When a teleportation effect fails due to your dimensional anchor, you can redirect it, choosing its destination as if you had cast the effect instead of the caster. The caster must succeed on a Wisdom saving throw to avoid the effect being redirected. This augmentation may be applied after the effect is cast with no action required even when it is not your turn.

Banishing Touch

Cost: 1 sp
Duration: Instantaneous
Target: one creature that you can see that is native to a different plane

You can attempt to banish a creature back to its home plane. A successful Charisma saving throw negates this effect.

Spatial Reach (space)

Duration: Concentration, up to 10 minutes
Target: one creature that you can see
Cost: 1 sp

You can imbue a creature with magic that bridges the distance between them and anything they reach or move towards, contorting space to their benefit. The target gains a +10 feet bonus to their movement speed and adds 10 feet to their natural reach. Both bonuses increase by 5 feet at 5th (+15 speed, +15 reach), 11th (+20 speed, +20 reach), and 17th (+25 speed, +25 reach) levels.

Augment 2 sp: The effect persists for the remaining duration without concentration. This augmentation may be applied after the effect is cast on your turn without an action.

Warp Link (space)

Duration: special
Target: one creature, location, or object that you can see

You can create a link to a touched spot, object, or creature, allowing you to know the direction and distance to it. You know if the target is on another plane and whether that plane is coexistent, coterminous, or separate from the plane you are on, but you do not know their direction and distance if they are on another plane. If your target is unwilling to create the link, and they are allowed a Wisdom saving throw to negate the effect.

The link lasts until you complete a long rest. You can only maintain one link at a time; using this ability again ends any previous instances. If you also possess Teleport Beacon, your beacons gain all the effects of this talent as if they were also links, though do not count as links for the purpose of creating or ending links.

Augment 1 sp: You create a link that does not end previous links nor is it ended by future links.

Wormhole (space)

Duration: Concentration, up to 1 minute
Range: 30 feet
Target: two 5-foot cubes

You affect two 5-foot cubes within range and link them together, contracting the space between them. Anyone may choose to use 5 feet of their movement to travel in a straight line between two linked squares as if they were adjacent (though they are not treated as adjacent for any other purpose). The number of 5-foot cubes you can affect increases by 1 at 5th level (3 cubes), 11th level (4 cubes), and 17th level (5 cubes).

Augment 2 sp: The effect persists for the remaining duration without concentration. This augmentation may be applied after the effect is cast on your turn without an action.



Teleport Talents

Attack Portal (teleport)

Augment 0 sp: You can target a creature’s attack with your teleport. This usually requires a readied action to catch the attack as it’s being made, and requires Unwilling Teleport as normal if the target is unwilling. You can use this power on yourself, provided you have attacks to make (an attack made as a bonus action if you have that power, or through the use of Quick Teleport).

Until the end of the affected creature’s turn, they may target a creature of your choosing within the distance that you can teleport a target, even if they would not normally be able to. If the target was unwilling, this only affects a single attack.

Augment 1 sp: You can use teleport with the above augment as a reaction.

Distant Teleport (teleport)

When you spend a spell point to augment the distance of your teleport, the distance increases to 60 feet at 1st level, 120 feet at 5th level, 300 feet at 11th level, and 600 feet at 17th level.

Emergency Teleport (teleport)

Augment 1 sp: You can perform a teleport as a reaction. The distance is decreased to 5 feet, increasing to 10 feet at 11th level; the distance may not be augmented. If used to avoid an attack or area effect, this grants the target advantage on all saving throws against the effect while also imposing disadvantage on any attack rolls. If the target succeeds on a saving throw against an effect that allows a save to reduce damage, it instead takes no damage.

Imbue Teleport (teleport)

Augment 0 sp: When you would teleport a target, you can imbue them with the ability to teleport instead of immediately teleporting them. The imbued target gains the ability to teleport itself once with the same details (such as distance, talents, spell point expenditures) as you used with the original casting. However, the target may only teleport themselves and not others.

The imbued teleport remains until either the target or the caster completes a short or long rest or until it is used once. You can maintain one imbued teleport at a time, increasing by 1 at 5th level (2 imbued teleports), 11th level (3 imbued teleports), and 17th level (4 imbued teleports).

Isoport (teleport)

Augment 0 sp: When you teleport a target you can change their orientation and lower their velocity. This allows you to turn the target up to 360 degrees, which lets you turn them while moving (counting the movement as a straight line), either give or remove the prone condition, and cancel out momentum-based movement (such as falling, being thrown or pushed), which effectively resets any distance they’ve fallen. Using this talent to respond to actions or events outside of your turn typically requires a readied action.

You can choose to apply only the effects of Isoport, changing a target’s spatial orientation and velocity without teleporting them to another location. Doing so reduces the casting time to a bonus action instead of an action. You must still apply Unwilling Teleport to affect unwilling targets.

Augment 1 sp: You can Isoport a target as a reaction.

Quick Teleport (teleport)

Augment 1 sp: The casting time of teleport is reduced to 1 bonus action.

Augment 1 sp: When you teleport yourself or a group that includes you, you can teleport in place of your movement for that round instead of as an action. Having a movement speed of 0 does not prevent you from being able to teleport in this fashion.

Recall (teleport)

Augment 0 sp: Before you teleport yourself or a willing ally, you can designate the target’s current square as a recall point as a bonus action. At the end of each round, the target may choose to return to the recall point, teleporting there without spending an action so long as it is within the maximum distance that you can teleport a target. The recall point lasts for 1 minute or until used once, whichever comes first.

Augment 1 sp: This ability no longer requires a bonus action.

Segmented Warp (teleport)

Augment 1 sp: When teleporting yourself, you can split the teleport in two. You cast a single teleport on yourself and pay any spell point costs once, but may teleport yourself twice in quick succession. Between these two teleports you can only take one action of any kind you have remaining (such as a single action or single bonus action). Casting the second teleport does not require a second action, but counts as casting a sphere effect. The combined total distance covered by both teleports cannot be longer than the maximum distance that you can teleport a target. If your second teleport is disrupted, it is lost.

If used in conjunction with Attack Portal you do not get extra attacks, but may make your attack after either half of the split teleport. Attacking this way counts as your single action for the purposes of Segmented Warp.

If you choose to augment Attack Portal to allow an attack action because you used it as a reaction, you can instead use any number of your attacks as the single allowed action, and use any remaining attacks after your second teleport. Other abilities that would create additional effects with your teleport only apply to one of the split teleports.

Splinter (teleport)

Augment 0 sp: When you teleport a target, you can splinter it, causing it to appear not quite as it was. This deals 1d8 slashing damage to the target, increasing by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Augment 1 sp: The teleport instead deals 1d10 damage + 1d10 damage per 2 levels.

Swap Placement (teleport)

Augment 0 sp: When teleporting yourself or another creature to a location already occupied by a different creature, you can send the creature already occupying that location back to where the teleporting creature came from. This must be a willing target unless you possess the Unwilling Teleport talent. If the second target is unwilling, you must pay the augmentation cost of Unwilling Teleport (this cost is only paid once even if both targets are unwilling) and it is allowed a saving throw as normal. If any unwilling creature succeeds on its saving throw, the teleporting creature remains at their point of origin, unaffected.

Teleport Beacon (teleport)

Casting Time: 1 action
Target: 1 location, creature, or object that you can see
Cost: 0 sp
Range: Touch
Duration: 24 hours

You can designate a touched spot, object, or creature as a personal dimensional beacon. You can only have one teleport beacon designated at a time; creating a second removes the first.

Augment 1 sp: You can create a teleport beacon without removing any previous teleport beacons.

In addition, your teleport gains the following augment:

Augment 1 sp: You can teleport yourself to your teleport beacon regardless of how far away it is, so long as it is on the same plane. If your teleport beacon is a creature or object, you can instead teleport your teleport beacon to you. You must use the Unwilling Teleport talent to do this with an unwilling creature, and they are allowed a saving throw as normal.

If you possess multiple teleport beacons and the Mass (metasphere) talent from the Universal sphere, you can use the Mass (metasphere) talent to teleport multiple teleport beacons at once, as if you were touching all affected targets. All affected teleport beacons must be teleported to the same location (you, or an unaffected teleport beacon of your choice).

If you possess the Planeshift advanced talent, you can use it to augment this ability to function across planar boundaries.

Teleport Object (teleport)

Augment 0 sp: You can teleport objects independent of people. The object must be Tiny size and cannot weigh more than 10 pounds per level, and it cannot be in the possession of another creature (in their hand or on their person). If a creature is willing, you can teleport the object directly into their hand or onto their person.

If you possess the Reaching (metasphere) talent from the Universal sphere, you can, as a readied action, catch a projectile out of the air that passes within range, redirecting it against another target if you wish. The creature who initiated the attack is allowed a Wisdom saving throw to negate this effect, and you must make a spell attack roll against the new target. Damage is still determined by the creature who initiated the attack.

Augment 1 sp: The maximum teleported object increases to Small size and 100 pounds per level.

Unseeing Teleport (teleport)

Augment 1 sp: When using teleport, you no longer require line of sight to the location; instead of choosing a spot to appear, you can instead indicate a direction and distance. If the target arrives in a place that is already occupied by a solid body, the target takes 4d6 force damage and the spell fails to teleport it.

Augment 1 sp: When the target or targets of a teleport arrives inside a solid object, they return to its point of origin unharmed. This augment may be applied at the time the targets arrive in the solid object without any action required.

Unwilling Teleport (teleport)

Augment 1 sp: You can target unwilling creatures that you can see with your teleport as long as they are within the range of your teleport sphere ability. The unwilling creature is allowed a Wisdom saving throw to negate being teleported. An unwilling creature can only be teleported into open areas on solid surfaces (thus, they can’t be teleported into the air or into a solid object, and any such attempt instantly fails). In addition, they gain advantage on their saving throw if the location would be directly harmful to them (onto a bed of spikes, the trigger area of a trap, etc.).



Warp Advanced Talents

Create Demiplane

Prerequisites: Warp sphere (Extradimensional Room), 15th level or higher.

Augment 3 sp: When using the Extradimensional Room talent, you can create your extradimensional room as an instantaneous effect; it becomes a permanent demiplane and cannot be dispelled, no matter who is or isn’t inside. Alternately, you can use this ability to create a new portal to a permanent demiplane you have previously created. You can permanently close a portal to your demiplane on your turn with no action required, but know that only interdimensional travel can reach a demiplane without a working portal.

As a permanent demiplane, you have much more control over the composition, appearance, and contents of your room. The demiplane can be filled with air or water (your choice), and could have an earth, stone, water, or wood floor. The “walls” and “ceiling” of the plane may appear like solid earth, stone, wood, or water, or they may end in mist, a featureless void, or a similar unreal-looking border. While it is still generally featureless, you can transplant plants or animals to your demiplane to create an ecosystem and manipulate the earth, water, and/or stone of the demiplane as you would any other materials.

If you use this ability while within your demiplane, you can either permanently increase its size by an additional 10-foot cube per level, or add or remove one of the following traits to the entire demiplane:

  • Magic: By default, magic functions normally on your plane. You can apply the following traits:
    • Dead Magic: You can make your plane a dead magic plane. No spell or sphere effects, including your own, may be cast there. You can still use this ability to remove this trait.
    • Impeded Magic: You can impede all magic on your plane; any attempt to cast a spell or sphere effect requires a spellcasting ability check against your sphere DC. If this check fails, the action and any spell slots or spell points are lost. You can choose to automatically succeed on this check. You can choose to impede a single sphere or school of magic, rather than all magic.
    • Wild Magic: You can make your plane a wild magic plane; all spells and sphere effects cast on the plane trigger a wild magic event (see Wild Magic for more rules on this).
  • Morphic: Your plane reacts to your thoughts; you can adjust the terrain’s shape as an at-will ability. By concentrating for 1 minute, you can adjust a 150-foot square (10 foot deep) portion of earth, stone, or plantlife, shaping it however you will. This isn’t fast enough to do damage or trap creatures, but may be used to create fences and walls, ditches, human shapes, embankments, and others.
  • Portal: If you possess the Planeshift advanced talent, you can grant your demiplane a permanent gate to one location on another plane, which can only be used for planar travel. This location must be very familiar to you. This gate is always open and usable from both sides, but you can secure it using normal means (such as by building a door around it).
  • Time: By default, time passes at the normal rate in your demiplane. If you possess the Time sphere, you can make your flow at up to double or down to one-half speed.
  • Alignment: If you possess the Fate sphere, you force creatures of a particular alignment that complete a long rest in your demiplane to succeed on a DC 10 Charisma saving throw or gain a level of exhaustion. This trait may only affect creatures with an alignment opposed to yours (good versus evil, lawful versus chaotic).
  • Bountiful: If you possess the Nature sphere, you can grant your demiplane a thriving natural ecology, with streams, ponds, waterfalls, and plants. The demiplane provides enough plant-based food (nuts, grains, fruit, fungi, and so on) to support one Medium creature for every 10 foot cube of the demiplane. The demiplane does not have any animals unless you transport them there, but the ecology can sustain itself for as long as the demiplane exists without requiring watering, gardening, pollination, and so on; dead organic material decays and returns to the soil in the normal manner. If your demiplane has ambient light, these plants are normal, familiar surface plants; if it is a realm of twilight or darkness, these plants are fungi and other plants adapted to near-darkness or underground locations.
  • Gravity: By default a demiplane’s gravity is normal and oriented in one direction, like what most creatures are used to on the Material Plane. If you possess the Telekinesis sphere, you can adjust the plane’s gravity is heavy, light, none, objectively directional, or subjectively directional.
    • Heavy Gravity: In heavy gravity areas, Strength and Dexterity checks incur take disadvantage, as do all weapon attack rolls. All item weights are effectively doubled, which might affect a character’s speed. Weapon ranges are halved. A character’s Strength and Dexterity scores are not affected. Characters that fall in areas of heavy gravity take 1d10 points of bludgeoning damage for each 10 feet fallen instead of 1d6, to a maximum of 20d10 points of damage.
    • Light Gravity: Characters in an area of light gravity gain advantage on attack rolls with heavy weapons, Dexterity saving throws, and on Dexterity (Acrobatics) checks. All items weigh half as much, and weapon ranges double. Strength and Dexterity don’t change as a result of light gravity, but what you can do with such scores does change. Falling characters in light gravity take 1d4 points of bludgeoning damage for each 10 feet fallen instead of 1d6, to a maximum of 10d4.
    • No Gravity: There is no gravity.
    • Objective Gravity: All gravity functions in a set direction.
    • Subjective Gravity: Each creature determines the direction of gravity and may choose a new direction once per turn.
  • Weather: If you possess the Weather sphere, you can grant a weather and seasonal cycle to your demiplane, customizable as you see fit (for example, your demiplane could always be winter or have week-long seasons).
  • Shape: By default, the demiplane has a fixed shape and borders. You can make your plane self-contained so it loops upon itself when a creature reaches one edge. You can designate areas or locations on the edges of your plane where this occurs (such as a pair of secret doors or a path in the woods) or apply it to the entire plane.
  • Structure: If you possess the Creation sphere, you can give your demiplane a specific, linked physical structure, such as a giant tree, floating castle, labyrinth, mountain, and so on. (This option exists so you can pick a theme for your plane without having to worry about the small details of determining what abilities you need for every hill, hole, wall, floor, and corner.)

Dimensional Lock (space)

Prerequisites: Warp sphere (Plane Manipulator), 15th level or higher.
Casting Time: 1 action
Range: 120 feet
Target: 40-foot cube
Cost: 2 sp
Duration: 1 week

You can designate an area within range as being completely immune to extradimensional travel. Any attempt within this area to cross space or planes (including all Teleportation Sphere effects, summoning a companion from the Conjuration sphere, astral projection, blink, dimension door, etherealness, gate, maze, plane shift, and similar spell-like abilities) instantly fails.

A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when it is created, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.

Flawless Teleport

Prerequisites: Warp sphere (Distant Teleport, True Teleport, Unseeing Teleport), 15th level or higher.

Augment 0 sp: When using the True Teleport advanced talent, the distance is increased to unlimited and you no longer suffer a chance of arriving off-target, always appearing exactly where you intended. When using the Planeshift advanced talent, you no longer appear off-target from your intended destination on the other plane.

You need not have seen the destination you are trying to reach, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location.

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Planeshift

Prerequisites: Warp sphere (Distant Teleport, True Teleport, Unseeing Teleport), 11th level or higher.

Augment 2 sp: You can teleport to an alternate dimension or plane of existence. You must know the plane you are trying to reach, as well as where within that plane you would like to appear (if you do not know a specific location to appear on that plane you can still use this ability, but you run the risk of appearing anywhere on that plane). You appear near your intended destination (if specifying a city, you can appear at any gate in that city or otherwise in view of its exterior, for example) though the exact location is at the GM’s discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this effect can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

Sigil Sequence: Permanent teleportation circles have a unique sigil sequence identifying them. Learning a sigil sequence requires studying a circle for 1 minute.

Portal

Prerequisites: Warp sphere (Unwilling Teleport), 5th level or higher.

Augment 1 sp: When using your teleport ability, you can open a portal between your location and your destination. This portal has a maximum diameter of 5 feet per level and opens in the air somewhere adjacent to you. The portal lasts as long as you concentrate, to a maximum of 1 minute. Anything moving through one end of this portal arrives at the other end; it is possible to make attacks, threaten, or perform other actions as if the two locations were adjacent.

Augment 2 sp: The effect persists for the remaining duration without concentration. This augmentation may be applied after the effect is cast on your turn without an action.

Augment 2 sp: The maximum duration of the portal becomes 8 hours.

Store Structure

Prerequisites: Warp sphere (Extradimensional Storage), 5th level or higher.

Augment 1 sp: You can touch an object to place it in your extradimensional storage, even if it would normally be too large or dense. Objects stored this way do not count against the weight limit of your storage, but are limited by size; you can store objects whose combined size is no larger than the maximum size listed on Table: Structures below.

When you retrieve an object stored this way, it appears in an unoccupied, adjacent square. It must be placed on a suitably supportive surface; a boat could be placed on a relatively flat plain or a large body of water, but not midair.

Teleport Army

Prerequisites: Warp sphere, Universal sphere (Mass (metasphere), Reaching (metasphere)), 11th level or higher

Augment 2 sp: You can teleport any number of targets within range. If you possess Unwilling Teleport, you only need to spend one spell point no matter how many unwilling targets are affected. If an unwilling target makes their saving throw, other targets are still affected as normal. If you possess the Teleport Object talent, you can also teleport any number of objects so long as each individual object is within your weight limit (or size limit if you possess Teleport Structure).

Teleport Structure

Prerequisites: Warp sphere (Teleport Object), 5th level or higher

You can teleport objects of much greater weight and size, even whole vehicles and structures. You can teleport any object of appropriate size, shown on Table: Structures below. If you use Teleport Army in conjunction with this talent, you can teleport all targets touching a teleported object or structure in range instead of teleporting all creatures within range.

You must use Unwilling Teleport to teleport any unwilling creatures in contact with the object or structure.

Table: Structures
CL Maximum Size Example Object
1st Medium Barrel
5th Large Table
11th Huge Wagon
17th Gargantuan Catapult

True Teleport

Prerequisites: Warp sphere (Distant Teleport, Unseeing Teleport) 11th level or higher.

Augment 2 sp: When teleporting, your distance becomes 1000 miles. You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.

To see how well the teleportation works, roll d100 and consult the following table. Refer to the following information for definitions of the terms on the table.

Table: Mishap
Familiarity Mishap Similar Area Off Target On Target
Permanent circle - - - 1-100
Associated object - - - 1-100
Very familiar 1-5 6-13 14-24 25-100
Seen casually 1-33 34-43 44-53 54-100
Viewed once 1-43 44-53 54-73 74-100
Description 1-43 44-53 54-73 74-100
False destination 1-50 51-100 - -

Familiarity. “Permanent circle” means a permanent teleportation circle whose sigil sequence you know.

“Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb.

“Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. “Seen casually” is someplace you have seen more than once but with which you aren’t very familiar. “Viewed once” is a place you have seen once, possibly using magic. “Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map.

“False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.

On Target. You and your group (or the target object) appear where you want to.

Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

Similar Area. You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no distance limit, you could conceivably wind up anywhere on the plane.

Mishap. The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).



Variants

Bender

You cannot teleport, you can only bend space. You gain a (space) talent as a bonus talent.

Inanimate Teleport

You cannot teleport creatures, only objects. You gain Teleport Object as a bonus talent. You must have the teleport ability to select this variant.

Limited Warp

You can only teleport when within an area that meets a specific condition and can only choose a destination that also matches that condition. Choose one of the following conditions or speak with your GM about finding another appropriate one: you can only teleport to and from areas of darkness; you can only teleport to and from a body of water; you can only teleport to and from fire; you can only teleport to and from a living tree. You gain a (teleport) talent as a bonus talent. You must have the teleport ability to select this variant.

Personal Warp

You can only target yourself with your teleport ability. You cannot gain the Object Teleport or Unwilling Teleport talents. You gain a (teleport) talent as a bonus talent. You must have the teleport ability to select this variant.

Splintering Teleport

Whether due to the style of your teleportation, incomplete training, or some other phenomenon, whenever you teleport something, it suffers damage in transit. You gain Splinter as a bonus talent and must always apply its effects to your teleport. You must have the teleport ability to select this variant.

Taxing Teleport

When you teleport, you must always apply the augment to increase the distance that you can teleport a target, even if you are teleporting a shorter distance. You gain a (teleport) talent as a bonus talent. You must have the teleport ability to select this variant.



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