Difference between revisions of "Warp (3.5e Spell)"

From Dungeons and Dragons Wiki
Jump to: navigation, search
m
m (balance tag)
Line 3: Line 3:
 
|date_created=Sometime in 2006
 
|date_created=Sometime in 2006
 
|status=Complete
 
|status=Complete
 +
|balance=Rogue
 
|rating=4
 
|rating=4
 
|raters=TK-Squared, Ghostwheel, Wildmage, Aarnott
 
|raters=TK-Squared, Ghostwheel, Wildmage, Aarnott

Revision as of 07:29, 9 February 2012

Homebrew.png
Author: Tarkisflux (talk)
Date Created: Sometime in 2006
Status: Complete
Editing: Clarity edits only please
Scale.png Low - Moderate - High - Very High
 Ratings for this homebrew:
Average:
4
/ 4

 5 users favored it (4/4).
 0 users liked it (3/4).
 0 were neutral on it (2/4).
 0 users disliked it (1/4).
 0 users opposed it (0/4).

CommunityFavorite.png
Rate this article
Discuss this article

This spell is intended to be used with the Alternate Teleportation Variant Rules, and makes reference to materials contained therein.


Warp
Universal [Teleportation]
Level: Sorcerer/Wizard 4, Travel 5
Components: V, S
Casting time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Selected willing creatures
Duration: Instantaneous
Saving Throw: Harmless (Will Negates)
Spell Resistance: No
A fourth level teleport spell?
Yes, a fourth level teleport spell. One that requires one round to cast, has a 4+ round delay even after casting is complete, and only takes you to specific locations. It's a teleport spell that you can't use to take you exactly where you need to go, not without DM fiat or significant planning, so you generally can't skip game sections. It's a teleport spell that you can't use to immediately skip out of a fight when things turn bad, and it's possible people might get stuck behind. And on top of all that, it's a teleport spell that offers a substantial chance to break or cancel. It's less a combat utility spell, and more a "hey, let's go to that town over there" plot utility spell, and placing it a level after you get tactical flight is completely reasonable.

This spell is balanced to an even lower level actually, but placing it below level 4 cuts off the "now fight your way out" stories earlier than a lot of people seem to want. If you're comfortable with those stories being removed and replaced with delaying standoffs (or simply scene shifts via pursue warp), you could even set this spell at level 1 if you wanted. If you do alter the level, you should probably drop the level on pursue warp as well.

After the casting was complete, I saw the flash of the anchor symbol in my eyes. And then I waited for the magic to finish its work and take hold. A short while later, without warning, I glimpsed the world as if from a great height for a brief moment, before finding myself and my companions at our destination.

This spell transports the caster and a number of other creatures to a known anchor sigil (a magical sigil tied to a fixed point) up to 250 miles per caster level distant, with a short delay between the casting and actual travel. Interplanar travel is not possible with this spell.

You can transport one willing creature of your same size category (carrying gear and objects up to its maximum load), or its equivalent, per two caster levels. You are not automatically targeted by the spell, and must select yourself as a target if you wish to travel via this spell. A creature one size category larger than you counts as 4 creatures, a creature two size categories larger than you counts as 16 creatures, and so on. Similarly, a creature one size category smaller than you counts as 1/4 of a creature, a creature two size categories smaller than you counts as 1/16 of a creature, and so forth. All creatures and objects to be transported must be within range of you. A creature fully enclosed in an extradimensional space carried by a target does count against the creature limit. You may also transport unattended objects weighing up to your maximum load as a creature equivalent. Attempting to exceed this creature limit causes the spell to fail.

After completing the casting of this spell, the targets must still wait another 1d4+3 rounds before the spell's effects take hold. After that delay, all targets are instantly transported to the selected anchor sigil. If a target of this spell takes on sufficient weight to exceed their limit during the time between casting and travel, or becomes grappled or otherwise entangled with someone who is not a target of the spell, the spell only fails for that target. All other targets are warped to the anchor sigil normally.

As long as the anchor sigil is intact, there is no chance of failure for this transport. All targets will arrive as close to the anchor sigil as conditions at the anchor sigil allow, but not more than 50' away from it. This spell never places individuals into solid objects, and will alter the travelers’ final elevation to suit their destination. If it is not possible to place the entire group within range of the anchor sigil due to spacial limitations or obstructing objects, the spell simply fails after the delay. The caster is aware of the cause of this failure, and may try again with fewer targets.

While the spell may not place travelers in trees, rocks, or other solid objects, it may place them miles out to sea over water, underwater, under acid, 1000' in the air with nothing beneath them, or basically anywhere someone could have maintained their position long enough to anchor the location. It is generally inadvisable to warp to untested anchor sigils without taking some precautions.



Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsSorcerer/Wizard

Facts about "Warp (3.5e Spell)"
Article BalanceHigh +
AuthorTarkisflux +
ComponentV + and S +
DescriptorTeleportation +
Identifier3.5e Spell +
LevelSorcerer/Wizard 4 + and Travel 5 +
RangeClose +
Rated ByThunderGod Cid +, MisterSinister +, Ghostwheel +, Wildmage + and Aarnott +
RatingRated 4 / 4 +
SchoolUniversal +
SummaryA teleportation spell with a limited list of possible destinations (that can be added to) and an effect delay. Intended to replace teleport. +
TitleWarp +