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Warp (3.5e Spell)

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|author_name=Tarkisflux
|date_created=Sometime in 2006
|status=AoE Version Complete|ratingbalance=4High}} ''This spell is intended to be used with the [[Waypoint Style Teleportation (3.5e Variant Rule)|raters=TK-SquaredWaypoint Style Teleportation Variant Rules]], Ghostwheel, Wildmage, Aarnottand makes reference to materials contained therein.''}}__NOTOC__
{{3.5e Spell
|name=Warp
|lvl=Sorcerer/Wizard 4, Travel 5
|comp=V, S
|casttime=1 roundstandard action
|range=Close
|dur=Instantaneous
|tsea=tsa|subj=Selected willing creaturesUp to 10' radius, 20' tall column burst
|save=Harmless (Will Negates)
|sr=NoYes|summary=A teleport variant teleportation spell with significantly less tactical utility.}}{{sidebar|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 limited list 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 destinations (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 (3.5e Spell)|''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 (3.5e Spell)|''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 point (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, in addition to yourself, any objects you carry as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing creature of your same size category (carrying gear and objects up be added to its maximum load), or its equivalent, per two caster levels. 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. Attempting to exceed this creature limit, even by transporting additional creatures in an extradimensional space, 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 effect delay, all targets are instantly transported to the selected anchor point. If a target of this spell takes on sufficient weight Intended 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 point normallyreplace teleport.  As long as the anchor point is intact, there is no chance of failure for this transport. All targets will arrive as close to the anchor point as conditions at the anchor point 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 point 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 This spell transports all creatures and un-attached objects within the area of effect to an [[Waypoint Style Teleportation (3.5e Variant Rule)#Anchor Sigils|anchor sigil]] (a magical sigil tied to a fixed point) up to 250 miles per caster level distant, with a short delay between when the spell casting is finished and actual travel. The anchor sigil must be one that the caster of the spell may not place travelers in treesknows, rocks, or other solid objectseither because they created it themselves, discovered it may place them miles out to sea over water, underwateror learned of its shape through another method (purchase, under acidresearch, 1000' in the air with nothing beneath them, or basically anywhere someone could have maintained their position long enough to anchor the locationetc.). It Interplanar travel is generally inadvisable to warp to untested anchor points without taking some precautionsnot possible with this spell.
===Anchor Points===Anchor points are magical markings of The affected area is a fixed location that allow for direct column up to 10 feet in radius and error free warp travel20 feet in height. They are unique symbols that The exact dimensions are determined selected by their location, their creator, and the ambient magical conditions caster at the time of their creationcasting. They can be seen by anyone with The height is always along the same direction as the subjective gravity of the ability to detect caster. This zone radiates magic. Most anchor points are copied into a notebook to be referenced during the time between when castingis complete and when the transport occurs, but otherwise gives no clues as to its destination.
====Finding new anchor points====Because they can be used as There is a relatively cost effective travel mechanism, delay between completion of spell casting and actual transport of 1d3+2 rounds and transport happens on the caster’s initiative after this delay time. The caster is aware of the length of this delay. Only creatures and objects that are fully contained and also serve unattached to funnel visitors into a specific or restrained by anything outside of the area, many cities and towns have public and well known anchor pointsafter this delay are transported; the caster of the spell need not be among them. These are generally printed There is otherwise no weight limit or posted targeting restrictions for this spell. Casting this spell in a public placeforest will thus bring a fair amount of leaves and detritus with the travelers, some may even be drawn on but it will not sever twigs from trees that happen to fall within the area that they anchor. Vendors may also sell maps with corresponding anchor points depicted near the cities they serveof effect.
Private The creatures and objects transported will arrive as close to the anchor sigil as conditions at the anchor points also exist of coursesigil allow, but knowledge of them is harder to come bynever more than 50' away from it. These sigils This spell never places individuals into solid objects, but it may place individuals around solid objects if it can easily be given to trusted companions or family members do so in such as a way as to come home fit all travelers more quickly. Pieces from personal libraries may contain recorded anchor symbols that were relevant closely to the owneranchor sigil. And The relative spacing and orientation of course ''[[SRD:Detect Magic|detect magic]]'' will also reveal an anchor point in an area (yestravelers is generally retained during their transit, even while scrying)minor adjustments for elevation and spacing may be made. In this way, so any caster two warp travelers who had nothing between them when the spell took effect may find themselves standing on stairs at different heights or with access to an area can just look around to find any existing anchor pointsa wall, or other people, between them when they arrive.
====Making an anchor point====Creating anchor points is a simple ritual; knowledge of While the spell is may not required place travelers in trees, rocks, or other solid objects, it may place them miles out to create these pointssea over water, underwater, but knowledge of under acid, 1000' in the spell automatically confers knowledge of the ritual. The process requires a gemstone of semiprecious air with nothing beneath them, or greater value basically anywhere someone could have maintained their position long enough to serve as a focus that is not expended. Making an anchor point requires four successful DC 20 knowledge (arcana) checks to set the pointlocation. The first check It is made 15 minutes after beginning the ritual, with another check every 15 minutes until you have reached four successes. Anchor generally inadvisable to warp to untested anchor sigils are unique, as much a product of location as creator, and without taking some special or magically unique areas may require more difficult checks, more successful checks, allow fewer failures, or be entirely unanchorable (many areas deep underground are in this last category)precautions.
Anchor points may also be strengthened by making an additional four successful checksIf the selected anchor sigil no longer exists or functions, the DC for these checks spell fails immediately after casting. Similarly, if it is equal not possible to place the previous create / strengthen DC +2. Anchor sigils can be strengthened in this fashion up to 11 additional times. The strength entire group within range of an the anchor sigil is obvious due to anyone viewing it with ''[[SRD:Detect Magic|detect magic]]''spatial limitations or obstructing objects at the anchor sigil, the spell simply fails after the delay. Strengthening The caster is generally performed on public anchors aware of any cause of failure, and may try again with fewer targets, a smaller area of effect, or to make them resistant to pranksters removing them, since a different anchor sigil strengthened 11 times requires at least two hours to remove. It is less common on private sigilsas necessary.
If removed{{underbar|A fourth level teleport spell?|Yes, an anchor sigil 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 be remade on the same location using the standard creation above; remade sigils are similar but 't use to take you exactly where you need to go, not identical to the old sigil and thus cannot be reached without knowing the updated sigilDM fiat or significant planning, so you generally can't skip game sections. Someone attempting It's a teleport spell that you can't use to recreate the old sigil can do soimmediately skip out of a fight when things turn bad, but must have a copy and it's possible people might get stuck behind. And on top of all that, it available for reference's a teleport spell that offers a substantial chance to break or cancel. It's less a combat utility spell, and the initial creation DC increases by 5. This increased DC does not apply more a "hey, let's go to later strengthening attemptsthat town over there" plot utility spell, and placing it a level after you get tactical flight is completely reasonable.
====Destroying anchor points====Once made, anchor points are not especially difficult This spell is balanced to remove. Permanently destroying an anchor point requires one or more knowledge (arcana) checks. The DC for these checks begins at 15even lower level actually, plus 2 for each but placing it below level of strengthening that 4 cuts off the anchor sigil has received. Each check to weaken an anchor point requires 10 minutes and "now fight your way out" stories earlier than a gemstone lot of semiprecious or greater value people seem to serve as a focus that is not destroyed in the attemptwant. If you succeed one layer of strengthening is 're comfortable with those stories being removed and the DC is reduced by 2 pointsreplaced with delaying standoffs (or simply scene shifts via [[Pursue Warp (3.5e Spell)|''pursue warp'']]), you could even set this spell at level 1 if you wanted. When If you do alter the DC has been reduced to 15level, a successful check destroys you should probably drop the anchor pointlevel on [[Pursue Warp (3. You receive a +3 bonus to these checks if you created the anchor point5e Spell)|''pursue warp'']] as well.}}
[[Category:User]]
[[Category:Spell]]
 
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