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Warp (3.5e Spell)

325 bytes added, 05:21, 4 November 2010
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|sr=No
|summary=A teleport variant 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 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, you could even set this spell at level 1 if you wanted.}}''After the casting was complete, I saw the flash of the anchor symbol in my eyes before I started waited for the effect to 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 up to 250 lbs per caster level to a known anchor 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.