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Warp Sphere/Data

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Base Talents

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Distant Teleport

When you spend a spell point to increase the range of your teleport, the range increases to Long instead of Medium.

Emergency Teleport

You may spend a spell point to perform a teleport as an immediate action.

The range is decreased to 5 ft per 2 caster levels (minimum: 5 ft).

If used to avoid an attack or area effect, this grants the target evasion and a dodge bonus to AC and Reflex saves equal to half your caster level (minimum 1).

You cannot make a touch attack as part of this teleport, but you may affect another creature if you are already touching them.

Extradimensional Room

You may 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 caster level, arranged as you wish so long as the space is continuous. You can make the entrance as small as 5 ft square or as large as 10 ft 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 exists as long as you are inside.

However, you may spend a spell point to create the space without entering, and allow it to remain for up to 1 round per caster level regardless of whether or not you are inside it.

If the portal is placed on the ground or in some other way an unwilling creature might fall in, the creature is allowed a Reflex save to evade.

Climbing the walls of this room requires a DC 20 Climb check.

When this ability expires or is dispelled, all objects and creatures within this space are harmlessly ejected through the portal.

Extradimensional Storage

You gain a permanent extradimensional space that may hold up to 10 pounds per caster 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 a full-round action, but may be done as a swift action by spending a spell point.

Living things and attended objects cannot be placed in your extradimensional storage.

If you die, all contents of your extradimensional space appear in your square or the nearest unoccupied space.

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Group Teleport

You may spend a spell point to teleport multiple creatures, up to 1 additional target per 2 caster levels (minimum: 1). You may choose whether or not to include yourself in the group to be teleported.

Each creature must be touching you or someone else in the affected group to be teleported, unless you possess the Ranged Teleport talent.

If you possess the Unwilling Teleport talent, you only need to spend one spell point no matter how many unwilling targets are affected. If one unwilling target makes their saving throw, other creatures are still affected as normal.

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Plane Manipulator

You may create a dimensional anchor emanating from yourself, affecting you and all creatures within 10 feet per caster level.

You must concentrate each round to maintain this effect, although you may spend a spell point to allow the emanation to continue for 1 minute per caster level without concentration.

Any attempt to teleport or cross planes made by any creature within this area fails unless they succeed at an MSB check against you. This also applies to the summoning of companions and other extraplanars.

You may also touch a creature from another plane and spend a spell point to banish them back to their home plane (Will negates).

Quick Teleport

When teleporting yourself or a group that includes yourself, you may spend an additional spell point to teleport as a move action instead of a standard action.

You cannot make a free touch attack as part of a quick teleport, but you may affect another creature if you are already touching them.

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Ranged Teleport

You no longer need to be touching another creature in order to teleport them, although the creature must still be within Close range to be affected in this manner.

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Splinter

When teleporting a target (usually with the Teleport Object or Unwilling Teleport talents), you may splinter the target, causing it to appear not quite as it was.

This deals 1d6 damage per 2 caster levels (minimum: 1d6) to the target.

This damage bypasses all hardness, DR, and energy resistance.

Swap Placement

When teleporting yourself or another creature to a location already occupied by a different creature, you may 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 spend a spell point and they are allowed a save as normal. If they succeed at this saving throw, the teleporting creature returns to their point of origin unharmed.

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Teleport Beacon

You may designate a touched spot, object, or creature as a personal dimensional beacon, which lasts for one hour per caster level.

You may spend a spell point to 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 may 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.

You may take this talent multiple times. You may have a number of active beacons at any one time equal to the number of times you have taken this talent.

If you possess multiple teleport beacons and the Group Teleport talent, you may use the Group Teleport 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).

Teleport Object

You may teleport objects independent of people. The object cannot weigh more than 10 pounds per caster level, and it cannot be in the possession of another creature (in their hand or on their person).

If a creature is willing, you may teleport the object directly into their hand or onto their person.

If you possess the Ranged Teleport talent, you may, as a readied action, catch an 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 Will save to negate this effect, and you must make an attack roll against the new target, but using your casting abiity modifier in place of Dexterity when making the attack. Damage is still determined by the creature who initiated the attack.

Teleport Trap

You may lay a teleport effect onto an adjacent, unoccupied 5 ft square. This is a latent teleport effect, except it only activates when a creature steps onto the target square, and must target the triggering creature.

You must designate the destination where triggering creatures will be teleported when creating a teleport trap. When a creature steps into the triggering square, the teleport effect activates, transporting the triggering creature to the designated destination.

This is a magical trap with a Perception DC and Disable Device DC equal to the teleport’s save DC.

A teleport trap lasts for 10 minutes per caster level before becoming inert.

If you possess the Ranged Teleport talent, you may place this effect anywhere within that range.

You must possess the Unwilling Teleport talent and spend a spell point as usual if you want your teleport trap to affect unwilling targets. Unwilling targets are allowed a saving throw as normal.

You must possess the Teleport Object talent to affect unattended objects, and may decide when making the teleport trap whether unattended objects will trigger the effect or not.

If you possess the Group Teleport talent, you may spend a spell point to allow the teleport trap to remain after its initial use, affecting additional creatures who enter its square until the duration expires or it has attempted to teleport 1 creature + 1 per 2 caster levels (minimum: 2 total).

You may only have one teleport trap active at a time.

You may select this talent multiple times. Each time this talent is gained beyond the 1st, increase the total number of teleport traps you may have active at one time by 1.

Unseeing Teleport

You may spend an additional spell point when making a teleport to no longer require line of sight to the location; instead of choosing a spot to appear, you may instead indicate a direction and distance.

If the target arrives in a place that is already occupied by a solid body, you may spend a spell point to return the target to its point of origin unharmed. Otherwise, the target takes 1d6 points of damage and is shunted to a random open space on a suitable surface within 100 feet of the intended location.

If there is no free space within 100 feet, the target takes an additional 2d6 points of damage and is shunted to a free space within 1,000 feet.

If there is no free space within 1,000 feet, the target takes an additional 4d6 points of damage and the teleport simply fails.

Unwilling Teleport

You may spend a spell point to teleport an unwilling creature as you can a willing creature.

You must succeed at a melee touch attack (made as part of the standard action required to use teleport) against the target, and the unwilling creature is allowed a Will 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 a +4 bonus to their saving throw if the location would be directly harmful to them (onto a bed of spikes, etc.).


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Advanced Talents

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Create Demiplane

(Advanced)

Prerequisites: Extradimensional Room, Creation sphere, Expanded Materials, 15th caster level or higher.

When using the Extradimensional Room talent, you may spend 3 spell points to 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 may use this ability to create a new portal to a permanent demiplane you have previously created. You may permanently close a portal to your demiplane as a free action, 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 may 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 may either permanently increase its size by an additional 10 ft cube per caster level, or add or remove one of the following traits to the entire demiplane:

  • Energy: You grant your demiplane the (minor) negative or positive- dominant energy trait. A plane cannot have both the negative-dominant and positive-dominant energy traits.
  • Magic: You may grant your plane the dead magic, enhanced magic, impeded magic, or wild magic planar trait. If you select dead magic, you are affected along with everything else and cannot cast on your plane. If you select enhanced or impeded magic, choose one type of magic to be enhanced or impeded, such as “effects with the fire descriptor or that manipulate fire” or “death spells and effects”. A plane cannot be enhanced and impeded for the same kinds of magic.
  • Morphic: Your plane reacts to your thoughts; you may adjust the terrain’s shape as an at-will ability. By concentrating for 1 minute, you may adjust a 150 ft square (10 ft 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 may 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 may make your plane have the erratic time, flowing time (half or double normal time), or timeless trait (see Time, GameMastery Guide 185).
  • Alignment: If you possess the Fate sphere, you can grant your plane the (mildly) chaos-, good-, evil-, law-, or neutral-aligned alignment trait (see Alignment Traits, GameMastery Guide 187). You cannot give your demiplane an alignment trait for an alignment you do not have.
  • Bountiful: If you possess the Nature sphere, you may 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.
  • Elemental: You may grant your plane the air-, earth-, fire-, or water-elemental dominant trait.
  • 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. You may adjust the plane’s gravity is heavy, light, none, objectively directional, or subjectively directional.
  • Weather: If you possess the Weather sphere, you may 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 may make your plane self-contained so it loops upon itself when a creature reaches one edge. You may 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: You may 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.

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Dimensional Lock

(Advanced)

Prerequisites: Plane Manipulator, 15th caster level or higher.

You may spend 2 spell points to designate a 20-ft radius area centered within Medium range as being completely immune to extradimensional travel. For 1 day per caster level, 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, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, 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.

Extradimensional Capacity

(Advanced)

Prerequisites: Warp sphere (Extradimensional Storage).

You increase the maximum amount of material you can store at once using Extradimensional Storage by 50 pounds per caster level. You may select this talent multiple times, each time increasing the maximum amount of material carried by 50 pounds per caster level.

Extradimensional Torpor

(Advanced)

Prerequisites: Warp sphere (Extradimensional Storage).

You gain a permanent extradimensional space that can be used to store creatures in a state of a deep trance. This space may store up to 6 creatures at once, plus an additional 1 for every 4 caster levels.

By spending a spell point you can place a creature carrying a light load or less into an extradimensional space which puts them into a sleep-like state (unwilling creatures gain a Will saving throw to prevent this).

While in extradimensional torpor, the creature is helpless and unconscious (this ignores any immunity to sleep), but does not need to breathe. Time flows normally in the torpor meaning that continuous effects (such as poisons) don’t stop, and beings in torpor require sustenance as normal.

As a free action, you may release a creature from torpor into an area within range of a space effect that's large enough to house it and would cause it no harm (any attempt to do otherwise fails automatically).

Creatures willingly put into torpor can exit torpor at anytime to any location they desire within range (despite being unconscious, or being under any other modifications such as being under the effects of Stasis Storage).

Unwilling creatures get an additional Will saving throw at the beginning of their turn to exit this torpor; if they succeed they can exit torpor similarly to willing creatures. If they fail their Will save for 3 turns in a row, they remain in torpor indefinitely until you release them. Creatures gain a +10 bonus to these Will saving throws if they have more than 50% of their hit points remaining, and receive a -5 penalty to these Will saving throws if they have 10% or less of their hit points remaining.

Creatures stored in this extradimensional space are treated as if they were non-living objects stored in extradimensional storage for the purposes of effects that modify that space (such as the Stasis Storage dual sphere feat).

If you select this talent a second time, there is no limit to the maximum amount of creatures you may store at once, and you may store creatures carrying a medium load or less.

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Flawless Teleport

(Advanced)

Prerequisites: True Teleport, Unseeing Teleport, Distant Teleport, 15th caster level or higher.

When using the True Teleport advanced talent, the range 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

(Advanced)

Prerequisites: Unseeing Teleport, Distant Teleport, True Teleport, 10th caster level or higher.

You may spend 2 additional spell points to 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 may still use this ability, but you run the risk of appearing anywhere on that plane). Even if you do have a specific location in mind, you always appear 5 to 500 miles (5 x d100) from your intended destination.

Portal

(Advanced)

Prerequisites: Unwilling Teleport, 10th caster level or higher.

When using your teleport ability, you may spend an additional spell point to open a portal between your location and your destination. This portal has a maximum diameter of 5 ft per caster level and opens in the air somewhere adjacent to you. Anything moving through one end of this portal arrives at the other end; it is possible to make attacks, flank, or perform other actions as if the two locations were adjacent.

The portal lasts as long as you concentrate to a maximum of 1 round per caster level.

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True Teleport

(Advanced)

Prerequisites: Unseeing Teleport, Distant Teleport, 10th caster level or higher.

When teleporting, you may spend 2 spell points to increase the range to 100 miles per caster level. 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.

  • Very familiar is a place where you have been very often and where you feel at home.
  • Studied carefully is a place you know well, either because you can currently physically see it or you’ve been there often.
  • Seen casually is a place that you have seen more than once but with which you are not very familiar.
  • Viewed once is a place that you have seen once, possibly using magic such as the Scrying advanced talent.
  • False destination is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d100, since there is no real destination for you to hope to arrive at or even be off target from.
Familiarity On Target Off Target Similar Area Mishap
Very familiar 01-97 98-99 100 -
Studied carefully 01-94 95-97 98-99 100
Seen casually 01-88 89-94 95-98 99-100
Viewed once 01-76 77-88 89-96 97-100
False Destination - - 81-92 93-100
  • On Target: You appear where you want to be.
  • Off Target: You appear safely a random distance away from the destination in a random direction. Distance off target is d100 of the distance that was to be traveled. The direction off target is determined randomly.
  • Similar Area: You wind up in an area that is visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the spell’s range, the spell simply fails instead.
  • Mishap: You and anyone else teleporting with you have gotten “scrambled.” You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters take more damage and must reroll.

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