Teleport [Core]
You can spend a standard action to teleport yourself and up to a heavy load to any place within Close range. Alternately, you may teleport a touched willing creature and their carried equipment instead of yourself. You may spend a spell point to increase your teleport range to Medium instead of Close. You must have line of sight to your destination.
Bend Space [Core]
Talents marked (space) grant you ways of bending and folding space. Bending space requires a standard action, and you must be touching the target or location to be affected.
Warp Talents
Distant Teleport [Core]
When you spend a spell point to increase the range of your teleport, the range increases to Long instead of Medium.
Emergency Teleport [Core]
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.
Group Teleport [Core]
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.
Imbue Teleport
When you would teleport a target, you may imbue them with the ability to teleport instead of immediately teleporting them. The imbued target gains the ability to teleport themself once with the same details (such as caster level, 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 for 1 hour per caster level, or until used once. You may maintain one imbued teleport at a time, plus an additional imbued teleport for each five caster levels you possess.
Isoport
When you teleport a target you may change their orientation and lower their velocity. This allows you to turn the target up to 360 degrees, which lets you turn them during a charge or run action and 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 may 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 swift action instead of a standard action. If you also spend a spell point, you may Isoport a target as an immediate action. You must possess Unwilling Teleport to affect unwilling targets, and spend a spell point as usual.
Pouncing Teleport
You may spend a spell point or increase your teleport casting time by one step in order to make a single attack after successfully teleporting yourself. You may also spend an additional spell point to make either a full attack or take an attack action instead of a single attack after successfully teleporting. You may not use this talent in conjunction with any abilities or conditions that reduce the action needed to teleport (such as Emergency Teleport or Quick Teleport).
Quick Teleport [Core]
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.
Ranged Bend
When you use a (space) talent, the target or location to be affected may be any appropriate target or location within close range instead of touch range. You may take this talent multiple times. Each time it is taken, increase the range by 1 step (close to medium, medium to long).
Ranged Teleport [Core]
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.
Recall
Before you teleport yourself or a willing ally, you may designate the target’s current square as a recall point by increasing the casting time of your teleport by one step or by spending a spell point. 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 medium range (or long range, if you possess Distant Teleport). The recall point lasts for 1 round per caster level or until used once, whichever comes first.
Segmented Warp
You may spend a spell point to split a 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 may only take one action of any kind you have remaining. Casting the second teleport does not require a second action, but provokes an attack of opportunity regardless (though you may cast defensively or use other methods to protect yourself from such attacks). The total distance covered by both teleports cannot be longer than the maximum range of the initial teleport. If your second teleport is disrupted by an attack of opportunity or other means, it is lost.
If used in conjunction with Pouncing Teleport 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 full attack, you may instead use any number of your attacks as a single action, and use any remaining attacks after your second teleport. Other abilities that would create additional effects with your teleport (such as dual sphere feats) only apply to one of the split teleports.
Splinter [Core]
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 [Core]
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.
Teleport Object [Core]
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 [Core]
You may lay a teleport effect onto an adjacent, unoccupied 5 ft square. If you possess the Ranged Teleport talent, you may place this effect anywhere within that range. 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 possess the Unwilling Teleport talent and spend a spell point as usual if you want your teleport trap to affect unwilling targets. 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 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. Unwilling targets are allowed a saving throw as normal.
A teleport trap lasts for 10 minutes per caster level before becoming inert. This is a magical trap with a Perception DC and Disable Device DC equal to the teleport’s save DC. 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 [Core]
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 [Core]
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.).
Warping Strike
As a standard action, you may make a single weapon attack. If the target is damaged by the attack, you may apply a (space) talent or teleport to it as part of the same action. You can only teleport a willing target unless you also use Unwilling Teleport. This talent may be used with the Spell Attack feat (see Champion Feats).
Space Talents
Avert (space)
You may bend space around yourself to avert attacks. When you bend space against an attack targeted at you, the originator of the attack must make a Will save or have their attack veer wide and miss. You must normally ready an action to make use of this ability since bending space requires a standard action, but you may spend a spell point to use it as an immediate action instead.
When you take the total defense action, you may use this ability as an immediate action until the beginning of your next turn without paying a spell point.
Blink (space)
A creature affected by this ability interacts with physical objects erratically. You may choose to apply this effect as a benefit or penalty. As a benefit this grants the target an effect similar to concealment (20% miss chance +5% per 3 caster levels, maximum 50%) against attacks against them. As a penalty, the target always attacks as if into concealment (suffering a 20% miss chance +5% per 3 caster levels on all attacks, maximum 50%), but may attempt a Will save to negate the effect. Miss chance from either version is not applied to force effects or effects that pass between coterminous planes (such as attacks from weapons with the ghost touch special ability). Miss chance from this effect does not stack with miss chance from other blink effects, being incorporeal, or similar effects; only the highest applies. This effect lasts as long as you concentrate, though you may spend a spell point to sustain it for one minute per caster level without the need for concentration.
Create Gap (space)
You bend space to create a gap in an otherwise solid object or wall. By spending a spell point, you can create a hole in an inanimate object up to a 5-ft. cube in size plus an additional 5-ft. cube per 4 caster levels placed in any configuration so long as it is contiguous. 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 Reflex save to safely move to the nearest edge of the hole. This hole lasts as long as you concentrate, though you may spend a spell point to allow a gap to remain for 1 minute per caster level without concentration.
Dimension Pierce (space)
You allow one touched object or creature to interact with other planes by spending a spell point. A touched creature can target ethereal and incorporeal targets without suffering a 50% miss chance or reduction in damage, and can manipulate such targets as if they were material. A touched object gains the ghost touch special ability. The effects of this talent last for one hour per caster level.
Distort Size (space)
You distort the target’s spatial footprint, causing them to occupy a smaller or larger area. You may add or subtract 5 ft. to the space they occupy (so an enlarged Medium creature would occupy a 10-ft. cube instead of a 5-ft. cube, and a shrunken Gargantuan creature would occupy a 15-ft. cube instead of a 20-ft. cube). You can alter the target’s space by an additional 5 ft. for every 4 caster levels you possess. This does not change the target’s size category for any purpose such as reach, damage, or modifiers, though their reach does extend from the new space they occupy. If you would shrink the target’s space below a 5-ft. cube, you instead halve their space for each 5 ft. you would normally subtract, rounding down to the nearest half foot (a Medium creature shrunk by one step would occupy a 2-1/2-ft. cube, or a 1-ft. cube if shrunk by two steps).
You may alter the target’s space anywhere from their normal size as a swift action each turn (or as part of a concentration action). When you use this ability on a target, you can also grant them control, allowing them to spend a swift action to change their space each turn following the same rules.
This effect lasts for as long as you concentrate, but you may spend a spell point to maintain it for 1 minute per caster level without concentration.
Extradimensional Room (space) [Core]
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.
You may take this talent two times; when taken a second time you gain greater control over your room. As long as you concentrate, the room remains even if you are not inside it. You do not need to continue concentrating while inside the room, but must begin concentrating again if you exit for the room to remain. In addition, as a standard action or as part of concentration, you can bar the portal and prevent anything from crossing it. Anyone inside can reopen the door as a standard action, while anyone outside can force the portal open with a Strength check or slip through with an Escape Artist check (with the DC being equal to 10 + 1/2 caster level + casting ability modifier).
While barred, the portal can still be seen and the room dispelled from the outside. Lastly, if you also possess the Extradimensional Storage talent, you may withdraw any number of items from your Extradimensional Storage and place them on any stable surface in the room when it is created. When the room expires or is dispelled, you may have any unattended items inside of it be placed directly into the space of your Extradimensional Storage talent rather than ejected so long as they do not exceed its weight limit.
Extradimensional Storage (space) [Core]
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.
You may take this talent two times; when taken a second time your extradimensional space may hold an additional 15 pounds per caster level, for a total of 25 pounds per caster level. In addition, you may place or withdraw an object from your extradimensional space as a move action instead of a full-round action. If the object would normally be worn or have to be donned in some way (such as armor or a magic ring), you may remove or don it as part of the same action as placing or withdrawing it from storage.
Flex Space (space)
You can choose to either contract or expand space in an area equal to three 10-ft. cubes, plus an additional 10- ft. cube per caster level. These cubes must be arranged contiguously, but otherwise may assume any shape.
Contracted space is easier to move through, allowing you to move 10 ft. per 5 ft. of movement. Expanded space is more difficult to move through, and 10 ft. of movement allows you to only move one 5-ft. square. These effects multiply and divide all other movement costs (such as difficult terrain or poor visibility), and are a specific exception to the normal rule for doubling. This area lasts as long as you concentrate, but you may spend a spell point to allow it to remain for 1 minute per caster level without concentration. 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 an MSB check against the opposing effect. On success, your effect functions normally and the opposing effect is suppressed for the duration.
Fluctuate (space)
By spending a spell point you can charge a target with spatial instability. Each turn they may teleport as a swift action, with the range decreased to 10 ft. plus an additional 5 ft. per 4 caster levels. This effect lasts as long as you concentrate. As a free action you may spend a spell point to allow the effect to continue for 1 round per caster level without the need for concentration.
You cannot select this talent if you possess the Bender drawback, or otherwise do not possess the teleport function of the Warp sphere.
Looped Space (space)
You bend the edges of an area, bounding it with your magic and trapping creatures inside. The bounded area measures one 10-ft. cube, and you may increase the area by an additional 10-ft. cube per 5 caster levels, arranged as you wish so long as the entire area is contiguous. Anyone inside the area must succeed on a Will save 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. This area lasts as long as you concentrate, but you may spend a spell point to allow it to remain for 1 round per caster level without concentration.
If you also possess Plane Manipulator, you may spend a spell point to apply its dimensional anchor effect to the area of your looped space, contesting teleportation and planar travel to an MSB check.
Plane Manipulator (space) [Core]
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).
Spatial Reach (space)
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 ft. enhancement bonus to their movement speed and adds 10 ft. to their natural reach, though they do not threaten with this additional reach. Both bonuses increase by 5 ft. per 5 caster levels. This effect lasts as long as you concentrate, but you may spend a spell point to allow it to remain for 1 minute per caster level without concentration.
Teleport Beacon (space) [Core]
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).
Warp Link (space)
You may 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, you must succeed on a melee touch attack (or a ranged touch attack with Ranged Bend) to create the link, and they are allowed a Will save to negate the effect.
The link lasts for one hour per caster level. You may only maintain one link at a time, though you may spend a spell point to create a link that does not count against this limit. If you also possess Teleport Beacon, your beacons gain all the effects of this talent as if they were also links.
Wormhole (space)
You touch a single 5-ft. square and link it to another 5-ft. square (plus an additional 5-ft. square per 2 caster levels) within close range of it, contracting the space between them. Anyone may choose to use 5 ft. 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). This wormhole lasts as long as you concentrate, but you may spend a spell point to allow it to remain for 1 round per caster level without concentration.
If you possess Ranged Bend more than once, this also increases the maximum distance between the touched squares (allowing you to place squares within medium range of one another if Ranged Bend has been taken twice, or long range if taken three times).
Warp Feats
Click the header above to visit the Sphere-Focused Feats page. This section includes feats that directly improve or rely upon this sphere.
Advanced Warp Talents
Click the header above to visit the Advanced Talents page. This page includes talents that are more powerful than the ones presented on this page - but remember, Advanced Talents are only available with GM permission.
Warp Drawbacks
Click the header above to see the Sphere-Specific Drawbacks for this sphere. If you're using the optional Casting Tradition rules, Drawbacks allow you to acquire one or more bonus talents in a sphere in exchange for a limit on using this sphere.
Archetypes Specializing In Warp
-Bladewalker
The Bladewalker is an Armiger who uses the Warp sphere to teleport around the battlefield and recover hurled weapons.
-Broadcast Blade
The Broadcast Blade is a Mageknight who uses mastery of space to move themselves and attack large areas.
-Dimension Shifter
The Dimension Shifter is a Shifter who can phase their way through solid objects.
-Drifting Lotus [CS]
The Drifting Lotus is an Unchained Monk who mixes magical and martial power to get around the battlefield and activate their Lotus Style abilities.
Wild Magic
Wild Magic Generator
Wild Magic Table
d100 | Result |
---|---|
1 | (Combat) The nearest hostile creature not adjacent to the caster is teleported adjacent to the caster. |
2 | All creatures within close range of the target must succeed on a Will save or have any items held in their hands teleported 1d6 squares toward the caster. |
3 | The caster is teleported adjacent to one affected creature of the GM’s choice. |
4 | The casting time decreases by 2 steps. |
5 | All allied creatures within close range of the caster must succeed on a Will save or have their armor teleported 5 ft. in a random direction. |
6 | All hostile creatures within close range of the target must succeed on a Will save or be shunted to an empty demiplane for 1d6 rounds. This demiplane is flat, featureless, infinite, unaligned, and features normal magic and gravity. |
7 | An extra-dimensional pit opens under the target or target area. Any affected creature may succeed on a Reflex save to avoid falling into the pit, which has a diameter equal to the target’s space or the minimum area required to envelop all affected targets and a depth of 5 ft. + 5 ft. per 2 caster levels and persists for 1 round per caster level. If the target was being teleported, the square instead opens up under the target’s destination. Climbing out of this pit requires a Climb check with a DC equal to 10 + caster level. If the triggering effect creates a pit, this result increases the depth of that pit. |
8 | The caster and target or creature nearest the center of the target area switch places after the casting is resolved. If either is too large for the receiving space, they are shunted to the nearest adequate space. |
9 | A small elemental is called adjacent to the caster. This elemental is hostile to all creatures and attacks the nearest to the best of its ability. The size of this elemental increases with caster level: CL 5 - medium, CL 10 - large, CL 15 - huge, CL 20 - elder. Roll 1d4 to determine the elemental type, 1 - air, 2 - earth, 3 - fire, 4 - water. |
10 | A rift opens adjacent to the caster, opening to the elemental plane of earth. This rift ejects 10 lbs of sand and gravel per caster level per round for 1 round per caster level. |
11 | Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect. |
12 | The casting time increases by 1 step. |
13 | A rift opens adjacent to the caster, opening to the paraelemental plane of mud. This rift ejects mud which covers a 5-ft. radius in deep mud, increasing by 5 ft. each round for 1 round per caster level, causing covered squares to become difficult terrain. |
14 | (Combat) All squares out to close range of the caster fold and shrink, allowing any allied creature moving through them to move two squares for each square of movement spent. |
15 | (Combat) All squares out to close range of the caster fold and shrink, allowing any hostile creature moving through them to move two squares for each square of movement spent. |
16 | The caster is exhausted. |
17 | (Combat) The caster is stunned for 1 round. |
18 | All extra-dimensional storage within medium range of the caster empty their contents in their current square. Creatures with attended extradimensional storage or storage from ongoing spell effects are allowed a Will save to prevent this effect. |
19 | All creatures within close range of the caster must succeed on a Will save or be shunted to an empty demiplane for 1d6 rounds. This demiplane is flat, featureless, infinite, unaligned, and features normal magic and gravity. |
20 | (Combat) For 1 round per caster level, each hostile creature that ends its turn within close range of the caster must succeed on a Will save or be returned to the location it began its turn in. This effect does not cross planar boundaries. |
21 | (Combat) The caster teleports to the nearest square adjacent to an allied creature. |
22 | The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn. |
23 | The effect fails and the action is lost. Spell points or spell slots are not lost. |
24 | The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage. |
25 | The effect fails, but the action is not lost. Spell points or spell slots spent are lost. |
26 | Roll again on the Universal wild magic table. |
27 | The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round). |
28 | All creatures within close range of the caster (including the caster) are instantly teleported 5 ft. per caster level into the air. If that space is occupied, the creature is shunted to the nearest open space. |
29 | Effect receives a -4 penalty to caster level (minimum 1). |
30 | (Combat) All hostile creatures within close range of the caster must succeed on a Will save or have their armor teleported 5 ft. in a random direction. |
31 | (Combat) For 1 round per caster level, all creatures within medium range of the caster gain the ability to complete their normal movements without passing through any intervening squares. |
32 | Random portals open and close within close range of the caster for 1 round per caster level. Whenever an attack, spell, or other effect is directed at a target within this area, there is a 20% chance that it instead targets the caster. |
33 | (Combat) The caster switches position with the nearest hostile creature as per the Swap Placement talent. |
34 | (Combat) As space is bent, all movement made toward the caster for 1 minute per caster level forces the moving creature to move 2 squares for every square. A creature cannot choose to move only 5 ft. toward the caster unless that movement would bring it adjacent to the caster. |
35 | All allied creatures within close range of the target must succeed on a Will save or be shunted to an empty demiplane for 1d6 rounds. This demiplane is flat, featureless, infinite, unaligned, and features normal magic and gravity. |
36 | Non-native outsiders within close range of the caster must succeed on a Will save or be banished to their home plane. |
37 | A rift opens adjacent to the caster, opening to the paraelemental plane of steam. This rift deals 1d6 fire damage damage to all creatures within 5 ft. + 5 ft. per 2 caster levels radius each round for 1 round per caster level and attempts a bullrush check against them as the Air Blast talent of the Destruction sphere. |
38 | All extra-dimensional storage within medium range of the target empty their contents in their current square. Creatures with attended extradimensional storage or storage from ongoing spell effects are allowed a Will save to negate this effect for their extradimensional spaces. |
39 | For 10 minutes per caster level, all calling, summoning, and teleportation effects within long range of the caster automatically fail, wasting any spell points, spell slots, and actions used to cast them. |
40 | A pit appears under the caster with a depth of 5 ft. per caster level and a radius of 5 ft. plus 5 ft. per 5 caster levels. This pit persists for 1 round per caster level. Climbing out of this pit requires a Climb check with a DC equal to 10 + caster level. Creatures within this area fall into the pit with no save, though no creature takes falling damage nor falls prone. |
41 | Each round for 1d6 rounds, the caster returns to the location where he began his previous turn. This effect functions even across planar boundaries. |
42 | The caster gains the benefit of the Teleportation Beacon talent fixed to his square at the time this result is triggered. The beacon persists for 10 minutes per caster level. |
43 | (Combat) The caster is nauseated for 1 round. |
44 | All hostile creatures within close range of the caster must succeed on a Will save or be shunted to an empty demiplane for 1d6 rounds. This demiplane is flat, featureless, infinite, unaligned, and features normal magic and gravity. |
45 | All targets arrive at their destinations 1d4 rounds later. Creatures entering an extradimensional space are automatically expelled 1d4 rounds later. |
46 | (Combat) For 1 round per caster level, each allied creature that ends its turn within close range of the caster must succeed on a Will save or be returned to the location it began its turn in. This effect does not cross planar boundaries. |
47 | (Combat) All squares out to close range of the caster fold and shrink, allowing any creature moving through them to move two squares for each square of movement spent. |
48 | Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect. |
49 | Spiders are instantly teleported into the caster’s space, creating a swarm. Treat this as a spider swarm that acts according to its instincts and persists until destroyed. |
50 | All creatures within close range of the caster must succeed on a Will save or have any items held in their hands teleported 1d6 squares toward the caster. |
51 | All hostile creatures within close range of the target must succeed on a Will save or be shunted to an empty demiplane for 1d6 rounds. This demiplane has planar traits as chosen by the caster. |
52 | The effect fails and the action is lost. Spell points or spell slots are lost. |
53 | (Combat) The caster is dazed for 1 round. |
54 | A rift opens adjacent to the caster, opening to the elemental plane of air. This rift deals 1d6 bludgeoning damage damage to all creatures within 5 ft. + 5 ft. per 2 caster levels radius each round for 1 round per caster level and attempts a bullrush check against them as the Air Blast talent of the Destruction sphere. |
55 | The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn. |
56 | (Combat) All squares out to close range of the caster stretch, requiring any creature moving through them to spend two squares of movement each and preventing 5-foot steps. |
57 | The caster loses access to this sphere for 1d6 rounds. |
58 | A rift opens adjacent to the caster, opening to the elemental plane of fire. This rift deals 1d6 fire damage to all creatures within 5 ft. + 5 ft. per 2 caster levels radius each round for 1 round per caster level. |
59 | Any items in the caster’s hands teleport 1d6 squares in a random direction. |
60 | The caster makes a single magical skill check against all Warp sphere effects within medium range to dispel them as if using the Counterspell feat. This is resolved before the triggering effect. |
61 | The casting time decreases by 1 step. |
62 | The caster may teleport within medium range as a free action. |
63 | The caster may teleport within medium range as a free action, but is dazed for 1 round if he does so. The caster is not aware of the daze effect before teleporting. |
64 | The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells. |
65 | The caster is instantly teleported 5 ft. per caster level directly upward into the air. If that space is occupied, the caster is shunted to the nearest open space. |
66 | (Combat) All squares out to close range of the caster stretch, requiring any allied creature moving through them to spend two squares of movement each and preventing 5-foot steps. |
67 | (Combat) For 1 round per caster level, all allied creatures within close range of the caster gain the ability to complete their normal movements without passing through any intervening squares. |
68 | (Combat) The nearest allied creature not adjacent to the caster is teleported adjacent to the caster. |
69 | The caster takes 1d4 Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage. |
70 | All creatures within close range of the target must succeed on a Will save or be shunted to an empty demiplane for 1d6 rounds. This demiplane has planar traits as chosen by the caster. |
71 | Any hostile creatures that threaten an affected creature may choose to be teleported along with or enter the extradimensional space alongside the target. Moving into an extradimensional space in this way does not provoke at attack of opportunity. |
72 | All allied creatures within close range of the target must succeed on a Will save or have their armor teleported 5 ft. in a random direction. |
73 | (Combat) For 1 round per caster level, all hostile creatures within long range of the caster gain the ability to complete their normal movements without passing through any intervening squares. |
74 | (Combat) For 1 round per caster level, each creature that ends its turn within close range of the caster must succeed on a Will save or be returned to the location it began its turn in. This effect does not cross planar boundaries. |
75 | All allied creatures within close range of the target must succeed on a Will save or be shunted to an empty demiplane for 1d6 rounds. This demiplane has planar traits as chosen by the caster. |
76 | The caster gains knowledge of one talent of his choice from this sphere for 1 round. |
77 | The caster gains the benefit of the Teleportation Beacon talent fixed to a square 1d20 miles in a random direct. The beacon persists for 1 hour per caster level. |
78 | Effect receives a +2 bonus to caster level. |
79 | The caster is shunted to the ethereal plane for 1 round per caster level. |
80 | The caster’s armor teleports 5 ft. in a random direction. |
81 | All creatures within close range of the target must succeed on a Will save or have their armor teleported 5 ft. in a random direction. |
82 | A Tiny plush toy appears in the caster’s hand. If the caster does not have an empty hand, one held object is immediately dropped to make room for the toy. The toy returns to its place of origin after 1 minute per caster level. |
83 | The caster makes a single magical skill check against all Warp sphere effects within medium range to dispel them as if using the Counterspell feat. This is resolved after the triggering effect. |
84 | The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn. |
85 | A rift opens adjacent to the caster, opening to the elemental plane of water. This rift ejects 10 gallons of water per caster level per round for 1 round per caster level. |
86 | A pit appears under the caster with a depth of 5 ft. per caster level and a radius of 5 ft. plus 5 ft. per 5 caster levels. This pit persists for 1 round per caster level. Climbing out of this pit requires a Climb check with a DC equal to 10 + caster level. Creatures other than the caster are permitted a Reflex save to not fall in. The caster and any creatures that fail this save take falling damage as normal. |
87 | All targets or creatures that enter the resultant extradimensional space must succeed on a Will save or take 1d6 points of damage per even caster level (minimum 1d6) untyped damage as the Splinter talent. This damage stacks with that of the Splinter talent. |
88 | All allied creatures within close range of the caster must succeed on a Will save or be shunted to an empty demiplane for 1d6 rounds. This demiplane has planar traits as chosen by the caster. |
89 | (Combat) The caster teleports to the nearest square adjacent to a hostile creature. |
90 | The caster is fatigued. |
91 | A small elemental is called adjacent to the caster. This elemental is hostile to the caster and his allies. The size of this elemental increases with caster level: CL 5 - medium, CL 10 - large, CL 15 - huge, CL 20 - elder. Roll 1d4 to determine the elemental type, 1 - air, 2 - earth, 3 - fire, 4 - water. |
92 | All creatures within close range of the target must succeed on a Will save or be shunted to an empty demiplane for 1d6 rounds. This demiplane is flat, featureless, infinite, unaligned, and features normal magic and gravity. |
93 | All allied creatures within close range of the target must succeed on a Will save or have any items held in their hands teleported 1d6 squares toward the caster. |
94 | A rift appears adjacent to the caster, opening a portal to a plane of the GM’s choice (the denizens of the chosen plane should be naturally hostile to the caster). One creature of the GM’s choice native to the selected plane with a CR not exceeding caster level appears out of the rift each round for a 1d6 rounds and attacks the caster and his allies. |
95 | (Combat) The nearest creature not adjacent to the caster is teleported adjacent to the caster. |
96 | The casting time increases by 2 steps. |
97 | All creatures within close range of the caster must succeed on a Will save or be shunted to an empty demiplane for 1d6 rounds. This demiplane has planar traits as chosen by the caster. |
98 | All hostile creatures within close range of the caster must succeed on a Will save or be shunted to an empty demiplane for 1d6 rounds. This demiplane has planar traits as chosen by the caster. |
99 | (Combat) All hostile creatures within close range of the target must succeed on a Will save or have their armor teleported 5 ft. in a random direction. |
100 | All creatures within close range of the caster must succeed on a Will save or have their armor teleported 5 ft. in a random direction. |