Warp
Table of Contents
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Ultimate Spheres of Power
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You can twist space to your whim.

Teleport

You can spend a standard action to teleport yourself and up to a heavy load to any place within close range. Alternatively, 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.

Warp Talent Types

Bend Space

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

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 feet per 2 caster levels (minimum 5 feet) and cannot be coupled with talents that would increase its range. If used to avoid an attack or area effect (or to move the attacker), this grants the defender evasion and a dodge bonus to AC and Reflex saves equal to half your caster level (minimum 1). You cannot touch a target as part of this teleport, but you may affect another creature if you are already touching them.

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 itself 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.

Instill Teleport [instill]

As a standard action you may spend a spell point to touch a small container of liquid and instill a teleport or bend space that affects a single target inside it, which functions as a potion or oil. The instilled effect cannot have a trigger/normally require an immediate or readied action to activate, nor have a duration of concentration.

An instilled liquid remains potent until you rest to regain spell points. If you have equipment on hand (such as an alchemy lab), the cost of bottles and water is considered negligible. You may target food but not an already-magical item, such as a potion. All spell points must be spent and all variables of the sphere effect must be chosen at the time the instilled liquid is created. You cannot instill multiple effects in a single liquid, nor create multiple instilled liquids with a single action.

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 have 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 must spend a spell point as usual.

Mass Teleport [mass]

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 Warp 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 succeeds at their saving throw, other creatures are still affected as normal. All targets must be within the same distance from each other at their destination as they were required to be in order to be teleported (touching, unless you possess Ranged Warp).

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

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 Warp [range]

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. Likewise, 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).

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 teleport range. The recall point lasts for 1 round per caster level or until used, 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

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 damage reduction, energy resistance, and hardness.

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.

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 Warp talent, you may, as a readied action, catch a 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 ability 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-foot square. If you possess the Ranged Warp 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 Mass 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.

Timed Warp [Jester's HB]

When you teleport, you may choose to delay the effect for up to a number of rounds equal to your caster level. The teleport does not come into effect immediately and instead takes place at the start of your turn after the chosen number of rounds occur. You must decide on any variables and pay any additional spell points for this teleport effect (e.g. distance, direction, etc.) when you delay the effect. When the delayed teleport occurs, if the target location is not valid, the effect fails and does not occur. For example, a teleport can fail if you do not pay an additional spell point for Unseeing Teleport and, when the delayed teleport occurs, the teleport would move you to a space you do not have line of sight for.

If you spend an additional spell point when delaying a teleport with this talent, you may cast and delay a second teleport effect which must be delayed at least one additional round longer than the first teleport you delayed.

Unseeing Teleport

You may spend an additional spell point when making a teleport to no longer require line of sight to the destination; 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. This requires a touch attack if done at touch range, the unwilling creature is allowed a Will saving throw to negate being teleported, and the effect is subject to spell resistance. An unwilling creature can only be teleported into open areas on solid surfaces (thus, they cannot 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 [strike]

As a standard action, you may make a single weapon attack in conjunction with making a teleport or activating a (space) talent that targets a creature or object. This casting cannot be reduced below a standard action, and does not provoke attacks of opportunity, unless as usual if making a ranged attack. If the target is struck by the attack, it is also struck by the teleport or (space) talent. You can only teleport a willing target unless you also use Unwilling Teleport. If using a scatter weapon, the sphere effect only applies to a single target, chosen at the time of attack.


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-foot cube in size plus an additional 5-foot 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 ethereal or incorporeal target gains the ability to interact with the world as if it were corporeal in all ways. 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 feet to the space they occupy (so an enlarged Medium creature would occupy a 10-foot cube instead of a 5-foot cube, and a shrunken Gargantuan creature would occupy a 15-foot cube instead of a 20-foot cube). You can alter the target’s space by an additional 5 feet 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-foot cube, you instead halve their space for each 5 feet you would normally subtract, rounding down to the nearest half foot (a Medium creature shrunk by one step would occupy a 2-1/2-foot cube, or a 1-foot cube if shrunk by two steps) (minimum 1-foot cube).

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)

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-foot square or as large as 10-foot square. You can select its light level and temperature (from -40° F to 120° F, -40° C to 50° C), 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)

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 (or are destroyed, if you lack a Constitution score), 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, which counts as drawing the equipment normally. 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-foot cubes, plus an additional 10-foot 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 feet per 5 feet of movement. Expanded space is more difficult to move through, and 10 feet of movement allows you to only move one 5-foot 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 a magical skill 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 feet plus an additional 5 feet 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-foot cube, and you may increase the area by an additional 10-foot 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 a magical skill check.

Plane Manipulator (space)

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 a magical skill 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 feet enhancement bonus to their movement speed and adds 10 feet to their natural reach, though they do not threaten with this additional reach. Both bonuses increase by 5 feet 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)

You may spend a spell point to 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.

There is no limit to the number of teleport beacons you can have active at one time. If you possess multiple teleport beacons and the Mass Teleport talent, you may use the Mass 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 Warp) 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-foot square and link it to another 5-foot square within close range of it to which you have line of sight and line of effect, contracting the space between them. You may connect an additional 5-foot square per 2 caster levels anywhere within range as well. Anyone may choose to use 5 feet 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 Warp 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 Warp has been taken twice, or long range if taken three times).


Advanced Warp Talents

Advanced talents are part of an optional rule and are only available with GM permission.

Create Demiplane

Prerequisites: Warp sphere (Extradimensional Room (space)), Creation sphere (Expanded Materials (material)), caster level 15th.

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 is not inside.

Alternatively, 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 possess the Blood sphere in addition, you may include blood in any place that you would normally be able to place water. This blood can be supernaturally resistant to congealing, remaining liquid for indefinite periods of time.

If you use this ability while within your demiplane, you may either permanently increase its size by an additional 10-foot 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-foot square (10 feet deep) portion of earth, stone, or plantlife, shaping it however you will. This is not 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 p. 185).

Alignment: If you possess the Fate sphere, you can grant your plane the (mildly) chaos-, evil-, good-, law-, or neutral- aligned alignment trait (see Alignment Traits, Gamemastery Guide p. 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 per day. 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.)

Dimensional Lock (space)

Prerequisites: Warp sphere (Plane Manipulator (space)), caster level 15th.

You may spend 2 spell points to designate a 20-foot 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 Warp 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 effect does not prevent summoned creatures from disappearing at the end of a summoning spell.

Enduring Portal

Prerequisites: Warp sphere (Mass Teleport, Portal, Teleport Beacon (space), Unwilling Teleport, Wormhole (space)), caster level 15th.

When using the Portal advanced talent, you may spend an additional spell point to cause the portal to remain without the need for concentration, and increase its maximum duration to 1 hour per caster level.

If you instead spend 2 spell points, the portal has a permanent duration and dispelling attempts affect it as if it were a magic item. Effects that would destroy a magic item (such as Counterspell, Greater) can also destroy the portal.

Extradimensional Capacity [Apoc]

Source: Spheres Apocrypha: Cohorts & Companions

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 (Space) [Apoc]

Source: Spheres Apocrypha: Cohorts & Companions

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.

Flawless Teleport

Prerequisites: Warp sphere (Distant Teleport, True Teleport, Unseeing Teleport), caster level 15th.

When using the True Teleport advanced talent, the range is increased to unlimited (excluding interplanetary transport) 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.

Group Teleport

Prerequisites: Warp sphere (Mass Teleport, Ranged Warp), caster level 10th.

By spending 2 spell points, you may teleport any number of targets within your Ranged Warp range. If you possess Unwilling Teleport, you only need to spend one spell point no matter how many unwilling targets are affected. If an unwilling target succeeds at their saving throw, other targets are still affected as normal. If you possess Teleport Object, you may also teleport any number of objects so long as each individual object is within your weight limit (or size limit if you possess Teleport Structure).

Planeshift

Prerequisites: Warp sphere (Distant Teleport, True Teleport, Unseeing Teleport), caster level 10th.

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

Prerequisites: Warp sphere (Mass Teleport, Wormhole (space)), caster level 5th.

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 feet per caster level and opens in the air somewhere adjacent to you. The portal lasts as long as you concentrate to a maximum of 1 round per caster level. 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. You may choose to open the portal without automatically going through it, if you so desire.

Store Structure

Prerequisites: Warp sphere (Extradimensional Storage (space)), caster level 1st.

By spending a spell point you can touch an object to place it in your extradimensional storage, even if it would normally be too large or dense. Objects stored this way do not count against the weight limit of your storage, but are limited by size; you may store objects whose combined size is no larger than the maximum size listed on the structure table below. When you retrieve an object stored this way, it appears in an unoccupied, adjacent square. It must be placed on a suitably supportive surface; a boat could be placed on a relatively flat plain or a large body of water, but not midair.

Teleport Structure

Prerequisites: Warp sphere (Teleport Object), caster level 5th.

You can teleport objects of much greater weight and size, even whole vehicles and structures. You may teleport any object of appropriate size, shown on the Structure Table below. If you use Group Teleport in conjunction with this talent, a teleported object counts as a creature in the affected group for the purposes of who may be included within the Group Teleport.

If you use Mass Teleport in conjunction with this talent, you may teleport all targets touching a teleported object or structure instead of teleporting all creatures within Ranged Warp range. You must use Unwilling Teleport to teleport any unwilling creatures on the object or structure.

Table: Structure
Caster Level Maximum Size Example Object
1st Medium Barrel
5th Large Table
10th Huge Wagon
15th Gargantuan Catapult
20th Colossal Ship
25th Colossal+ Tavern
30th Colossal++ Castle
Warping Structures (Store and Teleport Structure)

A vehicle or building that is occupied is counted as attended or in a creature's possession, preventing it from being teleported or stored unless all occupying creatures are willing and/or helpless, or targeted with Unwilling Teleport.

Some large structures, such as a castle, are arguably made up of a multitude of smaller structures, but can be counted as a single structure for this purpose as long as they are conceptually a single unit.

Finally, the contents of a structure are moved with it as if they were part of the object, so long as the contents can fit comfortably inside (this, hay inside a wagon would work, but an enormous dragon's corpse across the top would not).

Time Warp [Jester's HB]

Prerequisites: Time sphere, Warp sphere (Distant Teleport, True Teleport, Unseeing Teleport), caster level 20th.

You may spend 5 spell points to teleport to a point backwards or forwards in time, up to 100 years per caster level, appearing at that point in time at a location of your choice within your teleport range, as though using True Teleport.

To see how accurate the teleportation is, consult Table: Mishap found on True Teleport. Your familiarity with the destination time is relative, and knowledge of the destination time may be determined by succeeding on a DC 30 Knowledge (history) check. Succeeding on this check means the caster is treated as the destination time as having been “viewed once”, and for every 5 you exceed the DC, you are treated as having an additional step of familiarity with the destination time and location.

A “false destination” result when using this talent would be teleporting to a nonexistent location at a specific point in time, such as a mythical city that does not exist. This talent is otherwise modified normally by Warp sphere talents. For example, possessing Mass Teleport allows you to teleport to a point in time with other creatures.

Note: Time travel is complex. For example, a caster who interacts with the past and returns to their own time may not return to their own original timeline, but instead a parallel universe branching from actions and changes which occurred when the caster interacts with the past. Such changes are ultimately up to GM discretion, and incorporating time travel, whether traveling into the past or future, should be done with caution.

True Teleport

Prerequisites: Warp sphere (Distant Teleport, Unseeing Teleport), caster level 10th.

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.

Table: Mishap
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

Familiarity: “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 have 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.

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.

Universal Teleport

Prerequisites: Warp sphere (Distant Teleport, Flawless Teleport, True Teleport, Unseeing Teleport), caster level 17th.

When using True Teleport, your range becomes truly unlimited; you can even teleport between planets if you so choose.

You must have a solid grasp of which world you wish to travel to (“the third planet from the sun” is an acceptable destination, but “a habitable world near that bright star” is not). If you have a specific location on a planet in mind, you arrive there without a chance of failure; otherwise you arrive at a location that would not immediately be life-threatening. If no such safe landing zone exists on the world, such as someone attempting to travel into the sun without the proper precautions in place, the teleport simply fails.

Warp Manipulator

Prerequisites: Warp sphere (Plane Manipulator (space), Unwilling Teleport), caster level 1st.

You may spend a spell point to create a dimensional anchor as an immediate action, allowing you to use it in response to a teleportation effect.

In addition, when a teleport fails due to your dimensional anchor you may pay a spell point to redirect it, choosing its destination as if you had cast the effect instead of the caster. The caster must succeed on a Will save to avoid the effect being redirected.

If you possess Dimensional Lock, you may spend an additional spell point to use it as an immediate action.


Warp Sphere Feats

Burrowing Magic (Metamagic)

Prerequisite: Warp sphere.

Benefit: You allow a magic effect to function even without line of effect, transporting its effects through barriers that would otherwise impede it. You must still possess line of sight for effects that require it, and the target must still be within the effect’s range.

Cost: +3 spell points.

Companion Teleport

Prerequisite: Warp sphere.

Benefit: When you teleport yourself, you may also teleport a touched creature that has a strong bond to you, such as an animal companion, cohort, Conjuration sphere companion, eidolon, or familiar. You and such a touched creature count as a single target if you use Mass Teleport.

Note: Even if you possess Ranged Warp, you must touch a creature to benefit from this feat. Also, other creatures than those listed may count as having a strong bond, at the GM’s discretion. Generally such a creature should have a mechanical link to you, though that may be waived under special circumstances.

Special: You may select this feat and benefit from it even if you possess the Personal Warp drawback.

Cosmologist

Prerequisites: Knowledge (planes) 15 ranks, Warp sphere (Create Demiplane, Extradimensional Room (space)).

Benefit: When using the Create Demiplane advanced talent, you may add the Portal, Time, Alignment, Bountiful, and Weather traits to your demiplane even if you do not possess the prerequisite spheres or talents.

Dark Room (Dual Sphere)

Prerequisites: Dark sphere, Warp sphere (Extradimensional Room (space)).

Benefit: Rather than a shimmering portal, the entrance to your extradimensional room may appear as a deep shadow, difficult to discern from a normal shadow by mundane means. An active Perception check with a DC of 10 + 1/2 caster level + your casting ability modifier is required to find the entrance if it is cast in conditions of dim light or darker or positioned so as to overlap with an existing shadow. Those inside the room can look out through the portal unhindered.

Normal: The portal to an extradimensional room shimmers conspicuously.

Dimensional Aegis (Dual Sphere)

Prerequisites: Protection sphere, Warp sphere.

Benefit: You gain a (succor) talent that lets you sacrifice an aegis borne by an ally other than yourself to swap places with them by teleporting. They must be within range of your teleport ability, but you do not need to be normally able to teleport others. The ally must be willing or unconscious. This may be done in response to an attack before the results of the attack are determined.

If so, the attack changes target to whomever is now occupying the space now occupied by the original target. The attack is not rerolled.

Dimensional Archer (Champion)

Prerequisites: Warp sphere, +3 base attack bonus.

Benefit: Your dual mastery of ranged weaponry and warp magic enables you to use the following techniques:

  • Anchoring Shot (Sp): As an attack action you may spend a spell point to make an attack with a ranged weapon. If the attack hits, the target cannot teleport or shift between planes unless it succeeds on a magical skill check against you. This effect lasts for 1 minute per caster level.
  • Retreating Reload: You may simultaneously reload a weapon and teleport, using only the longer of the two actions (so a standard action teleport and full-round action reload would take a full-round action, while a move action teleport and a swift action reload would take a move action). This always takes at least a swift action.
  • Warp Shot (Sp): As an attack action you may spend a spell point to make an attack with a ranged weapon. The attack ignores all cover, even total cover, as it bypasses all barriers between it and the target by either bending space to go through them, teleporting directly to the target, or similar means. The attack is still subject to concealment (such as from being unable to see an enemy behind an opaque wall).

Dimensional Athlete (Champion)

Prerequisites: Athletics sphere, Warp sphere.

Benefit: Your movements transcends space itself. You may apply talents with the (motion) tag to teleporting as if it were movement, treating distance teleported as distance moved. In addition, the AC bonus from the Mobility talent applies to any attacks of opportunity provoked by casting teleport. Teleporting is treated as its own unique movement mode, and does not work with abilities that require a different movement mode to function.

Divining Beacon (Dual Sphere)

Prerequisites: Divination sphere, Warp sphere (Teleport Beacon (space)).

Benefit: You may create teleport beacons that you can sense, giving you impressions of everything that happens around them. You know the size and movement of anything in a 10-foot radius around a beacon created this way. In addition, you may divine to see and hear from the location of such a teleport beacon as if you were standing in its position, regardless of your distance from it. Using divine in this way creates a scrying sensor which can be detected with a Perception check (DC 20 + caster level), but can only be dispelled by dispelling the teleport beacon.

Dreamspace (Dual Sphere)

Prerequisites: Mind sphere, Warp sphere.

Benefit: When you sleep, you may choose to project your mind into a quasi-real space, or dreamspace. This dreamspace is a single 10-foot cube in size (increasing by a single 10-foot cube every 4 character levels, their arrangement determined when you level) and you can select the ambient light level, temperature, and cosmetic style when entering the dreamspace or as a standard action. The cosmetic style of your dreamspace is only partially under your control, reflecting your current dreams, state of your mind, and conscious desires.

When you use an action to adjust the style it will always reflect your intended changes, but you do not have fine control over its appearance and your unconscious mind may be reflected in its subtler elements. You can choose to have it appear as a castle, but not a specific castle or place you have seen, and if you are worried it may appear to be under siege or shrouded in shadow.

You interact with the dreamspace using a copy of your body and all you wear, leaving behind your physical body in the real world. You may also choose to bring up to a heavy load of unattended, inanimate objects within touch range into your dreamspace with you, causing them to disappear when you fall asleep, and may choose to bring them back in a similar manner when you wake. Your dreamspace and any items left within it persist even while you are not in it, though they enter stasis until you return.

Because the dreamspace is not a true physical location, you cannot take any actions that would cause you to leave the dreamspace other than waking up, or that would affect your body or the real world. In addition, the dreamspace cannot be entered using normal teleportation or planeshifting effects. At the GM’s discretion, effects allowing travel to normal dreams can enter the dreamspace, and it may count as a dreamscape for certain effects.

Otherwise, actions have their normal effects in the dreamspace. Regardless of how you spend your time in dreamspace, you gain the normal benefits of sleep.

Extradimensional Assembly

Prerequisites: Telekinesis sphere (Whirlwind Assembly), Warp sphere (Extradimensional Storage (space)).

Benefit: When you use your Whirlwind Assembly talent you may access and swap items in and out of your extradimensional storage freely, without the need to use a second action or spend a spell point.

Extradimensional Shadow

Prerequisites: Dark sphere (Shadow Stash), Warp sphere (Extradimensional Storage).

Benefit: You deepen your shadow by making it a portal into your extradimensional space, combining your magic into one whole; you can no longer use Extradimensional Storage or Shadow Stash separately, instead treating them as a single effect.

Your extradimensional shadow combines the weight limit of the two talents into a single progression (15 pounds per caster level, or 30 pounds per caster if you have invested two talents in Extradimensional Storage) and you may store and withdraw items in it using any action options either talent allows. Objects in your extradimensional shadow cannot be affected by creatures with Shadow Stash, and they do not become unavailable if your shadow is stolen: a flickering portal in the shape of your shadow remains, allowing you to access items regardless. If you have invested two talents in Shadow Stash, your shadow may don items even if they are not your size, stretching and warping to fit into them. You must still have the appropriate body slot for the item.

You may treat your extradimensional shadow as either talent for all purposes. Among other uses, this allows you to apply the effects of feats like Stasis Storage or World In Miniature to it, which often distort the appearance of your shadow.

Whenever it would be necessary to determine whether it is a Dark (shadow) effect or a Warp (space) effect (such as calculating its caster level or how it would be affected by Light), the caster may treat it as whichever they deem most advantageous to them.

Flash Warp (Dual Sphere)

Prerequisites: Light sphere, Warp sphere.

Benefit: You can disappear or appear in a flash of brilliant light. When you teleport yourself you may briefly shed bright light as if you were targeted by your glow. You may apply the effects of (light) talents and other Light sphere talents to the glow, paying any costs normally. You choose whether the effects of the glow begin at your starting position or only at your destination, but the effects apply immediately. This glow does not persist beyond a moment, and ends immediately after its effects have been applied.

Guarded Step (Dual Sphere)

Prerequisites: Protection sphere, Warp sphere.

Benefit: When teleporting yourself or a group that includes yourself to a location within a ward you created, you may reduce the action required by one step, from a standard action to a move action or from a move action to a swift action, but not to an immediate action or free action.

Jump Scare

Prerequisites: Intimidate 5 ranks, Warp sphere.

Benefit: You can teleport suddenly and in an ominous burst of magic, leaping forward in an unexpected and terrifying display. After you appear, you can attempt an Intimidate check to demoralize an opponent in range (demoralize normally has a range of 30 feet) as a free action.

Skillful Disappearance

Prerequisites: Warp sphere.

Benefit: The ability to teleport is only half of your ability to disappear. Whenever you teleport you can also use one of the following abilities as long as you meet the ability’s prerequisites.

  • Exit Stage Left (Disguise 5 ranks): When you teleport you can attempt a Disguise check as part of the same action, creating and donning a disguise between disappearing and reappearing. You may only disguise minor details when using this ability, and do not get the normal +5 modifier for doing so.
  • Flourish: When you teleport you can create a minor sensory effect (such as sparkles or a soft clap of thunder) when you depart or arrive. You may also leave a Fine-sized calling card where you depart (whether marking the spot with a smoking brand or dropping a single rose petal) that disappears after one hour.
  • Make Them Flinch (Intimidate 5 ranks): Immediately before you teleport you may attempt an Intimidate check against an opponent as a free action, as if making a demoralize check. If you succeed, casting teleport does not provoke an attack of opportunity from that opponent.
  • Without a Trace (Stealth 3 ranks): You take advantage of even the briefest windows of opportunity to disappear without being noticed. Immediately before teleporting you may attempt a Stealth check, opposed by a Perception check from any onlookers. Onlookers who fail their check do not see where you have gone or how you left, though they may still find out through other means.

Stasis Storage (Dual Sphere)

Prerequisites: Time sphere, Warp sphere (Extradimensional Storage (space)).

Benefit: By spending one minute in concentration, you can lock away part of your extradimensional storage, sending it beyond time and placing its contents in stasis. This renders the selected contents inaccessible until you spend another minute unlocking it, but while they are locked the contents do not suffer wear from age or from effects such as rust or rot while stored in this way, and time spent in the space does not count against the duration of abilities such as (enhance) talents, or time limits such as the time limit reviving a dead creature.

Superpositioned (Dual Sphere)

Prerequisites: Illusion sphere (Decoy (glamer), Suppression (glamer)), Warp sphere, caster level 5th.

Benefit: While under the effects of the Suppression talent, you may use the Warp sphere teleporting only yourself and carried gear as a move action rather than a standard action. Whenever you use a Warp sphere effect on yourself, you may leave behind or appear with a copy of yourself that lasts until the start of your next turn as the Decoy trick.

Warp Burst (Dual Sphere)

Prerequisites: Destruction sphere (Explosive Orb (blast shape)), Warp sphere.

Benefit: When teleporting yourself, you may increase the casting time by one step and spend a spell point to target your destination square with a destructive blast with the Explosive Orb blast shape, paying additional costs for the destructive blast as normal. You must have line of sight and line of effect to the target square unless you possess the Unseeing Teleport talent. You may exclude your destination square from this effect.

World In Miniature

Prerequisites: Nature sphere, Warp sphere (Extradimensional Room (space) or Extradimensional Storage (space)).

Benefit: The extradimensional spaces you create are not empty void, but instead a tiny world formed from your magic. This world generates naturally and consistent across all extradimensional rooms you create as well as your extradimensional storage. The elements of this world take up no space in an extradimensional storage. By increasing the action of geomancing by one step, you can simultaneously open a portal to your world to access the elements within. The world’s exact composition depend on the geomancing packages you possess:

Air: Your world possesses a breathable atmosphere and miniature storms. Each round, it produces enough air to sustain a Medium-sized creature or to create a single instantaneous use of air geomancing in an airless environment.

Earth: Your world is formed of soft soil and sand. You may use this soil and sand to generate things like dust storms if you possess that capacity, or you may open a portal beneath a target to form a solid earthen surface underneath them, to a maximum size of a 10-foot square.

Fire: Your world is rich in fuel and produces a constant flame. A Tiny-sized fire burns within it at all times. If it is extinguished, it reignites one round later if conditions permit.

Metal: Your world is shot through with veins of metal. You can use recover ore to extract a Tiny-sized piece of metal ore from your world each day.

Plant: Your world grows plantlife that produces enough food to sustain a Medium-sized creature for a day. These plants can be used for the entangle and harvest abilities any number of times per day, but they are not large enough to count as a tree.

Water: Your world contains rivers and oceans. It produces enough clean water to sustain a Medium-sized creature for a day. You may generate fog from this water any number of times per day, though it is not large enough to produce effects such as a vortex.



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.

Spheres of Power by Drop Dead Studios
Using Spheres of Power
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