Archived

The original version of Warp, from before Ultimate Spheres of Power. Not part of the current rules.

Source: Spheres of Power

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. 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

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.

Source: The Worldwalker’s Handbook


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 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

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

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

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

When teleporting a target (usually with the Teleport Object or Unwilling Teleport talents), you may splinter the target, causing it to appear not quite as it was. This deals 1d6 damage per 2 caster levels (minimum: 1d6) to the target. This damage bypasses all hardness, DR, and energy resistance.

Swap Placement

When teleporting yourself or another creature to a location already occupied by a different creature, you may send the creature already occupying that location back to where the teleporting creature came from. This must be a willing target unless you possess the Unwilling Teleport talent. If the second target is unwilling, you must spend a spell point and they are allowed a save as normal. If they succeed at this saving throw, the teleporting creature returns to their point of origin unharmed.

Teleport Object

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

If you possess the Ranged Teleport talent, you may, as a readied action, catch an projectile out of the air that passes within range, redirecting it against another target if you wish. The creature who initiated the attack is allowed a Will save to negate this effect, and you must make an attack roll against the new target, but using your casting abiity modifier in place of Dexterity when making the attack. Damage is still determined by the creature who initiated the attack.

Teleport Trap

You may lay a teleport effect onto an adjacent, unoccupied 5 ft square. 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

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

If the target arrives in a place that is already occupied by a solid body, you may spend a spell point to return the target to its point of origin unharmed. Otherwise, the target takes 1d6 points of damage and is shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, the target takes an additional 2d6 points of damage and is shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, the target takes an additional 4d6 points of damage and the teleport simply fails.

Unwilling Teleport

You may spend a spell point to teleport an unwilling creature as you can a willing creature. You must succeed at a melee touch attack (made as part of the standard action required to use teleport) against the target, and the unwilling creature is allowed a Will saving throw to negate being teleported. An unwilling creature can only be teleported into open areas on solid surfaces (thus, they can’t be teleported into the air or into a solid object, and any such attempt instantly fails). In addition, they gain a +4 bonus to their saving throw if the location would be directly harmful to them (onto a bed of spikes, etc.).

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.

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)

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)

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)

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)

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).

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.