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.

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 Gullet (Combat)

Prerequisites: Swallow whole, Alteration sphere (Serpentine Transformation (transformation)), or Death sphere (Tomb Of Flesh); Warp sphere (Extradimensional Room (space)).

Benefit: When you swallow a creature whole or entrap them using Tomb Of Flesh, you may shunt it into your extradimensional room or into a seemingly endless maze of entrails rather than your stomach. You may choose whether or not a creature in your extradimensional room takes damage as if swallowed whole, but either way a creature may attempt to cut their way out of your extradimensional room as if you had swallowed the creature whole. If a swallowed creature successfully cuts its way out of you, it must attempt an Intelligence check (DC 10 + 1/2 your Warp or Alteration sphere caster level) as it crawls out of the hole. If the victim is successful, it escapes you, but on a failure, the victim merely crawls from one extradimensional intestine to another and must endure another round of being swallowed whole. You still take damage from being cut regardless of the creature’s success. You may have four times the number of creatures swallowed with this ability that you normally could, although this does not allow you to swallow larger creatures.

You can continue to use swallow whole even after a creature cuts its way out. When under the effects of an ability which would impede extradimensional travel, you lose this ability but your swallow whole or Tomb Of Flesh ability functions normally.

If you die, the extradimensional space contracts, disgorging any swallowed creature into your corpse’s space.

Extradimensional Pouch

Prerequisites: Form sphere (Hidden Storage [auxiliary]), Warp sphere (Extradimensional Storage x2).

Benefit: Your hidden storage is connected to your extradimensional storage, allowing you to store or withdraw items from your extradimensional storage using the actions it would normally take to store or withdraw them using hidden storage. You may affect targets within your hidden storage with any class features, talents or feats which would affect targets within your extradimensional storage.

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.

Locked Bond (Dual Sphere)

Prerequisites: Mana sphere, Warp sphere (Plane Manipulator).

Benefit: When creating any manabond, you may spend an additional spell point to lock the dimensional properties of the bond. As long as the manabond holds, both the host and recipient of the manabond are affected by a dimensional anchor, as per the Plane Manipulator talent.

Never Really There (Dual Sphere)

Your escape masks any memory of your presence.

Prerequisites: Mind sphere (Amnesia (charm)), Warp sphere.

Benefit: When you use the Amnesia charm from the Mind sphere, you may extend the casting time by 1 step or spend an additional spell point to teleport yourself as part of the same action. You may teleport other creatures as part of this action but must include yourself among the targets.

Portal Combat (Combat)

Magical gateways are tools you can weaponize.

Prerequisites: Warp sphere (Mass Teleport [mass], Portal (advanced), Wormhole (space)), caster level 5th.

Benefit: You can use portals you create in a variety of offensive and defensive ways depending on what other abilities you have.

  • Adhesive Portal: (requires Creation sphere) As part of creating a portal, you may cause it to stick to a flat surface that you can alter and that is large enough to keep the entire portal on a flat plane. The portal moves with whatever surface it is stuck to. Targets that collide with the surface pass through the portal unless they succeed at a Reflex save against your Warp sphere DC.
  • Slicing Portal: Whenever a creature is passing through a portal you have created, you may spend an immediate action to forcibly close the portal while they are in transit. The creature passing through takes 1d6 damage per two Warp sphere caster levels you possess, taking half damage and remaining on whatever side of the portal they choose if they succeed at a Reflex save against your Warp sphere DC. On a failed save, you choose what side of the portal the creature ends up on.
  • Throw Portal: (requires Ranged Warp and Unwilling Teleport) You may move a portal you have created up to 5 feet per 2 caster levels as a standard action (this action counts as concentrating on the portal). Any creature which would have the portal move into their space must make a Reflex save against your warp sphere DC to avoid passing through the portal. The portal must remain within the range of your Ranged Warp talent at all times.

Note: Moving Portals: For any circumstance in which a portal would be moving (in a manner similar to that outline with Throw Portal), creatures in the way are allowed a Reflex save against your Warp sphere DC to avoid passing through the portal.

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.

Spacetime Drift (Dual Sphere)

Source: Spheres Apocrypha: Battlefield Manipulation Talents

Prerequisites: Time sphere, Warp sphere.

Benefit: Whenever you affect a creature with an alter time effect, you may spend a spell point to also teleport them to any place within close range that you could normally teleport them to. If the target is unwilling, you must possess the Unwilling Teleport talent and spend any additional spell points required to affect them with this feat.

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.

Survey of your Realm (Dual Sphere)

When you create a realm, you are sure to keep a close eye on it.

Prerequisites: Divination sphere (Viewing), Warp sphere (Extradimensional Room).

Benefit: So long as your Extradimensional Room exists, you may keep a constant viewing sensor placed in any location in the room. This sensor lasts for the duration of your room, does not cost spell points, and may be moved to any other location in your Extradimensional Room as a free action once per round. You may perceive what this sensor perceives simultaneously with whatever you perceive. If this sensor is dismissed, dispelled, or would otherwise end, you may reform it as a standard action.

As a free action once per round, you may have this sensor touch an unattended object or willing creature it is adjacent to. Until the end of your next turn, you are considered to be touching (but not wielding) that object or creature.

Transpatial Reconstitution (Dual Sphere)

Your form in this particular world is one of many. Material from beyond can replace any damaged components.

Prerequisites: Life sphere, Warp sphere.

Benefit: When teleporting a creature, you may increase the casting time by one step or spend a spell point to target the teleported creature with a cure, invigorate, or restore effect, paying additional costs for the effect as normal. If you have both the Mass Healing and Mass Teleport talents, you may target multiple teleported creatures with the Life sphere effect used.

Umbral Transposition (Dual Sphere)

Source: Polished Dark

Prerequisites: Dark sphere, Warp sphere.

Benefit: You gain the following abilities based on the Dark sphere and Warp sphere talents you possess:

  • Dark Room (requires Extradimensional Room (space)): When using the Extradimensional Room talent, the entrance is obscured by a gloom, which covers the portal’s entrance (you may apply options to this gloom normally, paying any additional spell point costs for the gloom or its options as appropriate). Creatures inside the room can look outside of the portal unhindered by the gloom. If the portal was created within a darkened area, the portal requires a Perception check to spot (as though searching for secret doors). If you possess the insinuate option, you may choose to have the portal obscured by the insinuate option regardless of the area’s light level.
  • Extradimensional Shadow (requires Extradimensional Storage (space), Shadow Stash): Your Extradimensional Storage and shadow stash becomes a single extradimensional space (instead of separate effects). Add your Extradimensional Storage’s weight limit to your shadow stash. This combined extradimensional space is treated as and may be interacted with as though it was both the Extradimensional Storage talent and the shadow stash sphere ability, such as using feats like World In Miniature to create elements, donning items with the shadow armory option, and so on. If using the shadow armory option, equipment in your combined extradimensional space resizes to fit your form (if desired). The combined extradimensional storage is treated as both a Dark sphere and Warp sphere effect (whichever is more advantageous for the caster, including using the greater of your Dark and Warp sphere caster levels to determine both talents’ weight capacities).
  • Shadow Warp (requires Traveler’s Darkness, caster level 5): Your step through darkness (meld) is treated as a Warp sphere teleport effect and may be modified by Warp sphere options that alter how teleport functions (but not when the teleport is used, such as Imbue Teleport, Recall, or Segmented Warp). If a Warp sphere option would require additional spell points or increase the casting time, the target must spend those spell points or increase the casting time when using step through darkness’s teleportation. If an option incompatible with the Quick Teleport talent would be used with a step through darkness modified this way, the step through darkness effect is used as a standard action (and then modified normally).
  • Slip Into Darkness: Whenever you create a gloom, you may spend 1 additional spell point to also teleport into a square occupied by the gloom.
  • Transpose Gloom (requires Clinging Darkness): Whenever you would teleport while within a gloom you created, you may spend 1 additional spell point to move that gloom; if you do, the gloom is centered on yourself in the square you teleport into.
  • Yawning Passage (requires Traveler’s Darkness, Wormhole (space)): You may spend 1 additional spell point when using the Wormhole (space) talent. If you do, the connected wormholes are treated as a single gloom with the dark passage (blot) option, creating a single linked blot on the floor of each square. Creatures are entitled to a Reflex saving throw to avoid falling in (as per the dark passage (blot)), with a failure causing the creature to fall into the wormhole, becoming prone in a connected wormhole of the caster’s choice.

If you possess the insinuate option, the wormholes are not immediately noticed when a creature would be affected (while a creature could notice that someone fell in, they would not be immediately notified of the wormhole; a creature that fell into a wormhole this way gains a +10 bonus to notice the wormhole they were transported to).

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.


Archived: Ultimate version (before Polished)