Pursue Warp (3.5e Spell)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Author: Tarkisflux (talk)
Date Created: Sometime in 2006
Status: Complete
Editing: Clarity edits only please
Scale.png Low - Moderate - High - Very High
Rate this article
Discuss this article

This spell is intended to be used with the Waypoint Style Teleportation Variant Rules, and makes reference to materials contained therein.

Pursue Warp
Universal [Teleportation]
Level: Sorcerer/Wizard 4
Components: V, S
Casting time: 1 standard action
Range: Up to 10'
Area: Up to 10' radius, 20' tall column burst
Duration: Instantaneous
Saving Throw: Harmless (Will negates)
Spell Resistance: Yes

Watching as their foes warped away, Seltara sneered and thought "Heh, you won't get away so easily..."

This spell transports the caster and selected targets to the destination of a recently cast [Teleportation] effect, as if they had been transported there via warp. The teleportation to be pursued must have occurred within 100' of the casting of this spell, and it must have been to an anchored destination. When used to follow an arcane spell, the participants will travel to the selected anchor sigil, and to the selected location or related object (as specified in their updated descriptions) when used to follow a divine spell. This spell will not follow a [Teleportation] effect that was not anchored, such as dimension door. There is no maximum distance for this tag-along style warp, as the magic is essentially using the path laid out by the previous spell.

Unlike a standard warp, there is no delay with this spell and transit occurs as soon as the casting is complete. There is a chance the pursuit will fail, however, as the warp trail dissipates with time. To successfully pursue a warp, the caster of pursue warp must succeed on a caster level check. The DC of this check is 8, +2 for each full round that has passed since the warp took effect. If the result is a failure then the spell fails and is wasted. If the result is a success, the pursuit functions normally. A successfully pursued warp counts as a warp itself, and may be pursued more easily than the original warp it followed.

The affected area is a column up to 10 feet in radius and 20 feet in height, and centered on the caster. The exact dimensions are selected by the caster at the time of casting. The height is always along the same direction as the subjective gravity of the caster. Only creatures and objects that are fully contained and unattached to or restrained by anything outside of the area after this delay are transported; the caster of the spell need not be among them. There is otherwise no weight limit or targeting restrictions for this spell. Casting this spell in a forest will thus bring a fair amount of leaves and detritus with the travelers, but it will not sever twigs from trees that happen to fall within the area of effect.

The creatures and objects transported will arrive as close to the anchor sigil as conditions at the anchor sigil allow, but never more than 50' away from it. This spell never places individuals into solid objects, but it may place individuals around solid objects if it can do so in such as way as to fit all travelers more closely to the anchor sigil. The relative spacing and orientation of travelers is generally retained during their transit, minor adjustments for elevation and spacing may be made. In this way, two warp travelers who had nothing between them when the spell took effect may find themselves standing on stairs at different heights or with a wall, or other people, between them when they arrive.

While the spell may not place travelers in trees, rocks, or other solid objects, it may place them miles out to sea over water, underwater, under acid, 1000' in the air with nothing beneath them, or basically anywhere someone could have maintained their position long enough to anchor the location. It is generally inadvisable to warp to untested anchor sigils without taking some precautions.

If the selected anchor sigil no longer exists or functions, the spell fails immediately after casting. Similarly, if it is not possible to place the entire group within range of the anchor sigil due to spatial limitations or obstructing objects at the anchor sigil, the spell simply fails after the delay. The caster is aware of any cause of failure, and may try again with fewer targets, a smaller area of effect, or to a different anchor sigil as necessary.

Note: Pursue Warp is technically a misnomer, as the spell is also used to pursue divine [Teleportation] effects.

Pursue warp and non-arcane [Teleportaion] effects
This spell is intended to allow pursuit of refuge, transport via plants, tree stride, and word of recall because the spells are very similar in design to warp. They are all basically 'travel to a fixed place' spells, and the fixed places are generally beneficial to those doing the initial traveling. Compared to warp, casting word of recall or one of the other spells means you're trading weight limit and selectable targeting for a faster casting time. Which is a fine trade off, and one that we use to justify lower the level of these spells in the Waypoint Style Teleportation Variant Rules. If you don't want to allow pursue warp to follow these divine spells for some reason, you should increase their spell level to the SRD entries as they would offer a substantial bonus in teleportation security.

Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsSorcerer/Wizard

Article BalanceHigh +
AuthorTarkisflux +
ComponentV + and S +
DescriptorTeleportation +
Identifier3.5e Spell +
LevelSorcerer/Wizard 4 +
RangeOther +
RatingUndiscussed +
SchoolUniversal +
SummaryA spell that makes it extremely difficult to escape foes by warping, and potentially dangerous as well. +
TitlePursue Warp +