Warp (3.5e Spell)
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This spell is intended to be used with the Waypoint Style Teleportation Variant Rules, and makes reference to materials contained therein.
|Level:||Sorcerer/Wizard 4, Travel 5|
|Casting time:||1 standard action|
|Range:||Close (25 ft. + 5 ft./2 levels)|
|Area:||Up to 10' radius, 20' tall column burst|
|Saving Throw:||Harmless (Will Negates)|
This spell transports all creatures and un-attached objects within the area of effect to an anchor sigil (a magical sigil tied to a fixed point) up to 250 miles per caster level distant, with a short delay between when the spell casting is finished and actual travel. The anchor sigil must be one that the caster of the spell knows, either because they created it themselves, discovered it, or learned of its shape through another method (purchase, research, etc.). Interplanar travel is not possible with this spell.
The affected area is a column up to 10 feet in radius and 20 feet in height. 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. This zone radiates magic during the time between when casting is complete and when the transport occurs, but otherwise gives no clues as to its destination.
There is a delay between completion of spell casting and actual transport of 1d3+2 rounds and transport happens on the caster’s initiative after this delay time. The caster is aware of the length of this delay. 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.
|A fourth level teleport spell?|
|Yes, a fourth level teleport spell. One that requires one round to cast, has a 4+ round delay even after casting is complete, and only takes you to specific locations. It's a teleport spell that you can't use to take you exactly where you need to go, not without DM fiat or significant planning, so you generally can't skip game sections. It's a teleport spell that you can't use to immediately skip out of a fight when things turn bad, and it's possible people might get stuck behind. And on top of all that, it's a teleport spell that offers a substantial chance to break or cancel. It's less a combat utility spell, and more a "hey, let's go to that town over there" plot utility spell, and placing it a level after you get tactical flight is completely reasonable.
This spell is balanced to an even lower level actually, but placing it below level 4 cuts off the "now fight your way out" stories earlier than a lot of people seem to want. If you're comfortable with those stories being removed and replaced with delaying standoffs (or simply scene shifts via pursue warp), you could even set this spell at level 1 if you wanted. If you do alter the level, you should probably drop the level on pursue warp as well.
|Article Balance||High +|
|Component||V + and S +|
|Identifier||3.5e Spell +|
|Level||Sorcerer/Wizard 4 + and Travel 5 +|
|Rated By||ThunderGod Cid +, MisterSinister +, Ghostwheel +, Wildmage + and Aarnott +|
|Rating||Rated 4 / 4 +|
|Summary||A teleportation spell with a limited list of possible destinations (that can be added to) and an effect delay. Intended to replace teleport. +|