Warp Circle (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:||Rune 9, Sorcerer/Wizard 9|
|Casting time:||10 minutes|
|Effect:||5 ft. radius, 10 ft. tall column that warps those who enter it|
|Duration:||1 day (D)|
You create a circle on the floor or other horizontal surface that warps any creature or object who fully enters it to a designated anchor point, as if they had been transported via warp without the normal delay. A creature or object must fully enter the circle to be transported in this fashion, if any part of a creature remains outside of the circle they will not be transported. Fully covering the circle with an object that exceeds the dimensions of the circle, such as a large carpet, suppresses the effect of the circle for as long as it is covered.
You designate the anchor point for the circle when you cast the spell, and it may not be changed afterwards. If the anchor point is invalid the spell fails. Similarly, the spell immediately ends if the destination becomes unanchored during the duration.
The warp circle can be made permanent through use of the permanency spell. A permanent warp circle is merely rendered inactive for 10 minutes whenever it is disabled or dispelled, and can be used normally thereafter.
Note: A warp circle is difficult to detect and disable once cast. Unless clearly marked out, only characters with the Trapfinding ability can find the circle without accidentally triggering it. Whether it is marked or not, the Trapfinding ability is also required to disable the circle via non-spell means.
|Article Balance||High +|
|Component||V + and M +|
|Identifier||3.5e Spell +|
|Level||Rune 9 + and Sorcerer/Wizard 9 +|
|Summary||A duration based teleportation spell with a limited list of possible destinations (that can be added to), an effect delay, and unlimited range that can also be used as a trap. Intended to replace teleport circle. +|
|Title||Warp Circle +|