Courses / AR / Warp
Warp
Code:
AR 234
Prerequisites:
Qualifies For:
Arcane Shell, Ghost Form (Partially), Mana Barrier (Partially), Flight (Partially), Wormhole (Partially)
Level:
2
Study DC:
10
Spell
Time:
Action (upgrades to Fast Action when cast on you or an ally or trigger)
Trigger:
When you are hit, missed, grabbed, restrained, or a spell is cast on you
Target:
Melee: touch (upgrades to Ranged: sight for allies)
Cost:
Defense:
Health save negates
Teleport the target.
(You may target yourself).
If the target is unwilling, it gets a DC 13 health save to avoid being teleported.
If an unwilling target would be teleported into a mortal hazard, it has advantage on this save.
If the target is an object worn or carried by a creature that is unwilling to have it warped, that creature makes the save to prevent the object from being warped.
Disorientation:
Being teleported is disorienting if you are unprepared for it, and the direction a teleportation attack will come from is unpredictable.
After being teleported, an unwilling target is off guard (rolls to hit it have advantage) until the start of its turn.
All enemies are off guard against an action a creature readies for when it is teleported (it gets advantage on rolls to hit with that readied action).
There must be enough space for the target at their destination. If there is not, it will be teleported to the nearest available space instead.
You cannot teleport the target inside of a wall or other occupied space.
Unwilling targets cannot be teleported into midair.
There does not have to be a way of getting to the destination, and you do not need to see it.
Teleportation does not provoke attacks of opportunity.
Forcibly moving or teleporting another creature never provokes attacks of opportunity (even with Halt and Rift Strike).
Teleporting breaks grabs and frees you from restraints (such as entangling vines, webs, being swallowed, mundane manacles, or being chained up in a straight jacket and submerged in a tank full of piranhas).
Subtle:
Casting this spell while hidden does not cause you to become unhidden.
Suggested Backfire: The target teleports to a location of the Headmaster’s choice, or has a teleportation mishap such as its gear or only part of it teleporting.
(You may target yourself).
If the target is unwilling, it gets a DC 13 health save to avoid being teleported.
If an unwilling target would be teleported into a mortal hazard, it has advantage on this save.
If the target is an object worn or carried by a creature that is unwilling to have it warped, that creature makes the save to prevent the object from being warped.
Disorientation:
Being teleported is disorienting if you are unprepared for it, and the direction a teleportation attack will come from is unpredictable.
After being teleported, an unwilling target is off guard (rolls to hit it have advantage) until the start of its turn.
All enemies are off guard against an action a creature readies for when it is teleported (it gets advantage on rolls to hit with that readied action).
There must be enough space for the target at their destination. If there is not, it will be teleported to the nearest available space instead.
You cannot teleport the target inside of a wall or other occupied space.
Unwilling targets cannot be teleported into midair.
There does not have to be a way of getting to the destination, and you do not need to see it.
Teleportation does not provoke attacks of opportunity.
Forcibly moving or teleporting another creature never provokes attacks of opportunity (even with Halt and Rift Strike).
Teleporting breaks grabs and frees you from restraints (such as entangling vines, webs, being swallowed, mundane manacles, or being chained up in a straight jacket and submerged in a tank full of piranhas).
Subtle:
Casting this spell while hidden does not cause you to become unhidden.
Suggested Backfire: The target teleports to a location of the Headmaster’s choice, or has a teleportation mishap such as its gear or only part of it teleporting.
“Anywhere but here!”
Name | Effort | Requires | Description |
---|---|---|---|
Unlock | 10 | You can cast Warp. 30 ft. teleport range. The target teleports to a random space within range. (Roll 1d8 for direction, then roll 1d6 for distance in spaces) DC 13 health save negates. |
|
Control | 10 | Unlock | Target teleports to an unoccupied space of your choice within this spell’s teleport range. |
Fast Warp | 5 | Unlock | You may cast Warp on yourself or an ally as a Fast Action. |
Distant Warp | 5 | Unlock | You may cast Warp on allies within range: sight. |
Panic Warp | 5 | Unlock | You may cast Warp on yourself as a reaction to being hit, missed, grabbed, restrained, or having a spell cast on you. This happens after the triggering action resolves. |
Extra Credit
Swap
Effort: 5
Requires: Mastery
When you cast Warp, you may swap the positions of two targets within 30 ft. of each other that you can see by teleporting them simultaneously, instead of teleporting one target.
If you use fast warp, neither target can be an enemy.
If you use fast warp, neither target can be an enemy.
Previous: Leaf on the Wind
Next: Energy Shield 2