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Elastic Reality

Alternate, past and future selves can swap realities. Mixing these inter-dimensional times and places can affect a caster’s surrounding. Anything from single items to people and places can be switched on a whim. Sometimes the swap is simple. Sometimes the changes can be drastic.   Save: Will vs. Spell Check if target, or item owner, is unwilling

Effect

1 Lost, Failure and Patron Taint
2 - 11 Failure. Lost.
12 - 15 Failure but not lost.
16 - 17 The caster may change a single mundane item within 10 feet with a random piece of equipment. (See Table 3-4: Equipment in the Core Rules.)
18 - 21 The caster may change a single mundane item within 20 feet with any other mundane item of similar size & weight.
22 - 23 The caster may change any item within sight, including magical items, to any item that the caster is familiar with. Unique magic items may be swapped out with items of similar or less power. Previous owners of swapped items will have the memory and history of always possessing the new item.
24 - 26 The caster may change any item , including magical items, or a person up to the caster’s level or hit dice within sight with any item of similar power or a random creature of similar level or hit dice. Caster must be familiar with the item. Random creatures are effectively summoned, but have free will. Targets (including swapped creatures or items owner) may make a save, Will vs. Spell Check, if unwilling. If successful, the target’s memory or history will change to the current reality.
27 - 31 The caster may change any item, including magical items, or a person up to the caster’s level or hit dice within sight any item or person of similar power, level or hit dice. Caster must be familiar with the person or thing. Targets (including swapped person or items owner) may make a save, Will vs. Spell Check, if unwilling. If successful, the target’s memory or history will change to the current reality.
32 - 33 The caster may change any person up to the caster’s level or hit dice or items within sight, or room up to 20 cu. ft., with any person or item of similar size, power, level or hit dice or random location of similar size. Caster must be familiar with the person or thing. Targets (including swapped person or item’s owner) may make a save, Will vs. Spell Check, if unwilling. If successful, any target’s memory or history will change to the current reality.
34 - 35 The caster may change any person up to the caster’s level or hit dice, items, or area within sight with any person, place or item of similar size, power, level or hit dice. Caster must be familiar with the person, place or thing. Targets (including the swapped person or item’s owner) may make a save, Will vs. Spell Check, if unwilling. If successful, any target’s memory or history will change to the current reality.
36+ The caster may change any person up to the caster’s level or hit dice, items, or area within sight with any person, place or item of similar size, power, level or hit dice. Caster must be familiar with the person, place or thing. Targets (including swapped person or item’s owner) may make a save, Will vs. Spell Check, if unwilling. If successful, any target’s memory or history will change to the current reality until dispelled.

Manifestation

1d4. 1. Wizard appears as a blur during the duration of casting. 2. There is a blinding flash of light. 3. A sound like buzzing hornets rises and ends abruptly. 4. All present feel a powerful sense of deja vu.
Related Discipline
Arcane (Van den Danderclanden)
Effect Duration
Caster level in turns, or noted otherwise
Effect Casting Time
2 Rounds
Range
Varies
Level
3

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