11.5 Astromancy

PIC

Transport creatures and objects instantly through space.

Special Rules: Many abilities from this mystic sphere cause creature to teleport. Unless otherwise specified, teleporation requires line of sight, line of effect, and an unoccupied destination on stable ground. For details, see Teleportation.

flicker: Some spells from this sphere can cause creatures or objects to very briefly teleport to other locations. If the space occupied by a flickered target is occupied or otherwise inaccessible when it returns, it instead reappears in the closest available open space. Flickering works even if the target is not stable ground that can support its weight.

When a creature or object flickers, it returns at the end of the current turn unless the ability specifies a different duration. That means that you can’t make any additional attacks against it during your turn. If one of your allies takes a turn after you, they will be able to attack the flickered target normally, since it will have returned by then.

If the target cannot be teleported, the flicker fails. This also prevents effects that trigger when it returns, such as the damage from the planar jaunt – astral plane spell.

11.5.1 Cantrips

Astral Ease

Usage time: Standard action.

Attune

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You gain a +3 enhancement bonus to the Knowledge (planes) skill.

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Rank 2: The bonus also applies to any checks that you would make as a result of plane-specific effects or actions. For example, this would help you manipulate subjective gravity on the Astral Plane (see ??).

Rank 4: You also take half damage from any plane-specific damaging effects. This does not protect you from abilities that are simply thematically related to planes, such as the planar jaunt spells from this mystic sphere.

Rank 6: The bonus increases to +6.

Dimension Hop

Usage time: Standard action.

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You teleport horizontally to a location within 5 foot range.

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Rank 2: The range increases to 15 feet.

Rank 4: The range increases to Short (30 ft.).

Rank 6: The range increases to Medium (60 ft.).

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You disappear with an audible pop, appearing only a few feet away - but now on the other side of the cell bars.

Translocate Object

Usage time: Standard action.

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Choose one Small or smaller unattended object within Short (30 ft.) range. It teleports into your hand or into an unccupied location within the same range.

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Rank 2: The range increases to Medium (60 ft.).

Rank 4: The maximum size increases to Medium.

Rank 6: The range increases to Long (90 ft.).

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A tankard of ale disappears from the counter, appearing directly in your hand. The barkeep frowns, about to say something, before a gold coin suddenly appears in the tankard’s place.

11.5.2 Spells

Banishment

Rank 1

Usage time: Standard action.

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Make an attack vs. Mental against one Large or smaller creature within Medium (60 ft.) range.

Hit: If the target has no remaining damage resistance, it flickers to a random safe place in the Astral Plane. It does not return until the end of the next round. After it returns, it becomes immune to flickering in this way until it finishes a short rest.

Critical hit: The target does not become immune to this effect.

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The attack’s accuracy increases by +1 for each rank beyond 1.

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The dire wolf about to eat your allies disappears with an audible pop. If they run quickly, they can escape before it returns.

Blink

Rank 1

Usage time: Standard action.

Swift

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All attacks against you this round have a 20% failure chance. In addition, you gain a +2 bonus to all defenses. This ability has the Swift tag, so it protects you from attacks against you during the current phase.

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Rank 3: The failure chance increases to 30%.

Rank 5: The failure chance increases to 40%.

Rank 7: The failure chance increases to 50%.

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You quickly blink into the Astral Plane, leaving a dangerous battlefield behind.

Hostile Translocation

Rank 1

Usage time: Standard action.

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Make an attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: If the target is Large or smaller, you teleport it up to 30 feet.

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The attack’s accuracy increases by +1 for each rank beyond 1.

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You teleport your foe across the chasm. The orc will never be able to reach you now.

Phasestep

Rank 1

Usage time: Standard action.

Attune

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When you move using one of your movement speeds, you can move through a single creature freely. After you finish moving through one creature in this way, other enemies block your movement as normal. This does not allow you to move through inanimate objects. If you move into a creature’s space with this ability, but you do not move out of it, you and the creature are usually considered squeezing (-2 Armor and Ref) as long as you continue sharing space (see Squeezing). If you are not able to move normally, such as if you are grappled, this spell does not help you.

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You augment your body with the ability to travel short distances through the Astral Plane to reach your destination.

Planar Jaunt Plane of Fire

Rank 1

Usage time: Standard action.

Fire

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Make an attack vs. Mental against anything within Short (30 ft.) range.

Hit: The target flickers to the Plane of Fire. When it returns, you deal it 1d6 damage +1 per 2 power. If the target loses hit points, you deal it this damage again during your next action.

Critical hit: All instances of damage are doubled, not just the initial damage.

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The attack’s accuracy increases by +1 for each rank beyond 1.

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Your foe disappears for a second into the Plane of Fire, where it bursts into flame.

Translocating Grasp

Rank 1

Usage time: Standard action.

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You must have a free hand to cast this spell.

Make an attack vs. Reflex against a creature you touch.

Hit: 1d6 damage +1 per 2 power. If the target is Large or smaller and loses hit points, you may teleport it up to 30 feet.

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The attack’s accuracy increases by +1 for each rank beyond 1.

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Your touch makes your foe disappear. Most of it reappears intact elsewhere, but something important - and painful - was lost in transit.

Translocation

Rank 1

Usage time: Standard action.

Cost: One optional fatigue level. If you pay this cost, the spell becomes Swift.

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Choose either yourself or one unattended object or ally within Medium (60 ft.) range. If you choose something other than yourself, it must be Medium or smaller. The target teleports into a location within the same range.

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Rank 3: The range increases to Long (90 ft.) range.

Rank 5: The range increases to Distant (120 ft.) range.

Rank 7: The range increases to Extreme (180 ft.) range.

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One by one, you teleport your allies across the chasm. The orcs tracking you will never be able to follow your trail now.

Transposition

Rank 1

Usage time: Standard action.

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Choose two allies within Medium (60 ft.) range. Each target teleports into the other’s location. If the teleportation is invalid for either target, it fails for both targets.

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Rank 3: The range increases to Long (90 ft.) range.

Rank 5: The range increases to Distant (120 ft.) range.

Rank 7: The range increases to Extreme (180 ft.) range.

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As your enemies drew close to you, they expected you to panic and run. When you were unexpectedly replaced by a raging barbarian, they briefly discovered how wrong they were.

Astral Refuge

Rank 2

Casting time: Minor action.

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Choose yourself or one Medium or smaller ally or unattended object within Medium (60 ft.) range. You flicker the target into a random safe location in the Astral Plane. When you cast this spell, you choose how many rounds the target spends in the Astral Plane, up to a maximum of five rounds. It returns at the end of the last round.

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Rank 4: The maximum size of the target increases to Large.

Rank 6: The maximum size of the target increases to Huge.

Astral Rupture

Rank 2

Usage time: Standard action.

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Make an attack vs. Reflex and Mental against all enemies within a Small (15 ft.) radius from you.

Hit: 1d8 damage +1 per power.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 2.

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Your foes are caught by a sudden rift that shunts them painfully through dimensions.

Distant Spells

Rank 2

Usage time: Standard action.

Attune

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You gain a +15 foot enhancement bonus to the range of all of your ranged spells. This does not affect spells that do not have a range listed in feet.

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By channeling your spells through the Astral Plane, you can reach foes that are farther away than would normally be possible.

Hostile Transposition

Rank 2

Usage time: Standard action.

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Make an attack vs. Mental against two Large or smaller creatures within Medium (60 ft.) range.

Hit: If you hit both subjects, they each teleport into each other’s location. If the teleportation is invalid for either target, it fails for both targets.

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The attack’s accuracy increases by +1 for each rank beyond 2.

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The cultists were confident that they were safe behind their defensive wall of zombies. When one of their number was unexpectedly replaced by a raging barbarian, they briefly discovered how wrong they were.

Planar Jaunt Astral Plane

Rank 2

Usage time: Standard action.

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Make an attack vs. Mental against anything within Long (90 ft.) range.

Hit: The target flickers to the Astral Plane. When it returns, it takes 1d6 damage +1 per 2 power.

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The attack’s accuracy increases by +1 for each rank beyond 2.

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Your foe disappears for a second into the Astral Plane. Though its destination is peaceful, the rough transit is jarring by itself.

Astral Instability

Rank 3

Usage time: Standard action.

Attune

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At the start of each phase, you may flicker to a random unoccupied location in the Astral Plane. You do not return until the end of the round. After you flicker in this way, you briefly cannot flicker with this ability again.

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Armor and shields can offer some protection, but true defensive mastery comes from not being hit at all. Few people send themselves to another plane just to avoid danger, but it’s a virtually unbeatable defense.

Banishing Rift

Rank 3

Usage time: Standard action.

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This spell functions like the banishment spell, except that it affects all Large or smaller creatures in a Medium (30 ft.) radius within Medium (60 ft.) range.

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The attack’s accuracy increases by +1 for each rank beyond 3.

Mass Phasestep

Rank 3

Usage time: Standard action.

Attune (target)

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This spell functions like the phasestep spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

Phasing Blade

Rank 3

Usage time: Standard action.

Attune

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Whenever you make a strike, your weapon or projectile can pass through a single physical obstacle up to one foot thick on its way to the strike’s target. This can allow your attacks to ignore cover, or even attack through solid walls. It does not allow you to ignore armor, shields, or or similar items carried or worn by the targets of your attacks.

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Rank 5: Your strikes can pass through any number of physical obstacles with a combined thickness of two feet or less.

Rank 7: Your strikes can pass through any number of physical obstacles with a combined thickness of five feet or less.

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You augment your weapons with the ability to travel short distances through the Astral Plane to reach their targets.

Planar Jaunt Plane of Earth

Rank 3

Usage time: Standard action.

Earth

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Make an attack vs. Mental against anything within Medium (60 ft.) range.

Hit: The target flickers to the Plane of Earth. When it returns, you deal it 1d6 damage +1 per 2 power. If it loses hit points, it is slowed (half speed, -2 Armor and Ref) as a condition.

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The attack’s accuracy increases by +1 for each rank beyond 3.

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Your foe disappears for a second into the Plane of Earth, where it is crushed by the weight of stone.

Silent Translocation

Rank 3

Usage time: Standard action.

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This spell functions like the translocation spell, except that this spell has no verbal components. In addition, the target’s departure and arrival with this spell are silent.

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Rank 5: The range increases to Medium (60 ft.).

Rank 7: The range increases to Long (90 ft.).

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One by one, you teleport your allies into hidden vantage points overlooking your enemies. It took some effort to convince the dwarven paladin to try a surprise attack, but the results will be worth it.

Twinned Portals

Rank 3

Usage time: Standard action.

Sustain (attuneable, minor)

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Choose two unoccupied squares on stable ground within Long (90 ft.) range. A shimmering portal appears in each of the two squares. Each portal appears as an opaque colored disc five feet in diameter.

Once per phase, when a creature moves into one of the squares, it can choose to pass through the portal in that square. If it does, it teleports to the portal in the other chosen square, regardless of line of sight or line of effect between the two portals. Objects can pass through the portals freely and maintain their speed, but moving objects have an unpredictable trajectory, so firing projectiles through a portal is ineffective.

If multiple creatures attempt to pass through the portals simultaneously, they roll initiative to determine the first person into the portal. A creature that attempts to pass through the portal in a phase where the portal was already activated stops its movement in the square with the portal.

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You create a pair of portals that allow instant passage from one to the other.

Dimension Door

Rank 4

Usage time: Standard action.

Cost: One optional fatigue level. If you pay this cost, the spell becomes Swift.

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You teleport to an unoccupied destination on a stable surface within 300 feet of you. You must clearly visualize the destination’s appearance and have an approximate knowledge of its direction and distance from you. However, you do not need line of sight or line of effect to your destination.

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Rank 6: The maximum distance increases to 600 feet.

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You were invited into this throne room once, while the old king still lived. Now, you can return whenever you want, no matter how many guards and locks the usurper tries to deploy against you.

Dimension Walk

Rank 4

Usage time: Standard action.

Attune

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Once per round, you can teleport horizontally instead of moving using your land speed. Teleporting a given distance costs movement equal to that distance. If this teleportation fails for any reason, you still expend that movement.

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Why would you walk when you can teleport?

Phasing Spells

Rank 4

Usage time: Standard action.

Attune

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When determining whether you have line of effect to a particular location with spells, you can ignore a single physical obstacle up to one foot thick. This can allow you to cast spells through solid walls, though it does not grant you the ability to see through the wall.

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Rank 6: Your spells can pass through any number of physical obstacles with a combined thickness of two feet or less.

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You augment your spells with the ability to travel short distances through the Astral Plane to reach their targets.

Planar Jaunt Plane of Air

Rank 4

Usage time: Standard action.

Air

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Make an attack vs. Mental against anything within Long (90 ft.) range.

Hit: The target flickers to the Plane of Air. When it returns, you deal it 1d6 damage +1 per power. If it is Large or smaller and your attack result also beats its Fortitude defense, you can knockback it up to 15 feet upwards or horizontally (see Knockback Effects). Moving the target upwards costs twice the normal movement cost.

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The attack’s accuracy increases by +1 for each rank beyond 4.

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Your foe disappears for a second into the Plane of Air, where it is knocked flying by powerful winds.

Dimensional Jitter

Rank 5

Usage time: Standard action.

Attune

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At the end of each phase, you may choose to teleport 10 feet horizontally in a random direction.

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The squad of furious orcs rush up to you again, ready to strike, but you teleport away from them just before their greataxes reach you. Will they ever learn?

Efficient Banishment

Rank 5

Usage time: Standard action.

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This spell functions like the banishment spell, except that it works even if the target has damage resistance remaining.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Greater Phasestep

Rank 5

Usage time: Standard action.

Attune

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When you move using one of your movement speeds, you can move through creatures freely. You can also move through inanimate objects that are no more than six inches thick. If you move into a creature’s space with this ability, but you do not move out of it, you and the creature are usually considered squeezing (-2 Armor and Ref) as long as you continue sharing space (see Squeezing). If you are not able to move normally, such as if you are grappled, this spell does not help you.

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You augment your body with the ability to travel through the Astral Plane to reach your destination.

Intense Hostile Translocation

Rank 5

Usage time: Standard action.

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Make an attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: If the target is Large or smaller, you teleport it up to 60 feet.

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The attack’s accuracy increases by +1 for each rank beyond 5.

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You teleport your foe across the chasm. The ogre will never be able to reach you now.

Mass Astral Instability

Rank 5

Usage time: Standard action.

Attune (target)

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This spell functions like the astral instability spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

Mass Phasing Blade

Rank 5

Usage time: Standard action.

Attune (target)

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This spell functions like the phasing blade spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

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Rank 7: The target’s strikes can pass through any number of physical obstacles with a combined thickness of two feet or less.

Persistent Planar Rift

Rank 5

Usage time: Standard action.

Sustain (attuneable, minor)

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You create a rift in a Small (15 ft.) radius zone within Medium (60 ft.) range. When you cast this spell, and during each of your subsequent actions, make an attack vs. Mental against all creatures in the area.

Hit: 1d8 damage +1 per power.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Planar Jaunt Plane of Water

Rank 5

Usage time: Standard action.

Water

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Make an attack vs. Mental against anything within Medium (60 ft.) range.

Hit: The target flickers to the Plane of Water. When it returns, it you deal it 1d6 per 2 power. If it is a creature that breathes air and not water, and your attack result beats its Reflex defense, this attack deals maximum damage.

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The attack’s accuracy increases by +1 for each rank beyond 5.

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Your foe disappears for a second into the Plane of Water, where it suddenly begins drowning.

Dimensional Anchor

Rank 6

Usage time: Standard action.

Sustain (minor)

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Make an attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: If the target has no remaining damage resistance, it becomes anchored to its location as long as you sustain this spell. At the end of each round, the target teleports back to the location it was in when this spell was cast. This teleportation does not require line of sight or line of effect, but it does not function across planes.

Alternately, you can cast this spell on an ally. In that case, the ally does not take damage, but is still anchored in place as long as you sustain this spell.

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The attack’s accuracy increases by +1 for each rank beyond 6.

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There is no escape. Nothing prevents your foe from moving, yet it is trapped more perfectly than any net could achieve.

Distant Hostile Transposition

Rank 6

Usage time: Standard action.

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Make an attack vs. Mental against two Huge or smaller creatures within Distant (120 ft.) range.

Hit: If you hit both subjects, they each teleport into each other’s location. If the teleportation is invalid for either target, it fails for both targets.

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The attack’s accuracy increases by +1 for each rank beyond 6.

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The cultists were confident that they were safe behind their defensive wall of demonic warriors. When one of their number was unexpectedly replaced by a raging barbarian, they briefly discovered how wrong they were.

Distant Translocating Grasp

Rank 6

Usage time: Standard action.

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You must have a free hand to cast this spell.

Make an attack vs. Reflex against a creature you touch.

Hit: 1d8 damage plus 1d8 per 2 power. If the target is Huge or smaller and loses hit points, you teleport it up to 90 feet.

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The attack’s accuracy increases by +1 for each rank beyond 6.

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Your touch makes your foe disappear. Most of it reappears intact far away, but something important - and painful - was lost in transit.

Empowered Distant Spells

Rank 6

Usage time: Standard action.

Attune (deep)

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You gain a +60 foot enhancement bonus to the range of all of your ranged spells. This does not affect spells that do not have a range listed in feet.

Planar Jaunt Myriad

Rank 6

Usage time: Standard action.

Air, Cold, Earth, Electricity, Fire, Water

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Make an attack vs. Mental against anything within Medium (60 ft.) range. The target must be impervious or immune to all of this spell’s tags to be impervous or immune to this attack.

Hit: The target flickers to a random assortment of planes. When it returns, it takes 1d6 damage plus 1d6 per 2 power.

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The attack’s accuracy increases by +1 for each rank beyond 6.

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Your foe briefly teleports through a number of planes in a rapid sequence. No matter what its weaknesses are, one of those planes probably held the key.

Greater Twinned Portals

Rank 7

Usage time: Standard action.

Sustain (attuneable, minor)

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This spell functions like the twinned portals spell, except that the portals function any number of times per phase intead of only once per phase.

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You create a pair of portals that allow instant passage from one to the other.

Growing Planar Rift

Rank 7

Usage time: Standard action.

Sustain (attuneable, minor)

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You create a rift at a location within Long (90 ft.) range. The area affected by the rift increases over time. It affects a Medium (30 ft.) radius zone in the first round, a Large (60 ft.) radius in the second round, and a Huge (90 ft.) radius in all subsequent rounds. When you cast this spell, and during each of your subsequent actions, make an attack vs. Mental against everything in the area.

Hit: 1d6 damage plus 1d6 per 2 power.

Miss: Half damage.

Massive Astral Rupture

Rank 7

Usage time: Standard action.

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Make an attack vs. Reflex and Mental against all enemies within a Large (60 ft.) radius from you.

Hit: 1d10 damage plus 1d10 per 2 power.

Miss: Half damage.

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Your foes are caught by a sudden massive rift that shunts them painfully through dimensions.

Planar Jaunt Far Realm

Rank 7

Usage time: Standard action.

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Make an attack vs. Mental against anything within Medium (60 ft.) range.

Hit: The target flickers to the Far Realm. When it returns, you deal it 1d6 damage plus 1d6 per 2 power. If it loses hit points from this damage, it is confused (-2 defenses, randomly attack or defend) as a condition.

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Your foe briefly teleports into the Far Realm. The distance of the journey, combined with the bizarre destination, is deeply unsettling.

11.5.3 Rituals

Retrieve Legacy

Rank 2

Casting time: 24 hours.

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Choose one ritual participant. If its legacy item is on the same plane and unattended, the item is teleported into the creature’s hand.

This ritual requires 8 fatigue levels from its participants.

Astral Chest

Rank 3

Casting time: One hour.

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When you cast this spell, you choose whether to send an object to the Astral Plane or retrieve the object you stored there. If you send an object to the Astral Plane, choose a a Medium or smaller unattended object within Medium (60 ft.) range of you. That object teleports to a random location in the Astral Plane.

If you retrieve an object, choose an unoccupied space on stable ground within Medium (60 ft.) range of you. The object you previously stored in the Astral Plane with this ritual appears at that location. The object normally returns exactly as it was sent away, since the Astral Plane is vast and mostly uninhabited. There is a 1% chance per year that the object spends in the Astral Plane that it has been lost irretrievably.

This ritual requires one fatigue level from its participants.

Forge Astral Beacon

Rank 3

Casting time: 24 hours.

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You draw a magic circle in a Small (15 ft.) radius during this ritual. The circle creates an astral beacon, making it easier for creatures to teleport into the circle. When you create the beacon, you must give it a unique name that matches its construction and the patterns you chose for the circle. A creature who knows the name of an beacon can use rituals like guided teleportation to teleport to it.

The beacon persists for one year. You can use this ritual to renew the duration of an existing beacon instead of creating a new beacon.

This ritual requires 18 fatigue levels from its participants and the consumption of diamond dust with the equivalent value of a rank 3 item (1,000 gp).

Guided Teleportation

Rank 3

Casting time: One hour.

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When you perform this ritual, you must name an astral beacon connected to a location on your current plane. Choose up to six Medium or smaller ritual participants. Each target is teleported to the area defined by the beacon. This does not require line of sight or line of effect to the destination.

If the anchor does not have enough open space to contain your group, the ritual has no immediate effect. You can continue the ritual for any length of time. At the end of each round during this continuation, if the anchor has room for your group, the teleportation succeeds and the ritual ends.

This ritual requires one fatigue level from its participants.

Overland Teleportation

Rank 3

Casting time: One minute.

Attune (target)

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Choose any number of Medium or smaller ritual participants. Each target can teleport up to 60 feet as a movement. If it attacks or is dealt damage, it is briefly unable to take any actions and this effect ends.

This ritual requires one fatigue level from its participants.

Homeward Shift

Rank 4

Casting time: One hour.

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This ritual can only be performed on the Astral Plane.

Choose up to six Medium or smaller ritual participants. Each target teleports to the last spaces they occupied on their home planes. This does not require line of sight or line of effect to the destination.

This ritual requires one fatigue level from its participants.

Intraplanar Teleportation

Rank 4

Casting time: 24 hours.

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Choose a destination on your current plane, and up to six Medium or smaller ritual participants. Each target is teleported to the chosen destination. This does not require line of sight or line of effect to the destination.

You must specify the destination with a precise mental image of its appearance. The image does not have to be perfect, but it must unambiguously identify the destination. If you specify its appearance incorrectly, or if the area has changed its appearance, the destination may be a different area than you intended. The new destination will be one that more closely resembles your mental image. If no such area exists, the ritual simply fails.

This ritual requires 32 fatigue levels from its participants.

Plane Shift

Rank 4

Casting time: One hour.

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Choose a planar rift within Medium (60 ft.) range and up to six Medium or smaller ritual participants. Each creature teleports to the unoccupied spaces closest to the other side of the planar rift. This does not require line of sight or line of effect to the destination. For details about planar rifts, see ??.

The Astral Plane connects to every plane, but transit from other planes is usually more limited. From the Material Plane, you can only reach the Astral Plane.

This ritual requires one fatigue level from its participants.

Astral Projection

Rank 5

Casting time: 24 hours.

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Choose up to six Medium or smaller ritual participants. The group of creatures teleports to a random location within the Inner Astral Plane (see ?? ). This does not require line of sight or line of effect to the destination.

In addition, a localized planar rift appears at the destination area on the Astral Plane. The rift leads back to the location where this ritual was performed. The targets of this ritual can traverse the rift simply by walking through it, while other creatures can only navigate it with the help of effects like the plane shift ritual. It lasts for one week before disappearing permanently, potentially stranding the targets in the Astral Plane if they have not yet returned.

This ritual requires 50 fatigue levels from its participants.

Distant Overland Teleportation

Rank 5

Casting time: One minute.

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This ritual functions like the overland teleportation ritual, except that the range increases to 120 feet.

This ritual requires one fatigue level from its participants.

Efficient Intraplanar Teleportation

Rank 6

Casting time: One hour.

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This ritual functions like the intraplanar teleportation ritual, except that the casting time is shorter, and the ritual is much less exhausting.

This ritual requires one fatigue level from its participants.

Interplanar Gate

Rank 7

Casting time: One week.

Sustain (standard)

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Choose a plane that connects to your current plane, and a location within that plane. This ritual creates an interdimensional connection between your current plane and the location you choose, allowing travel between those two planes in either direction. The gate takes the form of a 15-foot radius circular disk, oriented in a direction you choose (typically vertical). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through it is shunted instantly to the other location. The gate cannot be sustained for more than 5 rounds, and is automatically dismissed at the end of that time.

You must specify the gate’s destination with a precise mental image of its appearance. The image does not have to be perfect, but it must unambiguously identify the location. Incomplete or incorrect mental images may result in the ritual leading to an unintended destination within the same plane, or simply failing entirely.

The Astral Plane connects to every plane, but transit from other planes is usually more limited. From the Material Plane, you can only reach the Astral Plane.

This ritual requires 98 fatigue levels from its participants.