Home » Warp Echo
Warp Echo
Submitted by Anonymous on Sat, 2004-11-20 02:00
Warp Echo Divination, , |
Level: Wiz/Sor 5, Cleric 5 |
Components: Material Component: A bat's ear. Focus: A tunin |
Time: 10 minutes |
Target: N/A |
Range: Personal |
Area: 10 miles/level (S) |
Effect: Finds portals |
Duration: Instantaneous |
Save: None |
Spell Resistance: No |
Nothing irkes a planewalker more than being stuck on some sodding plane of existence with no clue as to where the nearest portal lies. Warp sense might be fine and dandy when you're in Sigil, but if you're stuck on Krynn (or Toril, or Avernus, or where ever), you need something with a bit more punch.Warp Echo sends out a pulse of invisible energy, eminating out from the caster, that bounces off any nearby portals. The bounced signal(s) return to the caster, giving him the exact direction and distance of the portal. Note that Warp Echo doesn't give any information as to where the portal leads or what key is required. Warp Sense (or Analyze Portal) is still required for that. Warp Echo also only has a 25% chance to detect any artificially created portals (such as those created with the Craft Portal feat). Warp Echo penetrates no farther than 300 ft. underground (making this spell essentially useless on the Plane of Earth).If this spell is cast in an area permeated with portals, such as Sigil, the City of Glass or any area with more than 40 portals per square mile, the caster must make a fortitude save DC 20 or be deafened and suffer the effects of the Insanity spell.As a final note, some leatherheaded berk let this spell slip into the hands of Oerthian wizards. The top shelf spellslingers on that planet are using Warp Echo in their efforts to track down and close all portals to and from the planet, making planewalking there harder than ever. |