Planarmancer

"Might I interest you in a magical cup of let’s get the hell out of here?"
——Onyx, a Planarmancer

These unique kinds of Eldritch Spellcasters recognize the exceptional potential and utility of transportation magic, and use it to explore reality as they see fit. Planarmancers typically possess an amount of curiosity that some would consider dangerous to their personal safety, but it is that same boldness that pushed them to alter the very laws of space and time to create a unique magic that even some gods cannot fathom. This power has been known to attract unwanted attention from powerful beings as a result, but fortunately for the Planarmancer, sticking around to face the consequences of their dimensional meddling is always just one of several options open to them.

The Planarmancer is a three-stage Talent.

Planarmancer I

The Planarmancer first learns its signature ability, how to Stitch a Doorway. Similar to Dimension Door in size and appearance, these magical gateways have no limit on the distance that can be traversed through them, and they can last as long as the Planarmancer wills it. The Planarmancer must create two such doorways to allow transportation, but they can be placed on any solid surface within range. They also learn how to open up a small pocket dimension, creating their own personal space just outside the fabric of reality, with a chosen point of entry and exit on the material plane.

Prerequisites

Features

♦ Stitch Doorway
Gain the Stitch Doorway ability.
Stitch Doorway
"Bet ya I can lick my own elbow!"
Magic Resistance: No
Planarmancer Class Feature [Teleport]
Standard Action [CT 1, REC 4]
Components: V, S
Potency: [1d10 + Eldritch Rank]
Cost: 4 Resolve
Limitation: You may only have one instance of this power active at a time.
Duration: 10 Rounds or until dismissed, dispelled or disrupted.
Upkeep: Spend 1 Resolve to increase the duration by 10 rounds.
Range: 100 ft.
Effect: You stitch together two points in space, allowing creatures to move instantly and seamlessly between the two spaces. You create two portals of medium or small size (5 ft by 5 ft or 3 ft by 3 ft) on a solid surface within range. The two portals can be any distance apart, as long as they both exist within your range.
Any creature, object or effect that moves through one portal will exit through the other portal. The portal must be placed on a solid surface, or this power fails. If at any point the surface upon which a portal is placed is destroyed, the portal immediately closes. If a portal is opened on the floor underneath a creature, make an attack roll on that creature:
Target: Creature above open portal
Attack: Arcana vs. Reflex
Hit: The target falls through the portal.
Miss: The target is able to move out of the way and shifts to the closest area adjacent to the portal.
Special: Flying creatures are automatically missed, unless rendered unable to fly.
Special: If you choose to cast this ability a second time while you currently have portals open, upon completion of the second cast your original portals close and new portals open.
Master Augment, Large Portal
[Planarmancer II]
Effect: You may now create a portal of large size (10 ft by 10 ft) or tiny size (1 ft by 1 ft).
Master Augment, Pass Through
[Planarmancer II]
Effect: Instead of placing a second portal within sight, you may choose to have a portal open on the opposite side of a wall from the first portal, even though the opposite side of the wall is not within your line-of-effect. Effectively, this allows creatures to instantly pass through the wall unhindered. The opposite side of the wall must still be within this powers Range for the ability to succeed.
Master Augment, Huge Portal
[Planarmancer III]
Effect: You may now create a portal of huge size (15 ft by 15 ft) or diminuitive size (6 inches by 6 inches).
♦ Pocket Dimension
You have access to your own personal extra-dimensional space, equal in size to a 5 ft by 5 ft by 10 ft room, within which you can store anything that you desire. When you first access your dimension, you must bind it to a doorway on the material plane (see Bind Doorway below), which will remain affixed to your pocket dimension. Typically, the chosen doorway is a safe and secure location, which may be used as a haven for you at a later time.

Once the pocket dimension has been bound to a doorway, it may be accessed from anywhere on the material plane by using your Stitch Doorway ability (with the second portal opening into the pocket dimension). Within your pocket dimension, a door exists, which connects to the Bound Doorway. Moving through this door will transport you instantly to your Bound Doorway, in your safe haven.

You may change the doorway to which your Pocket Dimensions is bound by utilizing the Bound Doorway ability on a new Doorway. If your Bound Doorway is destroyed, your pocket dimension is inaccessible until you bind a new doorway.

Bind Doorway
Magic Resistance: No
Planarmancer Class Feature
Cast Action [CT 1 moment]
Components: V, S, M [Chalk]
Potency: 35
Cost: 1 Resolve Allocation
Limitation: You may only have one bound doorway at a time.
Target: One Doorway on the material plane
Effect: You draw runes upon the doorway you wish to bind and begin to chant. At the completion of your incantation, the doorway is bound to your Pocket Dimension. If you move through the door in you pocket dimension, you will exit through this doorway.
Special: If you choose to cast this ability a second time while you have a bound doorway, you first doorway will become unbound.
Master Augment, More Doorways
[Planarmancer II]
Cost: 1 Resolve Allocation per Additional Doorway
Effect: You may now bind 2 additional doorways to your Pocket Dimension (for a total of 3 Doorways). For each Bound Doorway beyond the first, a new doorknob appears on the Door within your pocket dimension. Which Bound Doorway you exit through depends on which knob you turn when you open the door. If you wish to bind a doorway beyond the maximum of 3, you must choose one doorway to unbind. You will continue to have access to your pocket dimension as long as at least one doorway remains bound.
Master Augment, Many Doorways
[Planarmancer III]
Cost: 1 Resolve Allocation per Additional Doorway
Effect: You may now bind up to 4 additional doorways to your Pocket Dimension (for a total of 5 Doorways). Additionally, you may now bind to doorways that are on other planes, not just the Material plane. You may now also gain access to your Pocket Dimension from any plane on which you have a bound doorway, not just the Material Plane.

Planarmancer II

The Planarmancer refines their stitched doorways, making them larger and creating more of them if they choose. They can even create passage through a solid surface despite not being able to see what is on the other side. Their pocket dimension can also have more doorways, allowing them to connect it to multiple locations on the material plane. All of this practice yields some minor benefits, allowing to cast their transportation spells faster, and reducing the cost of their stitched doorways.

Prerequisites

  • Planarmancer I
  • Eldritch Rank 7
  • Cost: 2 Destiny Points

Features

♦ Teleportation Master
Decrease the Casting Time (CT) of any spell with the Teleport keyword by 2, to a minimum Casting Time of 1.
♦ Great Portals
You may now have 2 instances of the Stitch Doorway power active at a time. Additionally, decrease the cost of your Stitch Doorway power by 1 Resolve.

Planarmancer III

The Planarmancer can travel through dimensions, learning how to plane shift. Their mastery of magical travel expands, their Stitched doorways growing larger, and able to be cast in still greater numbers.Their Pocket Dimension also gains more doors, and those doors can even be bound to other planes of existence, effectively removing all barrier to exploration set in place by the laws of reality.

Prerequisites

Features

♦ Master of Planes
Gain the Plane Shift Ritual, even if you do not meet the prerequisites for it. You may cast this ritual without needing a Planar Totem Focus.
♦ Superior Portals
You may now have 3 instances of the Stitch Doorway power active at a time. Additionally, decrease the cost of your Stitch Doorway power by an additional 1 Resolve (for a total decrease of 2 Resolve from this Talent chain).