A Witchwarper’s quantum field is more than a haze of broken timelines—it’s a zone where the ordinary limits of magic bend to will. The most skilled Witchwarpers learn to “contain” spells, channeling them straight into their field and sealing the effect from the wider world. To onlookers, the air inside the matrix shimmers, as if the laws of causality and distance have been rewritten. Enemies learn that within this zone, distance is an illusion and nowhere on the field is truly safe from a Witchwarper’s reach.
Technomancers on the frontier speculate that Isolated Spell Matrices are reflected in neon gridwork, while mystics see them as fatewoven diagrams, briefly carved into the Spiral before vanishing without a trace.
Isolated Spell Matrix Class Feature 3
[one-action]
Source Player Core pg. 165
If the next action you use is to Cast a Spell that has a range, increase the spell’s range to 100 feet. That spell only affects targets inside your quantum field, and the area of the spell doesn’t extend beyond your quantum field.
Story and Roleplaying Hooks
GMs can use this feature to stage dramatic, contained magical duels or to shield the wider area from dangerous spell effects.
For Witchwarpers, the Isolated Spell Matrix evokes questions of morality and power—what should be isolated from the rest of reality, and why?
In crowded ships, starports, or forbidden ruins, allies may feel both safe and unsettled: inside the field, anything is possible, but nothing is normal.
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