Temporamancy is the magic of the runic element, time. Therefore it has the following properties:

Effects on Magic Damage: Double magic power for magic attacks done against those of the space element.

Effects on Magic Defense: 20% chance for immunity to space and time magic attacks.

Affinities: Future, Past

Months: Marpegoth, Elynt

Time Magic is magic that involves the manipulation of the time element, and all of the aspects that come with or from time. Time Magic is categorized into the following: Posteramancy and Praeteriamancy.

  • Posteramancy is the control and manipulation of future time, the time yet to come. It is magic dealing with planning and foreshadowing. It's affinity is future.
  • Praeteriamancy is the control of past time. It is about things that have happened and bringing up past events. It's affinity is past.

Minor elemental manipulation usually involves effecting the movement of time, such as getting quick glimpses into the future or changing up the pacing of minor movements.

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1) Time Affinities

Those born under the element of time will have a stronger affinity to one of two aspects of time. Those aspects are future and past.

Future is the aspect of temporamancy favored by fortune tellers and strategists. It is reaching into the possible time that has yet to come, peering ahead through the pages yet written. Through future, one might know of a danger around the corner or inspire dread of a possible doomed future for their opponent. These are your fortune tellers, your posteramancers. Those with the future affinity are show offs, always confident in their vision and ready to boast that they knew what was coming before anyone else did, even if they really didn't.

Past is the aspect of time that has passed, whether it be years ago or mere minutes ago. It is the aspect of detectives and historians, those who strive to know what has happened so that they can learn from it. Through the aspect of past one might be able to identify a thief, uncover forgotten history, or even remind their opponents of past wounds. Those with the past affinity are intuitive, intelligent, and they know this as a fact.

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2) Minor Elemental Manipulations

Those who are strong in their elemental affinity can make small tugs on their element, causing minor affects.

Future: to use minor future manipulations you must have a Runic Soul greater than 10 and have mastered at least one posteramancy spell. Then you can cause small manipulations like cause dread in others, get a glimpse to see if a tressure box is dangerous, or even improve your perception since you can kind of tell in advance what you are looking for. The degree of control needed will determine how much runic soul you need to have.

Past: to use minor past manipulations you must have a Runic Soul greater than 10 and have mastered at least one praeteriamancy spell. Then you can cause small manipulations like revealing long gone tracks, turning back the hands of time on broken objects, or even tripping someone by causing their feet to fall out of sync. The degree of control needed will determine how much runic soul you need to have.

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3) The Two Iconic Symbols of Time Magic

In the elemental magic of Time Magic, there are two iconic symbols. They are Fate and Doom. These symbols are said to be the very source of time magic, even though like all elemental magic in Nor'Ova, necromancy is conducted not by incantations or potions, but by manipulating the element of death to produce magical effects.

These symbols are therefore nothing more than just symbols, representatives of the two opposing forces of magic, the positive force and the negative force. Magic as a whole is neither evil or good. It is simply a neutral force. Society doesn't judge based on what magic is used, only on how it is used and for what reason. Therefore, despite whether or not certain spells may be associated with what is considered the good or the dark side of magic, the use of spells has no effect on your alignment unless it is used for a wholly good purpose, or for a whole evil purpose.

In the elemental magic of Time Magic, Fate symbolizes the light aspect while Doom represents the dark aspect.

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4) Environmental Effects on Time Magic

Due to the fact that elemental magic is elemental, the environment can play an effect on the magic you are casting. If the environment has a larger amount of your element present, your magic will be stronger. If the environment has a lesser amount of the element you are casting, your element will be weaker. If the element present in your environment is about average, then there would be no change.

In the case of time magic:

  • In places where there is a lot of time element present - such as ancient ruins and old libraries - time magic effects are increased by x 1.25
  • In swamps or in places with a lot of death element present but not a lot of time, time magic effects are decreased by x 0.75.
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5) The Soul of Time

All who live upon Nor'Ova have within them what is known as their runic soul. It is the very part of their being that connects them to their runic element. By connecting and using your runic element more and more, your runic soul grows and strengthens.

The runic soul of time is that of the Three Headed Hydra, with a head representing past, present, and future. The various affinities have their own minor soul that they connect to.

  • Future: The affinity soul of Future is the Wraith. They have a constant aura that has a 20% chance of inflicting fear on any foe that comes within 1 space of them.
  • Past: The affinity soul of Past is the Clock. They have a 20% chance to re-roll any failed roll.

The Time soul of the Three Headed Hydra can be reached when the one born under time has mastered 5 time spells. Once this happens, the person will have access to both the affinity soul and the runic soul. The runic soul awakens when its bearer and  his or her party face mortal danger, such as most of everyone being within 1 hit of being killed (most being subjective to party size). By rolling 10 or less, the temporamancer might then awaken his or her runic soul, which will cause the last recent damages delt to the caster and party to not have happened, restore the caster and party by 20%, and block the next attack - physical or magical. Due to the immense power of this awakening, the temporamancer can only call upon this power once a day.

This chance does increase as your connection to time increases. For every 10 spell levels that you have acquired, the chance increases by 5. The max increase is up to 60%.

The affinity souls do not increase.

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6) Time Magic Progression

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7) Temporamancy Magic Spells

Spell Effects Level 2 Effects Level 3 Effects Level 4 Effects Rune Stone Effect Stat Cost Casting Speed Range & Area Success Rate Cost to Acquire
Ancestor's Protection This is part of the Memories of the Agent spell chain and rune stone. With this you summon the spirits of your ancestors to aid you. Their spiritual energy washes over you doubling your Fortitude temporarily. The ancestors are enraged at those who dare to attack you, and rush forth across the battlefield doing double Runic Soul increased by double Runic Energy as a counter attack to any kind of attack you receive. Ancestor's Blessing: With this spell the ancestors also double your strength and will.

N/A: Only 2 levels with this spell.

N/A: Only 2 levels with this spell.

N/A

60 SA, +10 SA per additional level 6, +1 per additional level self

Level 1:  45/75
Level 2:  35/65

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250

Battle Foresight This is a part of the Crystal Ball spell chain and rune stone. This spell grants you and your allies knowledge of what is about to happen in battle. With this spell you will know where an enemy is about to move, what kind of spell the enemy is about to cast, and so forth. Thanks to this spell, you and your allies will have + 25 to React and can make a React check when the enemy attacks you. Future Sight: This spell allows you to see up to a year in the future, though the predictions have a 50% chance of being accurate. Still, you can use this spell to know what lies at the end of a set of ruins you are in or have an idea of a long term consequence to performing some action.

N/A: Only 2 levels with this spell.

N/A: Only 2 levels with this spell.

N/A

40 SA, +10 SA per additional level 4, +1 per additional level self and all allies

Level 1:  50/80
Level 2:  40/70

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200

Crystal Ball This is a part of the Crystal Ball spell chain and rune stone. This spell creates an orb of time magic that shows distorted images of the future. The images are far to blurry and are only blurry colors. The orb goes out and crashes into the target doing 4d20 + 10 damage. Doom Tarot: With this spell you draw 20 magic card from time that are thrown at the target of Crystal Ball. Each card hits the target dealing a total of additional 2d20 damage, however the damage is piercing avoiding 20% of MR. Furthermore, there is a 1 in 20 chance that one of these magic cards is the Death Card. Rolling a 20 on a 1d20 instantly kills the target.

N/A: Only 2 levels with this spell.

N/A: Only 2 levels with this spell.

Weapon Effect 20 SA, +20 SA per additional level 1, +2 per additional level 1 target

Level 1:  60/90
Level 2:  50/80

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100

Currents of Time This is a part of the Memories of the Agent spell chain and rune stone. Currents of Time is a unique spell that is basically a do-over spell. Instead of having a second chance at a failed skill or stat roll however, it gives you a chance at a whole new path. Through use of this spell you can choose a whole new profession, by sacrificing another profession. Memories Returned: This spell improves upon Currents of Time allowing you to instantly regain your sacrificed profession. Basically every SA spent in this spell is equal to 10 skill points that can only be used to keep or regain sacrificed skills from the sacrificed profession.

N/A: Only 2 levels with this spell.

N/A: Only 2 levels with this spell.

N/A

30 SA 1, +1 per additional level self

Level 1:  50/80
Level 2:  40/70

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200

Drunkard's Balance This is part of the Time Ripple spell chain and rune stone. This spell creates a time distortion around the feet and legs of the target, causing the target to be off balance. The target must make agility checks whenever a step is taken, whenever the target turns, moves, or is moved. If the target fails, the target falls and is dazed for 1 round. The caster's Runic Soul is applied as a penalty to the target's agility. Misstep: This spell enhances Drunkard's Balance and causes that for every 2 steps the target makes in one direction, the target must move one step in the opposite direction. The target feels unsure in which way it should be moving, often times moving backwards half as much as it moves forward. Weapon Effect, Weapon Effect

N/A: Only 2 levels with this spell.

N/A: Only 2 levels with this spell.

40 SA, +10 SA per additional level 4, +1 per additional level 1 target

Level 1:  50/80
Level 2:  40/70

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200

Epoch Force This is part of the Time Distortion spell chain and rune stone. This spell unleashes the force of an entire epoch in one single attack. A large explosion of rippling magic pours from you and rips and tears at every enemy in the spell’s radius, doing 4d% damage to each one. Allies and yourself are unaffected.

N/A: Only 1 levels with this spell.

N/A: Only 1 levels with this spell.

N/A: Only 1 levels with this spell.

N/A

60 SA 6 a 6x6 space area around the caster

Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Fate's Advocate This is a part of the Crystal Ball spell chain and rune stone. This spell empowers the target with a strong attack boost of 1d% + 10 to Melee, Throw, and Bow Power. Fate's Intervention: When this spell is created a protection-from-death occurs. The magic lies dormant until the target of Fate's Advocate is about to die. As soon as the fatal blow is rolled, the damage is not dealt. The source of the fatal blow is stopped instantly by Fate’s Intervention. Magic suddenly erupts from the companion that is supposed to die and blasts the source of the damage doing 3d% damage and knocking the target back 1d4 spaces.

N/A: Only 2 levels with this spell.

N/A: Only 2 levels with this spell.

Armor Effect 40 SA, +20 SA per additional level 4, +2 per additional level 1 target or self

Level 1:  45/75
Level 2:  35/65

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250

Fate's Punishment This is part of the Time Distortion spell chain and rune stone. This spell creates a large distortion that glows with power. The distortion becomes the shape of a long hammer that you hold. You point out the target with the hammer and the clear, warped hammer flies through the air, spinning, and crashes into the target, creating a small explosion of energy doing 1d% + 50 damage. Fate's Rebellion: When this spell is cast Fate chooses a side to fight on. Fate releases through you a powerful explosion of time magic that ripples across the range of the spell in every direction. The magic does 1d% damage by ripping open wounds on all enemy targets while it passes. Allies and yourself are unaffected.

N/A: Only 2 levels with this spell.

N/A: Only 2 levels with this spell.

N/A

30 SA, +20 SA per additional level 2, +2 per additional level 1 target to all enemy targets depending on level

Level 1:  55/85
Level 2:  45/75

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150

Flashback This is a part of the Flashback spell chain and rune stone. This spell ignites old experiences in the mind of the target and allows them to see in full vision what they remember of the event. This sudden resurfacing of memories has a 20% chance of stunning the target for one round. Past Pain: This spell reaches into the past of the target and recreates a wound or a physical injury from the past and gives it to the target once again, doing 5d20 damage. This pain usually comes from old scars or the like. Suffering Returned: Suffering Returned recreates a deep wound from the past suffered by any number of countless warriors. A warped distortion is created in front of you who aims it at the target. The distortion moves for the target and lands where the wound is to be placed. The distortion suddenly flashes and the wound is fresh in the body of the target, doing an additional 3d20 damage. Tortured Past: The magic opens up the mind of the target and sends the target into throws of pain. Every bad memory and bad event that has happened in the target’s lifetime is experienced again. During this time the target cannot even see the battlefield or hear it, and is stunned, unable to act for the duration of the spell. When the spell ends, the target is released.

Weapon Effect: Flashback

Critical Hit stuns target for 1 round.

10 SA, +10 SA per additional level 1, +1 per additional level 1 target

Level 1:  60/90
Level 2:  50/80
Level 3:  40/70
Level 4:  30/60

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Fountain of Youth This is part of the Memories of the Agent spell chain and rune stone. With this spell you create a magical fountain that produces temporal energy. This energy gives those that are in its radius of effect the effect of feeling younger. This increases all of their stats by 20%, with that 20% doubling each round the target is in the area of effect. Vigor Returned: This spell adds to the Fountain of Youth causing it to restore your EP by 20% each round as well. This increase does double each round and does affect enemies too. Spirit Returned: This spell adds to the Fountain of Youth causing it to restore your SA by 20% each round as well. This increase does double each round and does affect enemies too.

N/A: Only 3 levels with this spell.

N/A

60 SA, +10 SA per additional level 6, +1 per additional level a 4x4 space area around a space of your choosing

Level 1:  45/75
Level 2:  35/65
Level 3:  25/55

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300

Future Injury This is part of the Time Distortion spell chain and rune stone. Future Injury creates a temporal distortion that floats over the body of the target. The spell reaches into the future of the target. This wound is deep and bloody and does 14d20 damage. The distortion disappears quickly. Doom's Injury: Doom’s Injury enhances the future injury making it more life threatening. There is a 50% chance that the injury will cause wounds, and a 1 in 6 chance that it will kill the target, decided by rolling a 6 on a 1d6. Doom's Apocalypse: With this spell you call up Doom from it’s hiding place. The floor rumbles beneath the feet of the combatants before the magic unleashes a storm of dark temporal energy. The energy rips across the battlefield in all directions from you, doing 3d% damage to everything in sight within the radius of the spell. Increase the Casting Speed by 2 to not affect allies.

N/A: Only 3 levels with this spell.

N/A

30 SA, +20 SA per additional level 3, +2 per additional level 1 target to battlefield

Level 1:  50/80
Level 2:  40/70
Level 3:  30/60

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250

Glimpse of the Seer This is a part of the Crystal Ball spell chain and rune stone. This spell gives you a glimpse into a possible future. This spell shows you what would immediately happen should you open that door, walk around that corner, open that treasure chest, put on that relic, or any other immediate action. Seer's Vision: Seer's Vision enhances Glimpse of the Seer, allowing you to see up to a full hour in the future. Spirit Guide: This spell calls upon an experienced adventurer from the past. This adventurer appears to you in the form of an unrecognizable spirit that shows you the way through any dungeon, ruin, or other place of exploration, or even lead you to any town or location that you desire. You tell the spirit guide where you are seeking to go, and the spirit guide will lead you there. Once there, the spirit guide will return back to where he came from. Ethereal Visions: This spell allows you to alter you or your ally's mind with temporamancy just enough to experience visions. Make a mental check. If you succeed, the visions are true visions which can show you upcoming dangers, past events, or even information on what you are fighting. Really the uses are limitless and should be worked out between you and your GM. If you fail however, the visions are all lies and false yet your character will believe them to be true. Armor Effect - Helmet only 20 SA, +10 SA per additional level 2, +0.5 per additional level self

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Heroes of Old This is a part of the Memories of the Agent spell chain and rune stone. By creating this spell you summon a group of heroes from ages past to attack a single target. Each hero uses their skills to do damage, each doing 2d% damage on the target. There are five heroes, doing a total of 10d% damage on the single target. It is 6 individual actions that must each make a hit chance roll.

N/A: Only 1 levels with this spell.

N/A: Only 1 levels with this spell.

N/A: Only 1 levels with this spell.

N/A

70 SA 7 1 target

Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Lost Memories This is part of the Memories of the Agent spell chain and rune stone. This spell is used either on a set of items or a general area where you are. This spell shows the past events of what it is cast on, giving clues to solving things or other important information. It never shows anything that is not important, only events worth note. Places Forgotten: This spell causes the target to forget where it is and what it is doing. It must make a mental check to first recover where it is and then to remember what it was doing. This would also end any spell the target was casting. Places Recalled: This spell allows you to recall a place you've visited perfectly to the minute detail, no matter how long its been and no matter if your character has amnesia. This spell is primarily useful for roleplaying purposes, however it can be used to recover old clues that might have been lost to time but lurk hidden in your character's memories.

N/A: Only 3 levels with this spell.

Weapon Effect: Places Forgotten

Critical Hit causes spell effect.

10 SA, +10 SA per additional level 1, +1 per additional level 1 target or self

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200

Memories of the Agent This is a part of the Memories of the Agent spell chain and rune stone. This spell relives the memories of the agent. For an entire day you will have all thief and adventurer skills at level 1. You do not have these skills mastered yourself nor gain skill points from using them or improve them to another level. When the spell duration is over you no longer have these skills. Memories of the Shield: This spell adds the level 1 skills of the guard or defender. Memories of the Warrior: This spell adds the level 1 skills of the warrior. Memories of the Mage: This spell adds the level 1 skills of the mage.

N/A

10 SA, +10 SA per additional level 1, +1 per additional level self

Level 1:  60/90
Level 2:  50/80
Level 3:  40/70
Level 4:  30/60

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Mental Dislocation This is part of the Flashback spell chain and rune stone. This spell makes it seem to the target that everyone are all in different places. The target can't make out others, and every time the target moves, a pit seems to appear before them. If someone, friend or foe, is next to the target already, they will attack that target thinking it to be a foe. A mental check with your Runic Soul as a penalty can be made per round to see truth from reality, but until then the target has completely lost sense of place and time. Spiritual Dislocation: This deadly spell attempts to spirit away the target's spirit to a time before its birth or beyond its death, effectively killing the target. This happens when Mental Dislocation's effects fade from the target. Its effects avoided with a Saving Grace check. However, this spell will try once each round for three rounds, so the target would have to make those saves each round to survive.

N/A: Only 2 levels with this spell.

N/A: Only 2 levels with this spell.

N/A

30 SA, +20 SA per additional level 3, +2 per additional level 1 target

Level 1:  50/80
Level 2:  40/70

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200

Never Ending Pain This is part of the Flashback spell chain and rune stone. This spell summons up the suffering and pain of soldiers killed upon the battlefield. The magic recreates the sudden injuries that occur but didn’t cause the death of those soldiers of war onto a single target. The magic recreates these smaller damages every round, doing 4d20 HP damage per round, to torture and let the target experience the cost of war until the target finally dies from it. Time Trip: This spell sends the target of Never Ending Pain traveling through time. When you cast the spell, you roll a 1d6. This determines how many d20 die are rolled for damage. If you rolled a 3, then this spell will do 3d20 damage to the target. The target continues warping through time until all other enemies die or the battle otherwise ends. You can also will the target’s return. The damage only happens once, but Never Ending Pain continues to happen.

N/A: Only 2 levels with this spell.

N/A: Only 2 levels with this spell.

N/A

20 SA, +10 SA per additional level 2, +1 per additional level 1 target

Level 1:  55/85
Level 2:  45/75

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150

Place & Time This is a part of the Memories of the Agent spell chain and rune stone. This spell allows you to remember any place you've been. Using this spell you can recall that place and instantly be at that place, along with anyone you are holding onto. You must be holding onto whoever you wish to bring, not them holding onto you.

N/A: Only 1 levels with this spell.

N/A: Only 1 levels with this spell.

N/A: Only 1 levels with this spell.

Armor Effect - Footwear only 40 SA 3 self and those you are holding onto

Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Powers That Were This is in the Memories of the Agent spell chain and rune stone. This spell creates a massive power flow into the target of the spell. Strengths from people of the past and future flow into the target with a distortion that surrounds the target, giving them boosts in fighting, and magic. It gives the target + 1d% to Melee, Throw, Bow Power, and Runic Energy. Doom's Blade: With the creation of this spell a sword of black magic appears before the target of Powers That Were. Whenever it attacks with this weapon it inflicts 1d% damage increased by the target's Runic Energy and Runic Soul, and poisons the target causing them to lose 1d10 damage per round. Each time you hit the same target, the poisons compound, so with a second hit, the target would lose 2d10 HP per round. The sword’s range is 2 spaces. Doom's Possession: For the duration of the spell the target can do nothing but use a special projectile magic that comes from your hand, use Doom's Blade and move. Each shot costs 1 support, each shot doing 2d% damage, not affected by runic energy or runic soul. The blast range is 1 target. During the possession the target is immune to all status effects, beneficial and negative, and automatically receives 25% less damage that is dealt to the target.

N/A: Only 3 levels with this spell.

N/A

40 SA, +10 SA per additional level 3, +2 per additional level 1 target or self

Level 1:  50/80
Level 2:  40/70
Level 3:  30/60

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250

Restep This is part of the Time Ripple spell chain and rune stone. With this spell you can move twice in a round. Not attack twice or cast spells twice, but move about the battlefield twice. Compressed Time: This spell creates a distortion on the target of your choosing. This spell compresses the casting speed of the target's spells so that they are one less casting speed. If the spell cost only one casting speed it becomes a free action spell, allowing it to be cast once a round with affect on your runic speed. This spell can be used on any target including yourself. Double Time: This powerful spell combines with Restep and Compressed Time to give you or your ally the ability to take 2 turns during 1 round. This basically allows you to make 2 rounds worth of actions in 1 round. With this you can move twice, attack twice, cast two spells (or a spell that takes 2 rounds within 1 round), etc. You cannot double up on this spell, you cannot keep casting this spell on you to keep your round going.

N/A: Only 3 levels with this spell.

Armor Effect - Footwear Only 20 SA, +10 SA per additional level 2, +1 per additional level 1 target or self

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200

Restoration This is part of the Time Ripple spell chain and rune stone. This spell is made to recover the target from status effects by filling the target with refreshing air. Restoration cures most poisons, stun, visual instability, burns, heat exhaustion, and sickness. Renewal: This spell empowers Restoration to renew the target by restoring the target's HP and EP by 3d20 and the target's Mortality and Fatigue by 1d4. Time Repaired: This spell turns back the hands of time on what ever it is you want to repair. The way this spell works is that it restores the item by 50% with each use. For armor, only use Runic Energy. Time Restored: This spell brings back to life your recently killed ally. It works by reversing the time on only that ally’s body to just before the death-blow was given, returning that ally back to life, exactly as they were before being struck as if they had never received that fatal blow. This must be used within four rounds of death however or their life will be far too gone. Armor Effect 20 SA, +10 SA per additional level 2, +1 per additional level 1 target

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Time Distortion This is part of the Time Distortion spell chain and rune stone. Time Distortion causes time to warp right in front of the target. The time slows and speeds up across the vision of the target, making it difficult to see anything correctly. The target can no longer rely on its own perception for the next 1d4 rounds and has to make detect checks to attack, defend, or even evade. Spatial Curse: This spell screws with the target's senses even more so that it must also make a detect check with a 10 point penalty. A failed detect check still allows the target to attack except the target will unknowingly attack itself. Memory's Confusion: This spell messes with Time Distortion's target's memory, sending its mind back in time before it improved skills and spells. Each spell and skill is temporarily decreased in levels by half, round up. So if a spell is at level 3, during this the spell will be at level 2. During the effects of the spell, the target does not gain any character points. When the spell ends, everything returns to normal with the spell or skill's original levels restored. Lost in Place: This spell adds a final upgrade to Time Distortion, causing the target to be confused and not know which direction he or she is facing or moving. The target must add a Mental Check with your Runic Soul as a penalty. Should the target fail, the target will hit, face, or move depending on their action in 1 of 4 directions, chosen by rolling a 1d4. 1 = north, 2 = west, 3 = east, and 4 = south. They will hit in that direction even if nothing is there or even if their ally is there. Weapon Effect, Weapon Effect 10 SA, +10 SA per additional level 1, +1 per additional level 1 target

Level 1:  60/90
Level 2:  50/80
Level 3:  40/70
Level 4:  30/60

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Time Ripple This is in the Time Ripple spell line and rune stone. This spell creates a distorted wave in all directions of time energy. The warped magic ripples out from you, hitting everything in its path, ally and enemy. Every target has received the sickness status effect which decreases their movement rates by half. This sickness is only temporarily, lasting only for 3 rounds. Rapid Aging: Adding onto the effects of Time Ripple, those affected are also inflicted with Rapid Aging. A magical amplification of time works across the body of the target. The signs are visible as the target begins to age rather rapidly. The distortion stays floating across the body of the target for the duration of the spell, reducing the target’s melee, throw, and bow power by 25%, movement rates by 30%, and Evade by 5. At the end of the spell the target returns to normal.

N/A: Only 2 levels with this spell.

N/A: Only 2 levels with this spell.

Weapon Effect, Weapon Effect 10 SA, +10 SA per additional level 1, +1 per additional level a 4x4 space around the caster

Level 1:  60/90
Level 2:  50/80

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100

Time Slow This is a part of the Time Distortion spell chain and rune stone. With the casting of this spell you slow down a target so that the target's movement rates is halved and all of the target's spells casting speeds are doubled. Mass Time Slow: With the casting of this spell you create a time distortion aura around the target of Time Slow that slows down any target that enters it, friend or foe, so that the target's movement rates is halved and all of the target's spells casting speeds are doubled for as long as they are in the aura plus 2 rounds after leaving the aura. Time Freeze: This spell freezes time for everything except you. You can walk around and interact with frozen things, moving them or altering them as well as you normally can within your physical limits. When the spell wears off the combatants must adapt to whatever changes have occurred by you.

N/A: Only 3 levels with this spell.

Weapon Effect 20 SA, +10 SA per additional level 2, +1 per additional level 1 target to battlefield

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200

Time's Teacher This is part of the Memories of the Agent spell chain and rune stone. This spell summons forth a spiritual teacher from the past to help you improve upon your skills and spells. While this teacher is present, you gain 50% more character points. This can only be used once a day. Chrono-Colloquim: To you comes a person lost to time. This person, only a shadow of their former self from history, is influenced by the actions that are occurring in your life and adventures. You are allowed to ask this person 10 questions of a yes or no nature. The shadow will answer them with only yes or no. This spell wears off when all 10 questions have been answered. The GM is required to answer the questions for the shadow.

N/A: Only 2 levels with this spell.

N/A: Only 2 levels with this spell.

N/A

30 SA, +20 SA per additional level 3, +2 per additional level self

Level 1:  55/85
Level 2:  45/75

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150

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Submitted by mythus on Mon, 10/31/2022 - 07:41