Temporamancy

Temporamancy is magic that involves the manipulation of the time element. Those born under the runic element of time would use temporamancy as magic. Temporamancy is most known for their effect and altering spells, however temporamancy also offers destructive spells as well. Minor elemental manipulation usually involves effecting time and speed.

1. Some Possible Minor Elemental Manipulations

Please note that this is no-where near a complete list of all the things that are possible with minor elemental manipulations of the time element. This is just a short list to aid you by giving you examples on how minor elemental manipulations work so that you can come up with your own ideas.

Manipulation Effect Range Restrictions
Simple Time Distortion With this manipulation you are attempting to use your control over time to distort time over a small area, no larger the size of a grown man’s fist. With this you could slow down or speed up slightly a small area, such as, one foot of your opponent. You would need to spend 2 SA to do this. 6 hex battlefield; 3 block area map, affecting 1 small area Can only affect 1 small area no larger than 6 inches by 6 inches
Increase Sprint With this manipulation you are attempting to use your control over time to improve the bonus given by sprinting. You can spend SA to give a movement bonus when sprinting at a rate of 2 SA per +1 battle or area movement rate. self Maximum increase is equal to your current battle movement rate.
Increase Run With this manipulation you are attempting to use your control over time to improve the bonus given by running. You can spend SA to give a movement bonus when running at a rate of 2 SA per +1 area movement rate or 20 SA per +1 world movement rate. self Maximum increase is equal to your current movement rates.
Move Swaping With this manipulation you are attempting to use your control over time to swap your moves. With this you can make a support move be an extra attack move or a magic move be an extra defense move, or whatever you need. You can swap any move to be another move by spending 10 SA per swap. self N/A
Slowing Poison With this manipulation you are attempting to use your control over time to slow the effects of poison. With this poison would only damage you once every two rounds instead of every round. It costs 2 SA to preform this manipulation. self N/A
Slow Decent With this manipulation you are attempting to use your control over time to slow down your fall should you fall. By doing this you can reduce the damage you would take from a fall by half. It takes 5 SA to use this manipulation. self N/A
Improve Evasion With this manipulation you are attempting to use your control over time to improve your evasion chances. You do so by spending SA for a temporary increase to Evade % at a rate of 4 SA per +1 Evade %. self Maximum increase is half of current Evade % stat.
Extra Movement With this manipulation you are attempting to use your control over time to gain some extra movement. For the cost of 20 SA you can gain an extra movement action that allows you to move half of your battle movement. self Only can be used once per round.
Time Guard With this manipulation you are attempting to negate the use of time affecting magic against you. For every 2 SA point you spend, you can increase your Evade % and Fortitude by 1 when defending against this type of magic. self You can only increase Evade % and Fortitude by up to 10 extra points. You can exceed 95 for those stats, but cannot exceed 100. Increase in Fortitude does not affect related stats.
Sleep Less With this manipulation you are attempting to use your control over time to decrease the amount of time you must sleep without accruing the endurance penalty. For every 2 SA points you can decrease the time you must sleep by 1 hour. self N/A

 

2. The Two Iconic Symbols of Temporamancy

In the elemental magic of Temporamancy, there are two iconic symbols. They are the Fate and the Doom. These symbols are said to be the very source of time magic, even though like all elemental magic in Nor'Ova, temporamancy is conducted not by incantations or potions, but by manipulating the element of time 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 Temporamancy, the Fate symbolizes the light aspect while the Doom represents the dark aspect.

3. Temporamancy Magic Progression Tree

 

Temporamancy Magic Spells Progression Tree V6a

4. Temporamancy Magic Spells

4.1. Tier 1

Temporamancy Effect Cost Range & Area Duration Skill Points to Skill Mastery Prerequisites
Crystal Ball 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 2d10 damage. 10 SA;
1 magic
1 target instant 1 skill point = 2 skill mastery % N/A
Distortion 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 then has Visual Instability for the next four rounds and has to make perception checks to attack. 10 SA;
1 magic
1 target 4 rounds 1 skill point = 2 skill mastery % N/A
Flashback 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 25% chance of stunning the target for one round. 10 SA;
1 magic 
1 target instant 1 skill point = 2 skill mastery % N/A
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 1d10+10 damage. This pain usually comes from old scars or the like. 10 SA;
1 magic
1 target instant 1 skill point = 2 skill mastery % N/A
Time Ripple 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. 10 SA;
1 magic
a 3x3 hex area around the caster instant 1 skill point = 2 skill mastery % N/A

4.2. Tier 2

Temporamancy Effect Cost Range &
Area
Duration Skill Points toSkill Mastery Prerequisites
Glimpse of the Seer 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. 20 SA;
Free Action
self instant 1 skill point = 1 skill mastery % Crystal Ball mastered
Lost Memories 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. 20 SA;
Free Action
self instant 1 skill point = 1 skill mastery % Flashback mastered
Memories of the Agent This spell relives the memories of the agent. For an entire hour you or your selected target will have all momentary abilities that you have met the prerequisites for. You do not have these abilities yourself. 20 SA;
Free Action
1 target 1 hour 1 skill point = 1 skill mastery % Flashback mastered
Memories of the Scribe This spell relives the memories of the scribe. For an entire day you or your selected target will have all basic support abilties that you have met the prerequisites for. You do not have these abilities yourself. 20 SA;
Free Action
1 target 1 hour 1 skill point = 1 skill mastery % Flashback mastered
Memories of the Shield This spell relives the memories of the shield. For an entire day you or your selected target will have all basic defensive abilities that you have met the prerequisites for. You do not have these abilities yourself. 20 SA;
Free Action
1 target 1 hour 1 skill point = 1 skill mastery % Flashback mastered
Memories of the Squire This spell relives the memories of the squire. For an entire day you or your selected target will have all basic character abilities that you have met the prerequisites for. You do not have these abilities yourself. 20 SA;
Free Action 
1 target 1 hour 1 skill point = 1 skill mastery % Flashback mastered
Memories of the Warrior This spell relives the memories of the warrior. For an entire day you or your selected target will have all basic offensive abilities that you have met the prerequisites for. You do not have these abilities yourself. 20 SA;
Free Action
1 target 1 hour 1 skill point = 1 skill mastery % Flashback mastered
Rapid Aging With the creation of this spell a magical distortion 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 half, movement rates by half, and Evade % by 5. At the end of the spell the target returns to normal. 20 SA;
2 magic
1 target 1d6 rounds 1 skill point = 1 skill mastery % Time Ripple mastered
Restoration This spell is made to recover the target from status effects by warping the time until the effects wears off. Restoration cures most poisons, stun, visual instability, burns, heat exhaustion, and sickness. 20 SA;
2 magic
1 target instant 1 skill point = 1 skill mastery % Distortion mastered
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 2d20 damage. 20 SA;
1 magic
1 target instant 1 skill point = 1 skill mastery % Past Pain mastered
Time Slow 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 skills and spells action costs are doubled. 20 SA;
2 magic
1 target 1d6 rounds 1 skill point = 1 skill mastery % Distortion mastered

4.3. Tier 3

Temporamancy Effect Cost Range &
Area
Duration Skill Points to Skill Mastery Prerequisites
Compressed Time This spell creates a time distortion on the target of your choosing. This spell compresses the action costs of the target's spells and skills so that they cost one less action. If the skill or spell cost only one move it becomes a free action skill or spell, subject to the rules of free action skills. This spell can be used on any target including yourself. 30 SA;
2 magic
1 target 2d6 rounds 2 skill points = 1 skill mastery % Either Glimpse of the Seer or Time Slow mastered
Doom's Injury Doom’s Injury creates a temporal distortion that floats over the body of the target. The spell reaches into the future and gives the target a wound from the future of the target. This wound is deep and bloody and deals 6d10 damage. The distortion disappears quickly. 30 SA;
2 magic 
1 target instant 2 skill points = 1 skill mastery % Suffering Returned mastered
Fate's Punishment 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 3d20 + 10 damage. 30 SA;
3 magic
1 target instant 2 skill points = 1 skill mastery % Rapid Aging mastered
Mass Time Slow With the casting of this spell you create a time-warped aura 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 skills and spells action costs are doubled for as long as they are in the aura + 2 rounds after leaving the aura. 30 SA;
3 magic 
a 3x3 hex area around a selected spot 2d4 rounds 2 skill points = 1 skill mastery % Time Slow mastered
Renewal This spell renews the target by restoring the target's HP and EP by 2d20+1d10. 30 SA;
2 magic 
1 target instant 2 skill points = 1 skill mastery % Restoration mastered
Seer's Vision The magic of Seer's Vision works by showing you a quick preview of what would happen should you have entered a room or made that turn around a corner. By viewing this vision of the future, you can know what lies within a room; its traps, treasures, and even the number and type of enemies within, as long as there is nothing within the room interfering with the magic. 30 SA;
Free Action
self instant 2 skill points = 1 skill mastery % Either Lost Memories or Glimpse of the Seer mastered
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 Magic Power. 30 SA;
Free Action
1 target instant 2 skill points = 1 skill mastery % Restoration mastered
Time's Teacher This spell summons forth a spiritual teacher from the past to help you master your skills. While this teacher is present, you gain double the base success and failure points. 30 SA;
Free Action
next to caster 1 hour 2 skill points = 1 skill mastery % Either Memories of the Agent, Memories of the Scribe, Memories of the Shield, Memories of the Squire, or Memories of the Warrior mastered
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. 30 SA;
3 magic
5 hexes affecting 1 target 1d6 rounds 2 skill points = 1 skill mastery % Suffering Returned mastered

4.4. Tier 4

Temporamancy Effect Cost Range & Area Duration Skill Points to Skill Mastery Prerequisites
Chrono-Colloquim This spell surrounds you in powerful temporal magic that blocks all vision of the actions within the magic. To you comes a person from the past. 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 six questions of a yes or no nature. The shadow will answer them with only yes or no. This spell wears off when all six questions have been answered. The GM is required to answer the questions for the shadow. 40 SA;
Free Action
self instant 3 skill points = 1 skill mastery % Time's Teacher mastered
Create Time Elemental With this spell you can create one time elemental. The time elemental will obey you until you run out of SA. You may destroy the elemental to end the spell, or you may release the elemental into the wild. You may use other spells and attacks while you have the time elemental. 10 SA to cast, 2 SA per round; 3 magic next to caster until set free or destroyed 3 skill points = 1 skill mastery % Time's Teacher mastered
Doom's Possession When this spell is created you become possessed with the power of Doom. Your eyes glow red and you can no longer speak. For the duration of the spell you can do nothing but use a special projectile magic that comes from your hand and move. Each shot does 8d10 damage. The blast range is 1 target. During the possession you are immune to all status effects, beneficial and negative, and automatically receive 50% less damage than is dealt to you. 40 SA; 3 magic self 2d4 rounds 3 skill points = 1 skill mastery % Either Doom's Injury or Fate's Punishment mastered
Fate's Advocate This spell empowers the target with a strong attack boost of 50 to Melee, Throw, and Bow Power. 40 SA; 3 magic 1 target 2d6 rounds 3 skill points = 1 skill mastery % Time's Teacher mastered
Fate's Intervention When this spell is created a protection-from-death occurs. The magic lies dormant until one of the members of your team or you are 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 80 damage and knocking the target back 1d4 hexes. The magic then disappears, no longer protecting anyone. 40 SA; 4 magic 1 target effect happens upon deathblow 3 skill points = 1 skill mastery % Either Time Repaired, Renewal, or Tortured Past mastered
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 10d8 damage by ripping open wounds on all enemy targets while it passes. Allies and yourself are unaffected. 40 SA; 4 magic  all enemy targets instant 3 skill points = 1 skill mastery % Fate's Punishment mastered
Future Injury 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 8d10 damage. The distortion disappears quickly. 40 SA; 3 magic 1 target instant 3 skill points = 1 skill mastery % Seer's Vision mastered
Never Ending Pain 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. The magic recreates these smaller damages every round, doing 2d20 HP damage per round, to torture and let the target experience the cost of war until the target finally dies from it. 40 SA; 4 magic 1 target 2d6 rounds 3 skill points = 1 skill mastery % Either Tortured Past or Doom's Injury mastered
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. 40 SA; Free Action next to caster until destination is reached 3 skill points = 1 skill mastery % Seer's Vision mastered
Time Freeze This spell freezes time for everything except you and the air supply. 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. When the spell is being cast it appears like it has no effect until suddenly your changes appear. If you do not return to your original location that you cast the spell from, it will appear as if you just disappeared and reappeared suddenly from somewhere else. 40 SA; 4 magic battlefield 2d8 rounds 3 skill points = 1 skill mastery % Either Compressed Time or Mass Time Slow mastered

4.5. Tier 5

Temporamancy Effect Cost Range &
Area
Duration Skill Points to Skill Mastery Prerequisites
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 10d10 damage to everything in sight within the radius of the spell. 50 SA; 4 magic a 3x3 hex area around the caster instant 4 skill points = 1 skill mastery % Either Never Ending Pain or Doom's Possession mastered
Doom's Blade With the creation of this spell a sword of black magic appears before you. You take this weapon and use it instead of your current weapon. Whenever you attack with this weapon it inflicts 80 damage increased by your Magic Power, and poisons the target causing them to lose 2d10 damage per round. The sword’s range is 2 hex. 50 SA; 4 magic self 2d4 rounds 4 skill points = 1 skill mastery % Fate's Intervention mastered
Epoch Force 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 10d12 damage to each one. Allies and yourself are unaffected. 50 SA; 5 magic all enemy targets instant 4 skill points = 1 skill mastery % Future Injury mastered
Powers That Were 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, defense, and magic. It gives the target + 65 to Melee, Throw, Bow, and Magic Power, and a natural PR and MR of 20. 50 SA; 5 magic 1 target 2d3 rounds 4 skill points = 1 skill mastery % Either Create Time Elemental or Fate's Advocate mastered
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. This will restore those who have lost mortality points. 50 SA; 4 magic 1 dead target instant 4 skill points = 1 skill mastery % Fate's Intervention mastered
Time Trip This spell sends the target traveling through time. When you cast the spell, you roll a 1d10. 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. 50 SA; 5 magic 1 target 1d12 rounds 4 skill points = 1 skill mastery % Fate's Rebellion mastered

4.6. Tier 6

Temporamancy Effect Cost Range &
Area
Duration Skill Points to Skill Mastery Prerequisites
Heroes of Old 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 damage on the target. There are five heroes, doing a total of 12d12 damage on the single target. 60 SA; 6 magic 1 target instant 5 skill points = 1 skill mastery % Time Trip mastered

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  • mythus
    mythus  1 week ago

    Dryads, awaken! :P

  • mythus
    mythus  1 week ago

    version 8 update still in progress. lots of improvements and fixes going into the RP

  • mythus
    mythus  3 weeks ago

    test

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