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

Magic Type: Time Magic

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

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

Supportive Effects: Automatically have a 20% chance to evade any form of attack.

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.

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.

Minor Elemental Manipulations

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

Future: 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.

Past: 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 Two Iconic Symbols of Time Magic

In the elemental magic of Death, there are two iconic symbols for each affinity. For Past are Memory and Rumination and for Future 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, 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 Time, Memory and Fate symbolizes the light aspect while Rumination and Doom represents the dark aspect.

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.

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 acquired 3 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 making a hard arcana check, the temporamancer might then awaken his or her runic soul, which will cause the last recent damages dealt to the caster and party to not have happened, restore the caster and party by 20%, and block the next attack - physical or magical. 

Time Magic Progression

Time Magic Progression is separated into its two affinities, Past and Future. 

Past Affinity Magic Chart

Past Affinity Magic Spells

Tier Level: 1
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Currents of Time 1 ❤️‍🩹 Healing 2 Soul 1 1 target or self instant Easy Arcana

This spell is a part of the Currents of Time spell chain and is found in the Currents of Time rune stone.

Time flows. This is the most fundamental truth of the element, not that it can be stopped or reversed or controlled with perfect precision, but that it moves, constantly and in one direction, carrying everything with it. What was spent is behind you now. What was lost stayed where it fell. The current moves on and does not return what it took. Unless someone reaches into it and redirects it.

The praeteriamancer learns early that the currents of time are not as fixed as they appear. They move, yes. But they can be nudged. A small redirection, a gentle pull backward against the flow just long enough to recover something the current carried away. Not everything. Not even something specific, necessarily. Time does not take requests. When this spell is cast the caster reaches into the currents and pulls. What comes back is determined by the current itself. Roll 1d3: on a 1 the current returns Vitality, on a 2 it returns Soul, on a 3 it returns Power. Whatever flows back, it does so in the amount of 1d12 plus the caster's Arcana, the caster's own attunement to time magic shaping how much they can draw...

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Flashback 1 😵‍💫 Dazed Effect 2 Soul 1 1 target 1 round Easy Arcana

This spell is a part of the Flashback spell chain and is found in the Flashback rune stone.

The praeteriamancer's first contact with Rumination is rarely comfortable. The dark symbol of past magic does not introduce itself gently. It surfaces, the way all things that have been pressed down too long eventually surface, with a force that is proportional to how long they were held under. Rumination has been holding a great many things under for a great many people. It is very good at it. And when the neophyte praeteriamancer first learns to reach for it, what they find is a symbol that was already reaching back.

Flashback is the most basic thing Rumination knows how to do. It takes a memory - something the target experienced, something real and specific and their own - and simply brings it forward. Not gradually, not with any warning or transition. One moment the target is here, present, engaged with whatever is happening around them. The next they are there, wherever that memory lives, experiencing it again with the full and undiluted clarity of something that feels entirely real because it was. The present disappears. The target is dazed (for the round...

Weapon Effect: Flashback

Critical Hit stuns target for 1 round.

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Lost Memories 1 📜 Knowledge / Understanding 2 Soul 1 self instant Easy Arcana

This spell is a part of the Lost Memories spell chain and is found in the Lost Memories rune stone.

The young praeteriamancer's first lesson is deceptively simple. The past does not disappear. It leaves. There is a difference. What disappears is gone, truly gone, with nothing remaining to speak of its existence. What leaves simply goes elsewhere, settles into the fabric of the places and objects it touched, waits in the particular quiet that Memory keeps for everything it has ever held. A room remembers what happened in it. An object remembers every hand that held it. A patch of ground remembers the weight of every foot that crossed it. Not loudly, not in any way that the untrained would notice, but with the patient fidelity of something that has nowhere else to be and no reason to forget.

Lost Memories is the praeteriamancer's first real conversation with Memory, that quiet symbol the neophyte praeteriamancer may have read about but yet ever interacted with. When this spell is cast the praeteriamancer reaches through their runic soul into the past of whatever they are focused on, be it a set of items, a room, an area around them, and simply asks what it remembers. Memory answers, not with...

Armor Effect: Lost Memories (Helmet Only)
+1 to History and Insight

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Tier Level: 2
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Legacy Released 2 💪 Empowerment 4 Soul 4 1 target or self 1d6 rounds Normal Arcana

This spell is a part of the Currents of Time spell chain and is found in the Currents of Time rune stone.

Everyone carries something inherited. Not always by choice. Most of it arrives before the choice is available to be made, woven into the circumstances of birth and bloodline and the particular history that preceded the person now standing in it. Old wounds passed down through generations. Curses that attached themselves to a name long before the current bearer of that name existed. Penalties accumulated through no fault of the present but through the long and complicated record of everything that came before. Memory understands this better than anyone. Memory has held all of it - every legacy, every inherited burden, every piece of baggage that traveled forward through time because no one along the way knew how to set it down. Memory does not judge the weight. It simply knows what it is and where it came from. And Memory, when asked, can set it aside. Not permanently, the legacy is real, the penalties are real, and what was inherited does not simply cease to exist because it has been temporarily released. But for a time Memory can hold those burdens back, keeping them at a distance while the target moves without them.

...

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Currents of Time
Memories of the Dagger 2 📜 Knowledge / Understanding 2 Soul 1 self 1d10 hours Easy Arcana

This spell is a part of the Lost Memories spell chain and is found in the Lost Memories rune stone.

The dagger is a particular kind of knowledge. Not the broad sweeping knowledge of the warrior, not the disciplined defensive knowledge of the shield bearer, not the patient scholarly knowledge of the staff. The dagger knows things that none of those know; how to move through a space without being noticed, how to find what is hidden, how to navigate the places that polite society pretends don't exist. It is the knowledge of the quick and the quiet, of those who have learned that the most important skill in any situation is the ability to adapt to it.

The praeteriamancer reaches through Memory and finds someone who held that knowledge. Not a specific person for Memory does not always offer names, but someone whose skill with the dagger and the arts that go alongside it was thorough and complete. The praeteriamancer borrows everything they knew. For the spell's duration all thief and adventurer skills flow through the praeteriamancer as if they were their own, picked up not through years of training but through Memory's perfect recall of someone who did put in those years. Lockpicking. Stealth. The...

Armor Effect: Memories of the Dagger (Cape/Cloak Only)

+1 to deception, luck, stealth

Lost Memories
Memories Returned 2 🛠️ Utility 4 Soul 3 1 target or self instant Normal Arcana

This spell is a part of the Lost Memories spell chain and is found in the Lost Memories rune stone.

The praeteriamancer has a particular relationship with forgetting that most people do not. Where others accept the fading of memory as natural and inevitable, the praeteriamancer finds it quietly intolerable - a loss of something that should not be lost, a gap in the record that Memory insists on filling. They have spent their craft learning to read the past, to uncover what time has obscured, and they apply that same insistence to the mind itself when it fails to hold what it should.

When this spell is cast the praeteriamancer reaches through Memory toward whatever has been forgotten, whether it be by themselves or by the target, and simply returns it. Not reconstructed or approximated but returned, exactly as it was, Memory's record being more precise and more permanent than any mortal mind's ability to hold or lose information. Any status effect that has caused forgetfulness or confusion is immediately lifted, the fog cleared, the target's mind restored to what it was before something reached in and took what it had no right to take.

...

Armor Effect: Memories Returned (Helmet Only)

Immunity to forgetfulness and confusion status effects.

Lost Memories
Memory's Teacher 2 📜 Knowledge / Understanding 4 Soul 3 self and all allies 1d10 hours Normal Arcana

This spell is a part of the Lost Memories spell chain and is found in the Lost Memories rune stone.

The praeteriamancer has always learned differently than other mages. Where others study texts and practice techniques in isolation, the praeteriamancer has access to something no library can provide - the memories of the actual people who wrote those texts, preserved by Memory with perfect fidelity, available to be called forward and asked directly. Not read about. Spoken with. Learned from in the most immediate and personal sense possible. Memory's Teacher is the praeteriamancer doing exactly that, and sharing that experience with their friends.

When this spell is cast the praeteriamancer reaches through Memory  for knowledge, and Memory settles around the caster and their allies, recalling memories of experts and masters. The memories correct mistakes, give insight, and enhance the rate that the praeteriamancer and their allies learn and grow. There is no one physically there, no one to speak to or ask questions of. Instead it is Memory recalling the memories of the experts, and that memory for a brief time becoming one and the same with the praeteriamancer and their allies. This accelerates...

Armor Effect: Memory's Teacher

Increase Experience Points gained by 25%.

Lost Memories
Past Pain 2 ⚔️ Offensive 4 Soul 3 1 target instant Normal Arcana

This spell is a part of the Flashback spell chain and is found in the Flashback rune stone.

Every body keeps its own record. Not in Memory, but in the quieter, more physical language of scar tissue and healed bone, the particular way a joint moves around an old injury, the small involuntary flinch that belongs to something that happened years ago and never entirely stopped happening. The body remembers what it survived. It keeps that knowledge close, encoded in the places where it had to rebuild itself. Rumination knows where to look.

When this spell is cast the praeteriamancer reaches through Rumination into the target's physical past and finds one of those places - an old wound, a healed injury, a scar that the target long ago stopped thinking about. Rumination takes it and makes it present again. Not a memory of the pain, not a simulation or an echo - the actual wound, reopened, the damage that was once done returning to the body with full force as if it had never healed at all. The target takes 2d10 magical damage as the past asserts itself into the present. The wound that arrives is specific and real. It is old scars flaring, healed fractures reawakening, something the target's...

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Flashback
Restep 2 👣 Movement Based 4 Soul 3 1 target or self 1d8 rounds Normal Arcana

This spell is a part of the Flashback spell chain and can be found in the Flashback rune stone.

Memory holds every step ever taken. This is not a metaphor. Memory is precise, comprehensive, and entirely literal about what it preserves. The exact placement of every foot, the exact distance covered, the exact direction traveled. Every movement made by every person Memory has ever recorded, held with the same fidelity it brings to everything else.

Restep is the praeteriamancer reaching into that record for the simplest possible purpose - to let the target take their last movement again. Not an attack. Not a spell. Not any action that requires decision or intention beyond the physical act of moving through space. Just the steps. Memory knows exactly what they were;  the direction, the distance, the precise path the target's body traced a moment ago, and offers them back. The target moves twice in the round, covering ground that their last movement already covered once, Memory's recall of those steps making a second crossing as natural as the first.

When cast on oneself the praeteriamancer finds the battlefield opens up...

Armor Effect: Restep (Footwear Only)

Allows you to always be able to make two movement actions.

Flashback
Time Repeated 2 ⏳ Haste or Slow Effect 4 Soul 3 1 target happens on target's active turn Normal Arcana

This spell is a part of the Currents of Time spell chain and is found in the Currents of Time rune stone.

Unlike the future, what happened in the past happened. It is forever set in stone, remembered by both sides of the coin of praeteriamancy - Memory and Rumination. While Memory would simply record the event, Rumination obsesses over it. While Memory can be called upon when desired, Rumination shows up whether the memory is wanted or not. Rumination needs no permission, and Rumination cannot let go. These are all facts that the growing praeteriamancer has been learning. Both symbols are chroniclers of the past, one is simply more forceful in making sure that the past is not forgotten. 

Time Repeated is a low and blunt application of praeteriamantic power. It is not a careful manipulation of the past but a forceful reminder of it. The praeteriamancer reaches back along the target's immediate timeline, not through Memory but through Rumination, finds the last sequence of actions that person took, and simply makes them happen again. Not a copy. Not an echo. The same actions, reasserted by Rumination as though the present has no say in the matter.

On the target's next turn, it all plays out...

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Currents of Time
Tier Level: 3
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Action Recall 3 ⏳ Haste or Slow Effect 6 Soul 6 1 target or self 1d6 rounds Challenging Arcana

This spell is a part of the Flashback spell chain and is found in the Flashback rune stone.

The praeteriamancer understands something about time that most people never consider. The past is not as far away as it feels. A moment ago is still a moment. It has not gone anywhere. It is simply behind you now, and the praeteriamancer has learned that behind is not the same as gone. When this spell is cast the praeteriamancer reaches into the immediate past, not years or decades or even minutes, just the single most recent action taken by the target,  and pulls it forward. Memory does not recreate or simulate the action. It simply recalls it, the way a precise and perfect record recalls anything, and allows it to happen again exactly as it happened the first time.

The target immediately repeats whatever action they just took. An attack strikes again. A movement is made again. A skill activates again. Should the action have been a spell, Memory is precise about how it handles the recall. If the target's runic speed is sufficient to cast the spell in the remaining round, the spell is cast again in full. If not, the recalled casting speed stacks with what was already spent, accelerating the next casting...

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Restep
Ancestral Blessings 3 💪 Empowerment 6 Soul 6 self 1d6 rounds Challenging Arcana

This spell is a part of the Lost Memories spell chain and is found in the Lost Memories rune stone.

The praeteriamancer knows better than anyone that the past is not empty. It is populated densely and richly with everyone who came before. Every ancestor who struggled and endured and learned and passed something of themselves forward through the long chain of generations that eventually produced the praeteriamancer standing here now. They are not gone. They are simply earlier. And Memory, which holds everything that was, knows exactly where to find them.

When this spell is cast the praeteriamancer reaches back through Memory not to a historical event or a forgotten place but to something more intimate, their own lineage. The spirits of their ancestors answer willingly, drawn forward by the same blood that connects them across the distance of years. They do not appear visibly. They do not speak or gesture or make themselves known in any dramatic way. They simply arrive, their collective presence washing over the praeteriamancer like a warmth that has been waiting to be felt, and with it comes everything they carried in life.

...

Armor Effect: Ancestral Blessings (Helmet Only)

+1 to all Wisdom Traits.

Armor Effect: Ancestral Blessings (Hand Wear Only)

+1 to all Strength Traits

Memories Returned
Fountain of Youth 3 💪 Empowerment 6 Soul 6 a 4x4 space area of your choosing 1d8 rounds Challenging Arcana

This spell is a part of the Currents of Time spell chain and is found in the Currents of Time rune stone.

The Fountain of Youth is one of the oldest legends in Nor'Ova.  The legend that somewhere, in some forgotten place, there exists a source of water that turns back the hands of time on whoever drinks from it. Explorers have sought it. Rulers have funded expeditions to find it. The old and the dying have spent fortunes chasing rumors of its location. The praeteriamancer finds this mildly amusing. Why chase after a legend when with a simple runic manipulation and connection to Memory, one can create their own fountain of youth?

When this spell is cast the praeteriamancer reaches into the currents of time and pulls the past forward in a specific and concentrated way. They are not manipulating time for a single target but for an area, a 4x4 space of the praeteriamancer's choosing that becomes saturated with restorative temporal energy. Anyone within that space feels it immediately. A warmth, a lightness, the particular sensation of a body remembering what it felt like when everything worked a little better than it does now washes over them. All traits increase by 1 for the first...

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Time Repeated
Memories of the Shield 3 📜 Knowledge / Understanding 6 Soul 5 self 1d10 hours Challenging Arcana

This spell is a part of the Lost Memories spell chain and is found in the Lost Memories rune stone.

The shield is a different kind of knowledge than the dagger. Where the dagger taught quickness and concealment and the ability to move unseen through dangerous places, the shield teaches something that requires standing still - the disciplined, patient, deeply unglamorous art of not being hurt. It is the knowledge of those who have learned to put themselves between danger and the people behind them, who have mastered the particular skill of absorbing what the world throws rather than avoiding it.

The praeteriamancer reaches through Memory and finds someone who wore that knowledge the way they wore their armor, naturally, completely, as something inseparable from what they were. Every guard skill that person ever learned flows into the praeteriamancer for the duration, borrowed from Memory with the same fidelity that Memory brings to everything it holds. For the spell's duration all guard skills are available, fully functional, as if the praeteriamancer had spent years earning them. When it ends they return to whoever Memory borrowed them from, leaving the praeteriamancer once again without a shield...

Armor Effect: Memories of the Shield (Shield Only)

+1 to Endure, Defense, Brace

Memories of the Dagger
Never Ending Pain 3 ⚔️ Offensive 6 Soul 5 1 target 1d8 rounds Challenging Arcana

This spell is a part of the Flashback spell string and is found in the Flashback rune stone.

There was a praeteriamancer once who had studied enough battlefields to understand something that most people who celebrate war never have to confront - that the stories told afterward are not the ones that happened. The glory, the heroism, the clean and meaningful deaths of soldiers who fell for something worth falling for - these are the memories that survive because they are the ones people choose to keep. The other memories, the ones nobody wants to carry forward, settle into the ground and the air and the fabric of every place where enough people suffered, and they wait there for someone with the knowledge and the willingness to find them. This praeteriamancer found them. They built a spell around what they found, not as a weapon - or not only as a weapon - but as a testimony. A way of making the truth of war impossible to ignore for anyone who experienced it.

When this spell is cast Rumination reaches into the accumulated suffering of every battlefield the past holds and draws forward the injuries that never made it into the stories. These are the wounds that hurt but didn't kill, the damage that...

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Past Pain
Past Restored 3 ❤️‍🩹 Healing 6 Soul 6 1 target or self instant Challenging Arcana

This spell is a part of the Currents of Time spell chain and is found in the Currents of Time rune stone.

Memory does not forget what things were before they were changed. This is Memory's most fundamental quality - not just that it holds the past but that it holds it with complete precision, every detail preserved exactly as it was at every moment it has ever been. The room as it was before the fire. The document as it read before the revision. The body as it was before the blow landed.

When the praeteriamancer casts Past Restored, the praeteriamancer reaches through Memory to that last moment - the instant just before the attack struck, when the target's Vitality was what it was - and restores it. Not approximately. Not roughly. Exactly. Memory does not deal in approximations. When this spell is cast the target's Vitality is returned to precisely what it was before the most recent attack they suffered. Whatever number it held in that moment before impact is the number it holds now. The attack still happened. Memory is not rewriting events, it is simply restoring what was taken. Any status effects the attack inflicted remain, the evidence of what occurred still present in the body even as the...

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Legacy Released
Place & Time 3 👣 Movement Based 6 Soul 5 self and those you are holding onto instant Challenging Arcana

This spell is a part of the Currents of Time spell chain and is found in the Currents of Time rune stone.

Memory does not only hold events and people and the injuries of the past. It holds places - every room entered, every road walked, every space the praeteriamancer has occupied at any point in their life preserved with the same fidelity Memory brings to everything it keeps. The smell of the air. The angle of the light. The particular quality of the ground underfoot. All of it recorded, all of it retrievable, all of it still exactly as it was when the praeteriamancer was last there.

Place & Time is the praeteriamancer discovering that Memory's record of a place is not merely a recollection. It is a coordinate. When this spell is cast the praeteriamancer focuses on any place they have previously visited. They are not imagines, not approximates that the praeteriamancer focuses on, but genuinely remembers with the full precision that their connection to Memory makes possible, and Memory takes them there. Instantly. The distance is irrelevant because Memory is not moving through space to reach the destination, it is simply recognizing that this place exists in its records and placing the...

Armor Effect: Place & Time (Footwear only)

You are able to teleport to anyplace you see, however it is how you seen it at that moment.

Time Repeated
Time's Regression 3 🔻 Debuff 6 Soul 6 1 target 1d6 rounds Challenging Arcana

This spell is a part of the Flashback spell chain and is found in the Flashback rune stone.

Rumination, as the dark and negative symbol of praeteriamancy, is a symbol of looking backward and never forward. It is a cruel symbol, an abusive power, a sinister desire - the desire for all things to remain the same, the inability to let go and move forward. Rumination never lets go. Rumination never moves forward. Rumination never lets one forget where they came from and what they did, especially of their failure and their transgressions. Rumination is the harbinger of guilt and the author of regret. 

Through the casting of Time's Regression, the praeteriamancer is allowing Rumination to remind the target of what it once was. The spell is the song of Rumination, telling the target this is what you are while briefly robbing the target of what they became. The strength they have built, the power they have cultivated, the vitality they carry into this moment - all of it recedes, briefly but unmistakably, to an earlier version of itself. Their body does not forget how to fight. Their mind does not forget what they know. But something fundamental has been walked back, and they feel it in every swing, every step, every attempt to summon what they had just a moment ago. Rumination does not erase. It simply insists, for a short while, that this person is not quite...

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Restep
Tier Level: 4
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Breaking the Chain 4 ❤️ Charm Effect 8 Soul 8 1 target 1d6 rounds Challenging Arcana -2

This spell is a part of the Currents of Time spell chain and is found in the Currents of Time rune stone.

When people speak of breaking the chain they are speaking of the recognition that what was inherited does not have to be perpetuated. That the cycle of conflict, of loyalty to a cause or a side or a way of doing things, was never truly chosen but simply arrived with the territory of being born into a particular time and place and set of circumstances. The praeteriamancer understands this better than most. They have studied enough of the past to know that most enemies are not enemies by nature. They are enemies by chain,bound to their side by history and habit and the particular momentum of events they did not start and perhaps never fully understood. Memory can see those chains clearly. And Memory, when asked, can break them.

When this spell is cast the praeteriamancer reaches through Memory toward a single target and shows them what the chain looks like from the outside - the full weight and history of what has bound them to this conflict, laid out with the quiet impartiality of something that has witnessed every side of every story. The target must make a Hard Mental Balance check...

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Past Restored
Failure Recall 4 🧿 Curse 8 Soul 8 1 target 1d4 rounds Challenging Arcana -2

This spell is a part of the Flashback spell chain and is found in the Flashback rune stone.

For anyone who draws breath there was a time where their success or failure had effects that reached farther or affected more. Perhaps it was the spell to save a friend. Perhaps it was the jump they just couldn't make or the failed proposal. Maybe they simply failed to see what was right before them, missing the chance of a lifetime or locking themselves into a future of heartbreak and betrayal. It matters not, what matters is that these events happened and they are defining events in that person's life. Events that play over and over again in their minds when things are quiet and doubt has its way with them. Something from the past that they just simply cannot let go of.

Such is the way of Rumination. When the praeteriamancer casts Failure Recall they are unleashing the power of Rumination over the past memories of the target. Whatever check, whatever roll, whatever action that they failed from the past that still haunts them is brought to the surface and takes hold. The failure settles over the target like a shroud, and for the duration of the spell every successful check the target makes is treated as a failure. The dice may roll well. The target may have every ability and every advantage needed to succeed. It does not matter. Rumination has already decided...

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Action Recall
Lost in Time 4 🌀 Confusion, Control 8 Soul 8 1 target 1d10 rounds Challenging Arcana -2

This spell is a part of the Flashback spell chain and is found in the Flashback rune stone.

Time's Regression began pulling the target backward. Lost in Time completes that displacement. The target is no longer experiencing a slightly delayed present. They are experiencing the past, specifically and precisely one round behind where everyone else stands, and they have no way of knowing it.

What the target sees is real. This is what makes the spell so effective and so difficult to resist. Rumination is not feeding the target lies or hallucinations. It is feeding them accurate information. The enemy was standing there. That space was empty. Their ally was over there. Every perception the target receives is a true memory of what was, delivered with the complete conviction of something being experienced in the present moment. Should the target make a perceive check, they would perceive what was present a round ago. The battlefield has moved on. The target has not.

Each round the target acts on the battlefield state of the previous round - attacking positions that were occupied then but may be empty now, moving into...

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Time's Regression
Memories of the Sword 4 📜 Knowledge / Understanding 8 Soul 7 self 1d10 hours Challenging Arcana -2

This spell is a part of the Lost Memories spell chain and is found in the Lost Memories rune stone.

The sword is the most studied knowledge in the history of Nor'Ova. More has been written about how to wield one, more generations have spent more hours practicing the art of it, more wars have been fought by people whose entire identity was organized around the mastery of it than any other single discipline. The warrior's knowledge is vast, well documented, and preserved in Memory with the particular richness of something that has been practiced and refined across centuries.

The praeteriamancer reaches through Memory and finds all of it, not one warrior's knowledge but the distilled essence of what warriors have always known, the accumulated expertise of countless lives spent in the study and practice of combat. Every warrior skill flows through them for the duration with the ease of something that has been done so many times by so many people that Memory can reproduce it without effort. The praeteriamancer moves differently while this spell is active. They carry themselves differently. They are, for the duration, someone who knows exactly what to do with a weapon in their hand. When the spell ends...

Weapon Effect: Memories of the Sword 

+1 to Grip, Athletics; +1d4 to Offensive Power

Memories of the Shield
Memory's Protection 4 🛡️ Defensive 8 Soul 8 self 1d6 rounds Challenging Arcana -2

This spell is a part of the Lost Memories spell chain and is found in the Lost Memories rune stone.

There is something that the praeteriamancer understands about their ancestors that those who do not study the past rarely appreciate. The dead do not stop caring. They carried their loves and their loyalties and their protective instincts into whatever they became after life, and Memory, which holds all of them exactly as they were, knows this better than anyone. The ancestors who answered in Ancestral Blessings did not leave when their strength and wisdom were no longer needed. They stayed. They are always staying. And when something threatens the one they came to aid, Memory does not need to call them twice. 

When this spell is cast the praeteriamancer reaches deeper into Memory's connection with their lineage and asks the ancestors not just to empower but to protect. The response is immediate. Their spiritual energy wraps around the praeteriamancer like something that was always there waiting to be invoked, fortifying every aspect of endurance and resilience. All Fortitude traits double as the collective toughness of every ancestor who ever survived what they had no business...

Armor Effect: Memory's Protection (Body Armor only)

+1 to Fortitude Traits

Ancestral Blessings
Places Forgotten 4 🌀 Confusion, Control 8 Soul 7 1 target instant Challenging Arcana -2

This spell is a part of the Currents of Time spell chain and is found in the Currents of Time rune stone.

When people think of Rumination and Memory, they often think of them as two completely different symbols, expressions of the runic element of time shown differently. Memory is cast as the positive symbol - the holder of perfect memory and chronicler of historical fact. Rumination is cast as the negative symbol - the judge of time who condemns and never lets one forget their past mistakes. The praeteriamancer however knows differently, they are both simply two sides of the same coin. Memory may indeed be the light symbol and Rumination the dark, however they both are two faces of one power - Past Time, Praeteriamancy expressed differently yet all coming from the same source. Where is Rumination if there is no memory, and where does perfect Memory come from if there is no Rumination to force it? 

Places Forgotten is the runic manipulation that best showcases the duality of praeteriamancy. It is the power of Rumination yes, but expressed through the withdrawal of Memory. When the praeteriamancer casts Places Forgotten, it is as if Memory and Rumination agree. Memory walks away, and Rumination lets go of the target. The target is suddenly, completely, without context. They know they are somewhere. They do not know where. They know they were doing...

Weapon Effect: Places Forgotten

Critical Hit requires the target to make a Hard Insight check, or they will spend a round unaware of where they are and what they were doing, any spell casting disrupted.

Place & Time
Powers That Were 4 💪 Empowerment 8 Soul 8 1 target or self 1d8 rounds Challenging Arcana -2

This spell is a part of the Lost Memories spell chain and can be found in the Lost Memories rune stone.

The Memories chain has been a journey of increasing depth - Lost Memories first touched the surface of what Memory holds, Memory's Teacher drew on the knowledge of those who came before, and Chrono-Colloquim reached back far enough to speak directly with a shadow of the past. Powers That Were takes the final step. The praeteriamancer does not reach for a specific person's knowledge or a specific teacher's wisdom. They reach for everything.

Memory holds the strength of every warrior, mage, and archer who ever lived with enough skill to leave an impression on the past. Every devastating blow ever struck. Every runic surge ever unleashed. Every perfectly placed arrow that changed the course of a battle. All of it preserved, all of it available to the praeteriamancer who has spent the entire chain learning how to access what Memory holds with increasing precision and depth.

When this spell is cast that accumulated power flows into the target in a single overwhelming surge - a distortion of temporal energy surrounding...

Armor Effect: Powers That Were (Hands Only)

+1d10 to Offensive and Bow Power

Chrono-Colloquim
Suffering Returned 4 ⚡⚡ Stun Effect 8 Soul 8 1 target 1d6 rounds Challenging Arcana -2

This spell is a part of the Flashback spell chain and is found in the Flashback rune stone.

There is a particular kind of justice that the law cannot always deliver. It is not the justice of punishment, not the justice of consequence, but the justice of understanding. The understanding of what it actually felt like to be on the receiving end of what was done. Courts can assign sentences. Rumination can assign something considerably more direct. Suffering Returned was developed not as a weapon but as a reckoning. The praeteriamancers who created it had studied enough of what people do to each other to know that the most effective correction was never physical. Physical pain is endured and forgotten. What stays - what Rumination knows better than any symbol how to make stay - is the feeling. The terror. The helplessness. The particular quality of suffering that belongs specifically to those who had it inflicted upon them by someone who chose to do so.

When this spell is cast Rumination reaches into the past and finds every instance of suffering the target has caused - every person they harmed, frightened, broken, hurt, lied to - and returns it. Not to those people. To the target who originally caused...

N/A

Never Ending Pain
Tortured Past 4 ⚡⚡ Stun Effect 8 Soul 7 1 target 1d6 rounds Challenging Arcana -2

This spell is a part of the Flashback spell chain and is found in the Flashback rune stone.

Rumination has always had one defining cruelty: it does not let go. It does not select. It does not weigh one memory against another and decide which ones are worth keeping. It holds everything - every wound, every failure, every loss, every moment the target has spent years trying to put behind them - and it holds all of it with equal, merciless grip.

Tortured Past is not an attack. It is an opening. The praeteriamancer reaches through Rumination and simply unlocks what is already there - every bad memory, every painful event, every moment the target has carried quietly into the present - and releases it all at once. Not one at a time. All of it. Simultaneously. The target does not experience a sequence. They experience an avalanche.

The battlefield disappears. The sounds of combat disappear. Everything in the present disappears, because the past has become louder than all of it. The target is not here anymore, not in any meaningful sense. They are somewhere else, many somewheres, all at once, none of them safe. They cannot...

N/A

Never Ending Pain
Vigor Returned 4 ❤️‍🩹 Healing 8 Soul 7 1 target 1d10 rounds Challenging Arcana -2

This spell is a part of the Currents of Time spell chain and is found in the Currents of Time rune stone.

The body remembers what it felt like to be strong. Not in any abstract or sentimental sense - Memory holds the precise physical record of what the target's Power was at its fullest, the exact capability they carried before exhaustion and effort and the accumulated cost of the fight began drawing it down. That record does not fade. Memory does not allow things to fade.

When this spell is cast the praeteriamancer reaches through Memory toward that record and draws it forward, washing it over the target in a wave of restorative temporal energy - not healing in any conventional sense but restoration, the body being reminded by Memory of what it was capable of before any of this happened. The target's Power is restored by 20% of their maximum each round they remain under the spell's effect, Memory steadily returning what was spent. Should their Power already be full when a round of restoration arrives, the excess does not go to waste, Memory gives it as a bonus, Power exceeding the normal maximum by 20% per additional round, compounding for as long as the spell lasts. When the spell...

N/A

Fountain of Youth
Tier Level: 5
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Absolution 5 📋 Status Effect Healing 10 Soul 10 1 target or self 1d8 rounds Challenging Arcana -2

This spell is a part of the Currents of Time spell chain and is found in the Currents of Time rune stone.

The praeteriamancer has spent their craft understanding the past. They have done so by uncovering it, studying it, learning from it, and in the most difficult cases, watching what happens when someone cannot release it. They have seen what Rumination does to a person. They have watched the past become a prison, felt the weight of wounds that refuse to close, witnessed the particular cruelty of someone who carries something they were never meant to keep carrying forever. Memory knows this too. Memory has held every moment that ever was, and in doing so has learned something that most people never do. Memory has learned that holding is not the same as honoring. The past can be acknowledged, respected, and learned from, but must be, without guilt, let go. Absolution is that letting go, given as a gift.

When the praeteriamancer casts this spell they reach through Memory toward the target and offer them what Memory has always understood but rarely shares so completely, the full and unconditional release of everything the target is carrying that they were never meant to carry forever. Every negative...

Armor Effect: Absolution (Helmet Only)

Double Mental Balance against mental status effects.

Breaking the Chain
Ancestral Wrath 5 ⚔️ Offensive 10 Soul 10 1 target 1d6 rounds Hard Arcana

This spell is a part of the Lost Memories spell chain and is found in the Lost Memories rune stone.

The ancestors have been patient. They came when called, offered their strength, stood as shields. They have watched from wherever Memory holds them as the praeteriamancer has faced what they face, and they have endured it with the particular restraint of those who understand that not every threat requires their full attention. This time is different, however. This threat warrants their full attention.

When the praeteriamancer casts Ancestral Wrath they do not ask. They release. Every ancestor who has been present, every spirit that answered the call and stayed, turns its attention to a single target with the concentrated fury of generations that have had enough. They do not simply strike from where they are. The ancestors exist not in the present but in Memory, which means they exist across all the moments they ever inhabited, and what descends upon the target comes from all of those moments simultaneously.

The target is struck for 4d12 magical damage as ancestral fury crashes into them from multiple points in time at...

Weapon Effect: Ancestral Wrath

Critical Hit inflicts Inbalance for 1d4 rounds.

Memory's Protection
Memories of the Staff 5 📜 Knowledge / Understanding 10 Soul 9 self 1d10 hours Hard Arcana

This spell is a part of the Lost Memories spell chain and is found in the Lost Memories rune stone.

The staff is the knowledge the praeteriamancer finds most familiar and most strange simultaneously. Familiar because it is magical knowledge - the runic mage's craft, the careful study of runic elements and their application, the patient accumulation of spells and the understanding of how to use them - and the praeteriamancer is, after all, a practitioner of magic themselves. Strange because it is someone else's magic, a different affinity, a different relationship with the runic soul, approached from an angle that their own training never took.

Memory holds the mage's knowledge with the thoroughness it brings to everything. The praeteriamancer reaches through it and finds all runic mage skills available, borrowed completely, functional in every detail, belonging to no one currently alive but preserved by Memory for exactly this kind of asking. For the duration the praeteriamancer has access to capabilities that their own element never provided. Not only do they now have skills they have yet to obtain from their runic mage profession, they now also have the spells of a different affinity.  A different...

Armor Effect: Memories of the Staff (Robe only)

+1 to Runic Speed, Arcana; +1d4 to Runic Power

Memories of the Sword
Memory's Recall 5 📜 Knowledge / Understanding 10 Soul 9 self 1 hour Hard Arcana

This spell is a part of the Currents of Time spell chain and is found in the Currents of Time rune stone.

A praeteriamancer is first and foremost a scholar of history. There is little wonder why most archeologists end up being born under the runic element of time, and a praeteriamancer is an archeologist and genealogist further defined. What sets the praeteriamancer apart is that they do not study the past by studying old relics and ancient ruins - though they do enjoy doing that as well. They study by sitting in such places in quiet meditation with Memory. The praeteriamancer is the avatar of Memory, the medium through which the past speaks. To know the past and how to utilize it is the power of the praeteriamancer. 

One spell that the praeteriamancer has which illustrates this most effectively is Memory's Recall. Memory's Recall isn't a simple manipulation that recalls a memory. It is far more. Through Memory's Recall, the praeteriamancer is calling forth the holder of past knowledge, Memory itself, and seeing through Memory as if Memory were their very eyes. Hearing through Memory as if Memory were their ears. Through Memory, the praeteriamancer is recalling the memory of the area - be it room, battlefield, or rolling plains, or of the person before them as if the praeteriamancer were there experiencing it themselves. They can see everything Memory...

N/A

Places Forgotten
Rumination's Confusion 5 🌀 Confusion, Control 10 Soul 9 1 target 1d10 rounds Hard Arcana

This spell is a part of the Flashback spell chain and is found in the Flashback rune stone.

Rumination does not forget. This is important to understand about the dark symbol of past magic, Rumination holds everything it has ever touched with the same relentless grip it brings to every wound, every failure, every moment it has decided deserves to be turned over and examined indefinitely. It does not forget. But it does something considerably more useful in certain situations - it makes others forget. Not randomly. Not broadly. Rumination is precise about what it chooses to interfere with, and what it chooses is always the newest things - the skills most recently acquired, the spells most recently learned, the knowledge that represents the target's most recent growth. Rumination has no interest in ancient history. It is interested in the version of the target that existed before they became what they currently are, and it reaches into their mind to retrieve that earlier version by stripping away what came after.

When this spell is cast Rumination pulls the target's mind backward through their own learning history. A 1d10 is rolled - the number indicating how many of the target's most...

N/A

Tortured Past
Rumination's Dislocation 5 🌀 Confusion, Control 10 Soul 9 1 target 1d8 rounds Hard Arcana

This spell is a part of the Flashback spell chain and is found in the Flashback rune stone.

Rumination has been building toward this. The Flashback chain began with a sudden involuntary memory, escalated through physical pain and never ending suffering, reached into the target's worst experiences with Tortured Past, and stripped away their most recent learning with Rumination's Confusion. Each spell in the chain has taken something from the target - a moment of focus, a measure of health, a piece of capability. Rumination's Dislocation takes something more fundamental than any of those. It takes their ability to locate themselves in the world.

When this spell is cast Rumination reaches into the target's spatial memory - the part of their mind that knows where things are, that maps the environment and tracks the positions of those within it - and twists it until nothing corresponds to anything. Everyone in the target's perception appears to be somewhere they are not. The ally standing to the left is perceived as standing somewhere impossible. The enemy directly ahead seems to be elsewhere entirely. Every time the target moves, a pit seems to open before them - not a real pit, but a memory of falling...

N/A

Suffering Returned
Rumination's Trap 5 🪤 Trap 10 Soul 9 1 target 1d6 rounds Hard Arcana

This spell is a part of the Currents of Time spell chain and is found in the Currents of Time rune stone.

The most effective trap is the one the target builds themselves. Rumination has always known this. Every chain, every lock, every barrier that Rumination has ever constructed has been built from the same material - the target's own fear of what comes next, their own uncertainty about whether forward is safe, their own willingness to stand still rather than risk what movement might bring. Rumination does not need to restrain anyone. It only needs to make moving feel impossible.

When this spell is cast Rumination settles over the target not as a force but as a question. A single, quiet, relentless question - what if? What if the next step is wrong? What if moving forward makes things worse? What if staying here, exactly here, is the only safe thing left? The question has no answer that satisfies because Rumination does not allow satisfying answers. It only allows the question, asked again and again, each repetition making the next step feel heavier than the last. The target is not bound. They are not stunned. They are entirely physically capable of moving, attacking, casting, acting in...

N/A

Places Forgotten
Spirit Returned 5 ❤️‍🩹 Healing 10 Soul 9 1 target 1d10 rounds Hard Arcana

This spell is a part of the Currents of Time spell chain and is found in the Currents of Time rune stone.

The soul remembers what it felt like to be whole. Memory holds not only the physical record of what people were but the spiritual one - the exact state of the runic soul before spellcasting and effort and the sustained demands of magic began drawing it thin. Every point of Soul spent in the pursuit of power has a counterpart in Memory, a record of what was there before the spending began.

When this spell is cast the praeteriamancer reaches through Memory toward that record and draws it forward, washing it over the target as a wave of restorative temporal energy that speaks directly to the runic soul rather than the body. The target's Soul is restored by 20% of their maximum each round they remain under the spell's effect, Memory steadily returning what was given in the service of casting. Should their Soul already be full when a round of restoration arrives, the excess compounds as a bonus, Soul exceeding the normal maximum by 20% per additional round, the runic soul briefly carrying more than it normally holds. When the spell ends any bonus Soul above the normal maximum...

N/A

Vigor Returned
Time Trip 5 ⚔️ Offensive 10 10 1 target until all other targets die Hard Arcana

This spell is a part of the Flashback spell string and is found in the Flashback rune stone.

The praeteriamancer does not always need to destroy an enemy. Sometimes it is enough to simply remove them. To reach into the currents of time - the same currents they have spent their entire practice learning to read, to navigate, to survive - and throw someone into them. Let the timestream do what it does to things that don't belong in it.

Time Trip does not send the target somewhere specific. It does not deposit them neatly in another era to be dealt with later. It simply releases them into the flow and lets the currents take them, tumbling backward and forward through moments they were never meant to witness, buffeted by the raw force of time moving around a thing that has no anchor in it. The damage they sustain is not from the praeteriamancer's power. It is from the timestream itself, and how violently it rejects an uninvited traveler. Some survive the crossing relatively intact. Others do not. The praeteriamancer rolls and watches and does not pretend to control what the currents decide. The damage dealt by time itself is dependent upon two roll; one roll of a 1d12 that shows just how much power...

N/A

Lost in Time
Tier Level: 6
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Heroes of Old 6 ⚔️ Offensive 12 Soul 12 1 target instant Impossible Arcana

This spell is a part of the Lost Memories spell chain and is found in the Lost Memories rune stone.

The praeteriamancer does not summon. This is worth stating clearly because what happens when this spell is cast looks, to the untrained eye, remarkably like summoning. There are figures. There is force. There is the unmistakable sense of something vast and old arriving in the present moment with purpose. But the praeteriamancer knows the difference, and the difference matters. The praeteriamancer is a scholar of the past and an avatar of Memory itself. They are no summoner, simply they the the one who recalls the memory of what once was, bringing it to the light of the present for all to behold.

What arrives is not the heroes themselves. The heroes are gone. They are gone in the way that all things eventually go, into whatever lies beyond the reach of even Memory's deepest access. What remains of them is what Memory always retains. It is not the person but the power. The concentrated runic energy of their greatest moments, the force of what they were capable of at the height of what they ever achieved, preserved in Memory with the same fidelity that Memory preserves...

N/A

Memories of the Staff
Memory's Illusion 6 🌀 Confusion, Control 12 Soul 12 1 target 1d8 rounds Impossible Arcana

This spell is a part of the Currents of Time spell chain and is found in the Currents of Time rune stone.

Memory does not lie. This is perhaps the most fundamental truth about the symbol that the praeteriamancer has built their entire craft around - that Memory holds what was, faithfully, completely, without revision or agenda. Every other spell in this chain has worked within that truth. Currents of Time drew from what genuinely flowed. Legacy Released lifted burdens that genuinely existed. Breaking the Chain severed connections that were genuinely there. Absolution released what had genuinely been held.

Memory's Illusion asks Memory to do something it was never meant to do. The praeteriamancer reaches through Memory and requests not preservation but fabrication. They ask for a memory shaped not by what happened but by what would cause the most profound and complete disorientation in the target. Memory complies, but not without cost. The praeteriamancer feels it immediately, 2d10 Vitality draining away as the price of asking the symbol of truth to produce something that isn't entirely true. Memory gives what was asked. It simply makes certain the one who asked understands what that...

N/A

Spirit Returned
Rumination's Separation 6 💀 Instant Death 12 Soul 11 1 target 3 rounds Impossible Arcana

This spell is a part of the Flashback spell chain and is found in the Flashback rune stone.

Within every runic element's affinity - an expression of that runic power - lies two symbols. These are the two parts of that affinity that all magic of the affinity is connected to, and for each there is a light symbol and a dark symbol. Some dark symbols are cruel, some are punishing, some are devastatingly patient. Rumination none of these. Rumination is the symbol of not letting go, not moving on, not allowing for growth or change. Rumination is simply fear of progression, of what is, and what could be. Rumination's inability to move forward causes it to retreat further back when pressured, looking for that point where its obsession cannot let go. Sometimes that point is before the target of Rumination's obsession has yet to be born. Rumination often wonders, how can the target let go and move forward it the target was never even allowed to exist?

When this spell is cast Rumination reaches backward through the target's entire existence - past the present, past every memory they carry, past their earliest recollections, past childhood, past birth - to the time before they were anything at all. And it takes...

N/A

Rumination's Dislocation

Future Affinity Magic Chart

Future Affinity Magic Spells

Tier Level: 1
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Crystal Ball 1 ⚔️ Offensive 2 Soul 1 1 target instant Easy Arcana

This spell is a part of the Crystal Ball spell chain and is found in the Crystal Ball rune stone.

Every posteramancer remembers the first time they conjured one. Not the casting - that part is almost embarrassingly simple, the most basic reach into the time element that future magic allows. What they remember is looking into it. The swirl of colors too indistinct to name, the shapes that almost resolve into something recognizable before sliding back into blur, the unmistakable sensation that what they are seeing is real.  They realized that this is not imagination or wishful thinking but actual future, actual time not yet arrived, contained in a sphere of their own making. They cannot read it yet. The images are too distorted, the colors too blurry, the future too complex for a neophyte posteramancer to parse. But they know it is there. And knowing it is there changes everything. 

In battle the Crystal Ball serves a more immediate purpose. The posteramancer conjures the orb, lets it sit for just a moment humming with distorted future imagery, and hurls it at their target where it crashes and releases its stored time energy for 2d8 damage. The target may catch a glimpse of the blurry colors as the...

Armor Effect: Crystal Ball (Helmet Only)

Insight +1

N/A
Time Distortion 1 🔻 Debuff 2 Soul 1 1 target 1d4 rounds Easy Arcana

This spell is a part of the Time Distortion spell chain and is found in the Time Distortion rune stone.

The posteramancer's first reach toward Doom is modest. Doom does not announce itself dramatically at the beginning - it starts small, a quiet introduction to what it can do, a demonstration that perception is less reliable than people generally assume. Time Distortion is that demonstration.

When this spell is cast the posteramancer reaches through Doom and warps the flow of time directly in front of the target just enough to mess with their perception. Time slows and speeds in unpredictable alternation across the target's field of vision, the world stuttering and lurching in ways that the eye cannot compensate for and the mind cannot fully reconcile. What is moving fast appears slow. What is still appears to shift. The reliable visual information the target depends on to make any decision becomes suddenly, persistently untrustworthy. For 1d4 rounds the target cannot rely on their own perception. Every attempt to attack or defend requires a Normal Insight check as the target tries to determine what is actually happening in front of them - where the threat is, where...

Weapon Effect: Time Distortion

Critical Hit inflicts Visual Distortion, requiring Normal Perceive checks to attack.

N/A
Time Ripple 1 🤢 Sickness 2 Soul 1 a 4x4 space area around the caster instant Easy Arcana

This spell is a part of the Time Ripple spell chain and is found in the Time Ripple rune stone.

Time is not as stable as most people assume. It flows, yes - steadily, reliably, one moment into the next - but it flows because it is moving, and anything that moves can be disturbed. The posteramancer learns this early. One of the first things Fate shows them is that the current of time, for all its constancy, has a surface. And that surface can be broken.

Time Ripple is exactly what its name describes. The posteramancer pushes outward through their runic soul, sending a wave of disrupted temporal energy radiating in all directions. The ripple is not targeted. It is not precise. It does not distinguish between friend and foe - it simply spreads, the way all ripples do, touching everything it reaches equally. Those caught in it feel it as a sudden wrongness in their body, a dissonance between where they are and where time thinks they should be. Movement becomes difficult. The body resists. For three rounds, everything in the area moves as though pushing against a current it cannot see. The posteramancer will eventually learn to do far more with time than disturb its surface. But this is...

Weapon Effect: Time Ripple

Critical hit causes sickness for 1d3 rounds

N/A
Tier Level: 2
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Fate's Punishment 2 😱 Fear 4 Soul 4 1 target 1d4 rounds Normal Arcana

This spell is a part of the Time Distortion spell chain and is found in the Time Distortion rune stone.

Fate does not always punish with force. Sometimes the most complete punishment Fate can deliver is simply the knowing, the moment where the future becomes visible just long enough to understand that something is coming, that it cannot be avoided, and that the only thing left to do is wait for it. The feeling of dreaded anticipation for something that maybe or may not be, coming. The posteramancer understands this instinctively. They have spent their craft looking at futures, and they know that the worst part of what they see is rarely the event itself. It is the time between seeing it and experiencing it. The dread that fills that space. The helpless awareness of something approaching that has already been decided.

When this spell is cast the posteramancer reaches through Fate and shows the target a glimpse that is brief, undeniable, and completely clear of what is coming for them. What is shown is not the full picture, not a vision with context or meaning, just the certainty that something bad has been decided and is on its way. The target is immediately overtaken with Anxiety...

Weapon Effect: Fate's Punishment

Critical Hit inflicts Anxiety for 1d4 rounds, not stacking.

Time Distortion
Future Reflection 2 💪 Empowerment 4 Soul 3 self and all allies 1d6 rounds Normal Arcana

This spell is a part of the Crystal Ball spell chain and is found in the Crystal Ball rune stone.

The posteramancer has been staring into the Crystal Ball long enough now that the blurry colors have begun to mean something. Not everything for the future is never fully legible, never perfectly clear, but enough. Enough to see shapes where there were only smears. Enough to read the outline of what is coming even when the details remain stubbornly out of focus. Future Reflection is that growing clarity made into a spell, the Crystal Ball's distorted glimpse refined into something that can actually be used.

When this spell is cast the posteramancer conjures not an orb to be hurled but a surface, one that is a shimmering mirror of time magic that hangs in the air before them, showing not the present but the immediate future. What appears is clearer than anything the Crystal Ball showed them at first. Not perfectly sharp, not a window through which tomorrow can be read like a page, but clear enough. The shape of what is coming. The outline of what is about to happen.

For the duration the posteramancer - and through their...

N/A

Crystal Ball
Future Restoration 2 📋 Status Effect Healing 4 Soul 3 1 target or self instant Normal Arcana

This spell is a part of the Time Ripple spell chain and is found in the Time Ripple rune stone.

From the posteramancer's first gaze into the crystal ball and first tug at the spell Time Ripple, the neophyte has begun to see the many futures that lie before them. If the pause for a moment, let go of all that distracts them, the posteramancer has learned how to begin to trace the lines of Fate's Web. They can see when Doom is going to step in. They can begin to identify when events are to occur. One of the benefits of doing this allows the posteramancer to see not only doomed futures, but also positive futures. Futures where the hard things were already handled and the one who's future they are studying have come out of it perfectly fine.

When the posteramancer casts Future Restoration, they are doing so for an ally that has been crippled by a status effect. Whether it be poison, stun, visual instability, burns, heat exhaustion, frost bite, anxiety, fear, loss of self, or sickness; the posteramancer can see a future for them where the status effect is no more. Perhaps it is a future where the status effect has already ran its course and has simply faded away. Perhaps it is one where the status effect has been cured. That much the posteramancer can't yet see, nor does it matter much to them. What matters is that they can see a positive end result for...

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Time Ripple
Glimpse of the Seer 2 📜 Knowledge / Understanding 4 Soul 3 self instant Normal Arcana

This spell is a part of the Crystal Ball spell chain and is found in the Crystal Ball rune stone.

The Crystal Ball showed the posteramancer something, it was blurry, indistinct, real but unreadable. It was enough to know the future was there. Glimpse of the Seer is what happens when the posteramancer learns to actually look at it. To actually start to pull away the confusion of what is to come and see clearly the fate right before them.

Not far. Not deeply. The posteramancer is not yet ready for the long threads of Fate's Web, the branching possibilities that stretch out across months and years. What Glimpse of the Seer offers is something more modest and considerably more practical. It shows the immediate future, the next moment, the direct and specific consequence of whatever action is about to be taken. Open that door and this is what is on the other side. Round that corner and this is what is waiting. Pick up that relic and this is what it does to the hand that holds it. It is a small window. But it looks into exactly the right moment.

When this spell is cast the posteramancer reaches through Fate for just a...

Armor Effect: Glimpse of the Seer (Helmet only)

Normal Insight Check activates spell effect, revealing an immediate future result of an action about to be taken.

Crystal Ball
Misstep 2 👣 Movement Based 4 Soul 3 1 target 1d6 rounds Normal Arcana

This spell is a part of the Time Ripple spell chain and is found in the Time Ripple rune stone.

Doom does not always announce itself. This is something the posteramancer learns early and finds endlessly useful. The dark symbol of future magic does not require catastrophe to be effective. Sometimes Doom is simply a quiet hand on the shoulder, a small inevitability introduced into an otherwise ordinary moment. A guarantee, modest in scale but absolute in character, that things will go slightly wrong.

The posteramancer reaches through the Time Ripple they have already learned to create and focuses it with new precision, this time not a broad wave of temporal disturbance but a targeted and very specific interference with how a single target's steps interact with time. The result is subtle, almost gentle by the standards of what time magic can do, and deeply, persistently frustrating to experience.

For every two steps the target takes in any direction, time nudges them one step back in the opposite direction. Not forcefully. There is no visible magic, no dramatic effect, nothing that announces itself....

Weapon Effect: Misstep

Critical hit requires target to make Normal Balance check or to fall down with each step they take for 1 round. 

Time Ripple
Rapid Aging 2 🔻 Debuff 4 Soul 3 1 target 1d6 rounds for effect Normal Arcana

This spell is a part of the Time Ripple spell chain and is found in the Time Ripple rune stone.

Everyone is aging. This is not an observation the posteramancer makes with any particular cruelty - it is simply accurate. Every living thing moves through time in one direction and the direction leads to the same place. The body accumulates the journey. Joints wear. Muscles thin. The speed that came easily at twenty requires effort at fifty and becomes memory at seventy. Doom knows this trajectory intimately, has watched it play out across every life that has ever been lived, and understands precisely where each body is headed.

Rapid Aging is the posteramancer borrowing a portion of that future and placing it on the target now. When this spell is cast a temporal distortion settles across the target's body - visible, unmistakable, the particular quality of accelerated time clinging to them like something that was always going to arrive, just not yet. The target ages. Not completely, not permanently, but enough. The body that was capable a moment ago finds itself operating under the constraints of decades it hasn't earned yet. Offensive and Bow Power reduce by 25% as the...

Weapon Effect: Rapid Aging

Critical Hit decreases target's offensive and bow power by 20% and movement rates and evasion by 2.

Time Distortion
Time Slow 2 ⏳ Haste or Slow Effect 4 Soul 3 1 target 1d6 rounds Normal Arcana

This spell is a part of the Time Distortion spell chain and is found in the Time Distortion rune stone.

The posteramancer does not yet have the power to stop time. That is a common misconception about what time magic can do at its earlier stages - the assumption that any practitioner of temporamancy must be capable of the dramatic, the total, the absolute. Time Slow is more precise than that and in many ways more useful. The posteramancer reaches into the time that flows through and around a single target and simply reduces its rate. Not stops it. Slows it.

The effect is immediate and visible. The target moves as if pushing through something that isn't there, every step taking slightly longer than it should, every dodge arriving slightly too late, every spell building toward completion at half the pace the target's own mind expects. Movement rates and evasion are halved as the target's body operates in time that is running slower than everyone else's. Spell casting speeds double, each cast taking twice as long to complete as the sluggish temporal flow makes every runic connection feel like it is traveling through something thick and resistant. The target is not in pain. They are simply elsewhere in...

Weapon Effect: Time Slow

Critical Hit reduces target's Move Rate by half for 1 round.

Time Distortion
Tier Level: 3
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Doom's Blade 3 🛠️ Utility 6 Soul 5 1 target or self 1d8 rounds Challenging Arcana

This spell is a part of the Time Distortion spell chain and can be found in the Time Distortion rune stone.

Doom does not arrive all at once. That is perhaps its most misunderstood quality. People imagine doom as a single catastrophic moment, a wall that is simply there and then strikes. But the posteramancer who has studied the dark symbol of future magic long enough knows better. Doom is a process. It builds. It accumulates. Each step toward it makes the next step easier to take, each blow landing with more weight than the last because the destination was always the same regardless of how many stops were made along the way. Doom's Blade is that understanding given a cutting edge.

When this spell is cast a sword of black temporal energy materializes before the target. The blade is not forged from metal or magic in any conventional sense but pulled from the future, specifically from the moments just ahead in which this weapon is used and its damage accumulates. The target takes it and wields it in place of whatever they were carrying, and the moment they first strike with it Doom begins its work. The blow deals 2d20 damage plus the wielder's Runic Power, and leaves behind a poison that takes 1d4...

Weapon Effect: Doom's Blade

Critical Hit inflicts 1d3 compounding poison.

Fate's Punishment
Drunkard's Balance 3 🔻 Debuff 6 Soul 5 1 target 1d8 rounds Challenging Arcana

This spell is a part of the Time Ripple spell chain and is found in the Time Ripple rune stone.

There is a particular kind of confusion that comes from time not quite agreeing with itself around a specific part of the body. Misstep introduced this idea gently, a subtle temporal variance that made forward progress uncertain. Drunkard's Balance is less gentle. The posteramancer creates a distortion that wraps specifically around the target's feet and legs, a persistent wobble in the time that flows through that region, causing the ground beneath the target to perpetually arrive at slightly the wrong moment.

To anyone watching, the target looks exactly like someone who has had considerably too much to drink - the swaying, the over-correcting, the dignified person suddenly unable to walk in a straight line despite every intention of doing so. The target is not intoxicated. They are simply experiencing time very slightly differently from the knees down, which produces a remarkably similar result. Every time the target takes a step, turns, moves, or is moved they must make a Normal Brace check, their own body trying to reconcile the temporal variance between where their feet think the ground is and where...

Weapon Effect: Drunkard's Balance

Critical hit knocks down target

Misstep
Future Injury 3 ⚔️ Offensive 6 Soul 5 1 target instant Challenging Arcana

This spell is a part of the Time Distortion spell chain and is found in the Time Distortion rune stone.

The future is full of wounds. This is not a pessimistic observation. It is simply an accurate one. Every living thing that moves through time accumulates damage along the way, the ordinary cost of existing in a world that pushes back. The posteramancer who has learned to read the future knows this better than most. They have seen enough of what lies ahead to understand that injury is not an exception to the story. It is part of it.

Future Injury is the posteramancer taking that part of the story and moving it forward. When this spell is cast a temporal distortion materializes above the target's body . It is not dramatic, not lingering, just present for the moment it needs to be. The posteramancer reaches into the target's future, finds the wound that was waiting there, and pulls it into now. The distortion collapses inward and the injury arrives. The injury is deep, immediate, and entirely real despite having been borrowed from a moment that has not yet occurred. The damage is 4d10, the wound as genuine as any blade could make it. The distortion disappears as...

Weapon Effect: Future Injury

Critical Hit inflicts wounds and 1d6 bleeding out.

Rapid Aging
Future Renewal 3 ❤️‍🩹 Healing 6 Soul 5 1 target instant Challenging Arcana

This spell is a part of the Time Ripple spell chain and is found in the Time Ripple rune stone.

The posteramancer does not deal in healing just as they do not deal in revival, or even in damaging or death. They deal only in time, and in the posteramancer's own affinity it is in the time that has yet to come. They see the web of future timelines, of events yet materialized that could be should certain events play out. When casting Future Renewal, the posteramancer isn't healing, not in the traditional sense. They are simply choosing from a timeline where the healing took place and are bringing that time into the present for the target. Thus the Vitality that was lost is restored by some future event, and because of the time that passed so too has the target's Power returned. It is a recovery that could have always happened, one of the many timelines Fate has written, and through the power of Fate, it is simply made a reality. 

When this spell is cast the posteramancer reaches through Fate into that already-written recovery and draws it forward into the present. The target's Vitality and Power are restored by 1d20. This is not because the posteramancer healed them, but because the healing was always coming and has simply arrived ahead of schedule. The wound that was there a moment ago belongs to a future...

N/A

Future Restoration
Future Sight 3 📜 Knowledge / Understanding 6 Soul 5 self instant Challenging Arcana

This spell is a part of the Crystal Ball spell chain and is found in the Crystal Ball rune stone.

Glimpse of the Seer showed the posteramancer the next moment, the immediate, practical future of opening a door or turning a corner. It was readable because it was close. The threads of Fate's Web run cleanly when you are only looking a few seconds ahead. Future Sight asks those threads to carry the posteramancer's vision considerably further than that, and they comply, though not without some difficulty.

A year is a long way down Fate's Web. Threads that are clear and distinct close to the present begin to braid together, separate, cross other threads, and resolve in ways that are not yet fully determined. Fate sees all of them. The posteramancer, looking up to a year ahead, sees many of them, but which threads will actually be walked and which will remain possibilities is something that even Fate has not entirely finished deciding.

When this spell is cast the posteramancer reaches through Fate as far as they currently can - up to a full year down the web - and looks. What they see is genuine future, real possibilities...

N/A

Glimpse of the Seer
Mass Time Slow 3 ⏳ Haste or Slow Effect 6 Soul 5 a 4x4 space area of your choosing 1d6 rounds Challenging Arcana

This spell is a part of the Time Distortion spell chain and is found in the Time Distortion rune stone.

Time Slow taught the posteramancer precision - the careful reach into a single target's temporal flow and the deliberate reduction of its rate. Mass Time Slow discards the precision entirely and replaces it with scale.

When this spell is cast the posteramancer creates a temporal distortion not around a person but around a place - a 4x4 space of the posteramancer's choosing that fills with slowed time the way a room fills with smoke, permeating everything within it. Any target that enters the area, friend or foe, finds their temporal flow immediately reduced. Movement rates and evasion halved, spell casting speeds doubled, the slow taking hold the moment they cross into the distortion's boundary.

The effect does not release cleanly when the target leaves. The slowed time clings for 2 rounds after departure, the temporal residue taking a moment to dissipate, leaving anyone who passes through moving at reduced speed even after they have stepped back into the normal flow. The posteramancer stands outside the...

N/A

Time Slow
Purpose Yet Written 3 💪 Empowerment 6 Soul 6 1 target, not self 1d10 hours Challenging Arcana

This spell is a part of the Crystal Ball spell chain and is found in the Crystal Ball rune stone.

The future is not finished. This is something the posteramancer understands more deeply than most. What has not yet happened is not fixed, that the pages ahead are genuinely blank, that the story being written right now is still being written. Fate sees the shape of things to come, sees the paths most likely to be walked, but even Fate acknowledges that until a moment arrives it has not yet been decided. The purpose has not yet been written. Which means, for a window of time, it can be written deliberately.

When this spell is cast the posteramancer reaches through Fate into the immediate future of the target and shapes it, not dramatically, not with the heavy hand of someone rewriting destiny wholesale, but with the subtle touch of someone who knows that small changes early become large changes later. Fate leans forward and pays closer attention to this person for the duration, the future bending very slightly toward their growth, their development, their becoming more of what they are meant to be.

For 1d10 hours the...

Armor Effect: Purpose Yet Written (Helmet Only)

All experience points gained increased by 1d20. 

Future Reflection
Seer's Vision 3 📜 Knowledge / Understanding 6 Soul 5 self instant Challenging Arcana

This spell is a part of the Crystal Ball spell chain and is found in the Crystal Ball rune stone.

The posteramancer has learned that the most useful window into time is rarely the dramatic one. The distant future is too uncertain, its threads too tangled with possibilities that have not yet resolved themselves. The immediate next moment is precise but narrow - a single door, a single corner, a single consequence. What the posteramancer is needing now is something in between, something that lets them see what comes within a day so that they can best prepare and plan. For this Fate grants them the power of Seer's Vision - a spell that allows them to see a day's worth of time (30 hours). Fate shows not only what lies ahead at the end of the day, but also allows seeing the day before - a rare glimpse into the past, Fate working with Memory to show where the threads of the day were weaved. 

When this spell is cast the posteramancer reaches through Fate and opens their sight to thirty hours in either direction from the present moment. Forward shows what the next day holds, clear and reliable in the way that near futures always are before the threads have had time to...

N/A

Glimpse of the Seer
Tier Level: 4
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Battle Foresight 4 💪 Empowerment 8 Soul 7 self and all allies duration of battle Challenging Arcana -2

This spell is a part of the Crystal Ball spell chain and is found in the Crystal Ball rune stone.

The posteramancer will tell you, with complete confidence and only a slight air of self-satisfaction, that they already knew how this battle was going to go before anyone threw the first punch. This is occasionally an exaggeration. Battle Foresight makes it considerably less of one.

When this spell is cast the posteramancer reaches through Fate into the immediate future of the battlefield, just the next moment and the moment after that, the specific and practical future of the fight currently happening - and pulls that knowledge forward into the present. Fate offers it willingly, as it always does when the request is made with genuine strategic intent. The posteramancer does not keep this knowledge for themselves. That would be both tactically wasteful and deeply out of character. The posteramancer who has seen the future is most useful when everyone around them benefits from that vision.

The knowledge flows to every ally simultaneously. Where an enemy is about to move becomes apparent before they move. What spell is...

Armor Effect: Battle Foresight

Increase React by +1 per piece of armor bearing this rune stone.

Future Sight
Chrono Correction 4 🛠️ Utility 8 Soul 8 self or 1 target 1d6 rounds Challenging Arcana -2

This spell is a part of the Time Ripple spell chain and can be found in the Time Ripple rune stone.

The posteramancer sees it coming. That is the thing about looking into the future, you do not always get to see victories. Sometimes Fate shows you the moment just before everything goes wrong, the precise instant where the outcome was decided and decided badly. A lesser practitioner might simply accept what they have seen. The posteramancer finds this unacceptable.

Chrono Correction is the posteramancer reaching into that moment before failure and erasing it. Not undoing it for the failure has not yet happened, which is rather the point - but removing from time the attempt that was about to produce it. The action simply never occurred. No record of it remains. No action lost, no soul charged. The target stands exactly where they were before they tried, the failed attempt existing nowhere in history because Fate, through the posteramancer's intervention, declined to let it be written there. What this means practically is this:  when a target under the affects of Chrono Correction is about to fail a check, roll, skill use, or spell cast, that attempt is erased. The target may...

N/A

Future Renewal
Compressed Time 4 ⏳ Haste or Slow Effect 8 Soul 7 1 target or self 1 hour Challenging Arcana -2

This spell is a part of the Time Distortion spell chain and can be found in the Time Distortion rune stone.

Time is not fixed. This is perhaps the first and most important thing the posteramancer learns. The pace at which time moves is not a law but a condition, and conditions can be altered by those who know how. Most people experience time as a steady and impartial current, carrying everything forward at the same rate without preference or flexibility. The posteramancer experiences it as something considerably more negotiable. Compressed Time is that negotiation applied to the act of casting itself.

When this spell is cast the posteramancer reaches through Doom into the time that surrounds the target and simply pushes it together, compressing the moments that spell casting normally requires into a tighter, faster sequence without reducing the integrity of the cast itself. The magic does not become less precise or less powerful. It simply arrives sooner. All of the target's spell casting speeds are halved for the duration, rounded down, the time that spell casting normally occupies squeezed into a fraction of itself. A spell that would take 8 rounds to cast takes 4. A spell that would take 3 rounds...

Armor Effect: Compressed Time

Spells cost 1 less casting speed to cast.

Mass Time Slow
Destiny Foreseen 4 💪 Empowerment 8 Soul 8 1 target, not self 1d10 hours Challenging Arcana -2

This spell is a part of the Crystal Ball spell chain and is found in the Crystal Ball rune stone.

There is a particular confidence that comes with knowing where you are going. Not arrogance - though the posteramancer is familiar with that too - but something quieter and more fundamental. The certainty of someone who has seen the destination clearly enough that the path to it stops feeling uncertain. Every step becomes more deliberate. Every choice becomes easier. When you know where you end up, getting there stops feeling like a question. Destiny Foreseen gives the target that certainty.

When this spell is cast the posteramancer reaches through Fate and shows the target a clear and unambiguous vision of their destiny. It doesn't show the details of how they get there, nor every twist and difficulty along the way, but the destination itself, vivid and real and unmistakably theirs. The target carries this vision for the duration and finds that it changes something fundamental in how they move through the world. Hesitation dissolves. Doubt becomes irrelevant. Every check they make, every action they take, every moment that would normally require them to wrestle with uncertainty becomes one level easier...

N/A

Purpose Yet Written
Doom's Possession 4 💪 Empowerment 8 Soul 7 self 1d8 rounds Challenging Arcana -2

This spell is a part of the Time Distortion spell chain and can be found in the Time Distortion rune stone.

Doom is patient. It has watched every life from its position in the dark end of the future, has seen every moment of every story conclude in the same direction regardless of how the middle chapters tried to resist it. It does not rush. It does not need to. But when the posteramancer opens the door and invites it forward, not just to lend its power but to step fully into a living vessel and act directly, Doom does not hesitate. It has been waiting for exactly this kind of invitation.

When this spell is cast Doom pours into the posteramancer completely, filling them the way darkness fills a room, not by forcing anything out but simply by being present in every space simultaneously. The target's eyes glow red. Their voice stops. Doom has no use for words, only for what comes next. Whatever the posteramancer was doing, whatever plans or strategies they had, whatever magic they were preparing, all of it becomes irrelevant. Doom is here now, and Doom has a singular focus. 

For the duration the possessed...

N/A

Doom's Blade
Epoch Force 4 ⚔️ Offensive 8 Soul 7 a 4x4 space around user instant Challenging Arcana -2

This spell is a part of the Time Distortion spell chain and is found in the Time Distortion rune stone.

An epoch is not a moment. It is not a year or a decade or even a century. An epoch is the kind of time that reshapes continents, that turns mountains into plains, that makes and unmakes civilizations without caring that it has done so. The force accumulated across an epoch is not the force of a storm or an earthquake or any disaster a living thing might name. It is the force of time itself, in the quantity that time becomes when it has been running long enough to mean something geological. The posteramancer compresses all of that into a single instant and releases it from their own body outward.

When this spell is cast a massive explosion of rippling temporal energy erupts from the caster in every direction simultaneously, filling a 4x4 space with the concentrated force of ages. It does not discriminate. Ally and enemy alike within the radius are struck for 5d10 damage as the epoch's accumulated force tears through everything in its path, time energy ripping at whatever it finds with the indifference of something that has seen far too much to care about any individual thing in its way. The caster alone is untouched. They are the source of it, the still point from which all that force originates, and the epoch knows better than to...

N/A

Future Injury
Spatial Curse 4 🧿 Curse 8 Soul 7 1 target Until curse is lifted or dispelled Challenging Arcana -2

This spell is a part of the Time Ripple spell chain and is found in the Time Ripple rune stone.

Doom has been patient with this particular target. Misstep made their forward progress uncertain. Drunkard's Balance made standing reliably upright into a challenge. Each spell in this chain has taken something small and fundamental away - some piece of the effortless physical competence that most living things take entirely for granted. Spatial Curse takes the next piece. The one that everything else was building toward. It takes depth. It takes location. It takes the target's ability to know where anything is in relation to anything else. 

When this spell is cast a temporal distortion warps the target's spatial senses - the part of perception that measures distance, that understands near from far, that knows where the hand is in relation to the weapon and where the weapon is in relation to the enemy. Each round the target must make a Hard Perceive -2 check to maintain any functional spatial awareness. Success means they can still act.

Failure means the distortion wins completely. The target loses all...

N/A

Drunkard's Balance
Spirit Guide 4 📜 Knowledge / Understanding 8 Soul 7 self until destination is reached Challenging Arcana -2

This spell is a part of the Crystal Ball spell chain and is found in the Crystal Ball rune stone.

It is not unheard of for a posteramancer to need help finding something - whether it be the exit of an ancient ziggurat, locating some ancient treasure, or even finding a particular person. If the posteramancer were a praeteriamancer, perhaps they would turn to Memory to conjure up some forgotten knowledge to aide them. But the posteramancer is not one who sits with the past, they are visionaries who look to the future, and as such they have many tools to aide them in achieving what they already knew would be a success. One such tool is the spell, Spirit Guide, a spell designed for finding things they know they would find in the future, but doing so in the present. 

When the posteramancer casts Spirit Guide, they are reaching for Fate who weaves its webs deep within their runic soul. Through Fate they find the web that leads to the result they desire, and before them a spirit forms. This is no spirit of the long dead, nor is it a memory of someone who once lived. It is the spirit of their future self, materialized for them by the power of Fate. The future spirit guides them, directing them through every correct turn, showing them the right and correct path to reach the desired outcome. Once reached, the spirit returns back to its future, and the...

N/A

Seer's Vision
Time Freeze 4 ⏳ Haste or Slow Effect 8 Soul 7 entire area or battlefield 1d6 rounds Challenging Arcana -2

This spell is a part of the Time Distortion spell chain and is found in the Time Distortion rune stone.

Everyone at one point of time or another has always wished that they could just make time stop. Even if for but a minute. Just long enough to get their bearings, to calm down, to reset themselves. The posteramancer shares this common wish, however they can actually make it happen. For a brief moment they can make time stop for all but them, allowing them to correct what they think needs correcting before time flows once more. That power is the power of the spell Time Freeze.

When casting Time Freeze the posteramancer is reaching through Doom to freeze for but a short moment the time around them for all but them. Doom does so, but only localized around the area where the danger is, where the battle is being fought. The air still moves. Birds still fly overhead. People and creatures the world over still move about living their lives. The hands of time still move. But for those in the battlefield - for everyone except the caster - time has stopped. 

With time stopped the posteramancer can move about and interact with the other combatants and other objects on the battlefield - assuming that the posteramancer has the strength to do so. They can move them, alter them all within the posteramancer's normal physical limits. When the short time has...

N/A

Mass Time Slow
Time Repaired 4 🛠️ Utility 8 Soul 7 1 target instant Challenging Arcana -2

This spell is a part of the Time Ripple spell chain and is found in the Time Ripple rune stone.

Not everything that is broken stays broken. The posteramancer understands this. They have seen enough of what Fate holds to know that most things, given time, find their way back to wholeness. A cracked blade gets reforged. A shattered shield gets mended. A torn garment gets stitched. Time Repaired does not reverse the damage. It does not pretend the breaking never happened. What it does is find the moment in the object's future where it would have been repaired and it makes that moment now.

The posteramancer reaches through Fate, locates the thread of the object's timeline, and follows it forward until they find what they are looking for: the version of this thing that has been made whole again. Then they pull. Not the object itself, but its state - the condition it will one day hold - drawn back into the present and settled into the broken thing sitting in their hands. The cracks close. The pieces realign. The damage undoes itself, not because it never was, but because Fate already had a plan for it. It does not restore everything at once. Fate's plan unfolds in stages, and so does this spell....

N/A

Future Renewal
Tier Level: 5
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Doom's Injury 5 💀 Instant Death 10 Soul 9 1 target instant Hard Arcana

This spell is a part of the Time Distortion spell chain and is found in the Time Distortion rune stone.

Every life contains within it a wound that has not yet happened. Something that is coming, not necessarily soon, not necessarily in battle, but coming all the same, written somewhere in the future that Doom can read as clearly as the posteramancer reads the present. Doom's Injury is the posteramancer reaching into that future and pulling that wound backward into now. 

When this spell is cast a temporal distortion materializes above the target's body, hovering there for just a moment before it collapses inward. Where it collapses, the injury arrives. The target is inflicted with Wounds as the future's damage makes itself present in the current moment. Then a 1d20 is rolled to determine how deeply Doom reached.

On a result of 1 through 9 the injury is severe but survivable. Wounds are accompanied by double the posteramancer's Runic Power as...

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Doom's Possession
Double Time 5 ⏳ Haste or Slow Effect 10 Soul 9 1 target or self 1d6 rounds Hard Arcana

This spell is a part of the Time Distortion spell chain and can be found in the Time Distortion rune stone.

Compressed Time squeezed the moments together. Double Time takes the next logical step and simply gives the target two of them. 

The posteramancer has been working with time long enough to understand that what most people call a round - that unit of time consisting of  action and reaction that combat is measured in - is not a fixed or sacred thing. It is a convention. A way of organizing what is actually a continuous flow into something manageable. And if the convention can be adjusted, if the flow can be shaped by someone who knows how, then there is no particular reason a single round cannot contain twice what it normally would.

When this spell is cast the posteramancer reaches through Doom into the time surrounding the target and doubles it. They are not extending the round for everyone, just for this one person, folding twice the available time into the space they occupy. The target moves twice. Attacks twice. Casts two spells, or completes a spell that would normally take two rounds in the space of one (...

N/A

Compressed Time
Ethereal Visions 5 📜 Knowledge / Understanding 10 Soul 9 self instant Hard Arcana

This spell is a part of the Crystal Ball spell chain and is found in the Crystal Ball rune stone.

The posteramancer does not cast this spell lightly. Not because it is dangerous in any conventional sense. The spell leaves no wounds, threatens no one, and costs only Soul and concentration. They do not cast it lightly because they know the particular vulnerability it creates, and vulnerability is not something the posteramancer is accustomed to acknowledging.

When this spell is cast the posteramancer opens their mind to the time element with a depth and directness that normal casting does not require. They are not reaching through the future for a specific piece of information but simply opening, allowing whatever time chooses to show to flow through. The visions come immediately and completely. Upcoming dangers. Past events. The nature of what they face. Information that no amount of ordinary investigation could uncover. The uses are genuinely limitless, shaped by the needs of the moment and worked out between the posteramancer and whatever understanding they have reached with the GM who stewards what time actually shows. On a successful roll the visions are true. Fate...

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Spirit Guide
Fate's Advocate 5 💪 Empowerment 10 Soul 9 1 target or self 1d6 rounds Hard Arcana

This spell is a part of the Crystal Ball spell chain and is found in the Crystal Ball rune stone.

The posteramancer has seen the outcome. They have watched through Battle Foresight how the battle flows, felt through Future Reflection the shape of what was always going to happen, and arrived at a conclusion that they find entirely satisfying. This person, here, in this moment, is supposed to win. Fate has its favorites. The posteramancer simply makes sure Fate's favorite knows it.

An advocate does not create the case . The case already exists. An advocate presents it. Argues for it. Ensures that what was already true becomes impossible to ignore. When the posteramancer casts Fate's Advocate they are doing precisely that, reaching through Fate and placing behind the target the full weight of predestination: the momentum of an outcome that was always going to happen, now made manifest as raw offensive power.

The target's Offensive and Bow Power surge by 2d12 for the duration as Fate's endorsement moves through their body, every strike landing with the particular conviction of something that was always going to land. They are not simply stronger. They are acting in alignment with what time already decided, and time, when consulted, turns out to be a remarkably powerful force to have advocating on your behalf. The...

Armor Effect: Fate's Advocate

Offensive and Bow Power increased by wearer's Runic Power.

Battle Foresight
Fate's Intervention 5 🛡️ Defensive 10 Soul 9 1 target or self effect happens upon death blow Hard Arcana

This spell is a part of the Time Ripple spell chain and is found in the Time Ripple rune stone.

Fate does not intervene often. This is important to understand before casting this spell, not as a warning but as context. Fate watches. Fate observes the flow of events with the patience of something that has seen every story from beginning to end and knows that most of what happens was always going to happen. It does not reach in and adjust. It does not correct or redirect or prevent. It simply watches.Except once. When the posteramancer asks it to.

When this spell is cast Fate's power settles over the target invisibly and waits. Fate isn't observing actively, not with any expenditure of ongoing effort Fate is just present in the way that certainty is present, dormant until the specific moment that Fate has forseen transpires. The target moves through the battle unaware of what is watching over them. Their allies may not even know the spell was cast. Nothing is visibly different. Nothing happens. That is, until the fatal blow.

The moment a strike lands that would reduce the target to zero...

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Chrono Correction
Fate's Rebellion 5 🌪️ Multi-Target 10 Soul 9 all enemies instant Hard Arcana

This spell is a part of the Time Distortion spell chain and is found in the Time Distortion rune stone.

Fate is not supposed to take sides. This is perhaps the most fundamental thing understood about the light symbol of future magic. Fate observes, guides, nudges toward predestined outcomes, but does not wade into the battle and pick a winner. The future unfolds as it will. Fate watches it unfold. That is the arrangement. This spell is Fate deciding the arrangement no longer suits it. Something about this moment, about this battle, this posteramancer, this particular confluence of what was and what is coming, has pushed Fate past its customary neutrality. It has watched long enough. It has seen enough futures branch and collapse to know which side of this conflict belongs in the ones that continue forward. And so it acts, not with the subtle hand of predestination but with the full and immediate force of a symbol that has been patient for a very long time and has finally chosen to stop being patient.

When the posteramancer casts Fate's Rebellion that choice erupts outward. A powerful explosion of temporal energy rippling across the entire battlefield in every direction, Fate's preference made...

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Epoch Force
Future Countdown 5 😱 Fear 10 Soul 10 1 target 4 rounds Hard Arcana

This spell is a part of the Time Distortion spell chain and is found in the Time Distortion rune stone.

Doom has always known how to count. It has been counting down to every ending since before the world had anyone in it to witness those endings arrive. The countdown is not cruel, it is simply honest. Something is coming. This is when it arrives. Every living thing that has ever existed has been on Doom's countdown whether they knew it or not. Future Countdown simply makes one target aware of theirs.

When this spell is cast the posteramancer reaches through Doom and places upon a single target the awareness of a countdown that has already begun. The target cannot see the numbers. They cannot hear them. They simply know, with the particular certainty that Doom delivers, that something is coming and that it is getting closer with every passing moment. The countdown runs for exactly four rounds. Each round the weight of what is approaching grows heavier.

In the first round Anxiety takes hold; a tightening, a wrongness, the sense of something approaching that has not yet revealed itself. In the ...

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Time Freeze
Lost in Place 5 🌀 Confusion, Control 10 Soul 9 1 target 1d12 rounds Hard Arcana

This spell is a part of the Time Ripple spell chain and is found in the Time Ripple rune stone.

There is a part of every living thing that tracks where it is in space. This is not done consciously, not deliberately, but constantly and automatically, the inner sense that says this is north and that is south and I am facing this way and moving that way. It is so fundamental that most people never notice it exists. They simply trust it, the way they trust their heartbeat, because it has never been wrong before. 

The posteramancer makes it wrong. Lost in Place is not confusion in the ordinary sense. The target is not simply disoriented or dazed or uncertain. The temporal distortion the posteramancer creates works specifically on that inner spatial sense - the part of the target that tracks direction - and pulls it out of sync with reality. The target's inner self insists they are facing north. They are facing east. The target is certain they are moving toward the enemy. They are moving toward their ally. The disconnect between what the target knows to be true about their position and what is actually true is total and completely convincing.

...

Weapon Effect: Lost in Place

Critical Hit turns the target one turn to the right.

Spatial Curse
Power Preordained 5 💪 Empowerment 10 Soul 10 self instant Hard Arcana

This spell is a part of the Crystal Ball spell chain and is found in the Crystal Ball rune stone.

The posteramancer has seen where they are going. They have watched the shape of their own future unfold across the Crystal Ball, across Future Reflection, across every act of foresight they have undertaken since they first learned to read what time was showing them. They know what they are going to become. They know the power that is going to be theirs. It was always going to be theirs. Fate wrote it long before they were born. The only question was when. Power Preordained is the posteramancer deciding that when is now.

When this spell is cast the posteramancer reaches through Fate into their own predestined future and borrows just once, just for this moment - a power that has not yet arrived but was always going to. They may use any single spell or skill of tier 5 or tier 6 from any chain in which they have already learned at least one spell or skill. The path was already begun. The destination was already written. Fate permits the shortcut because it knows the power was always going to end up here eventually.

...

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Destiny Forseen
Time Restored 5 😇 Revival 10 Soul 9 1 target within 1d12 spaces instant Hard Arcana

This spell is a part of the Time Ripple spell chain and is found in the Time Ripple rune stone.

Death is not always the end of the thread. The posteramancer knows this - they have walked far enough along the threads of Fate to understand that some people who fall were never supposed to stay fallen. The future still holds something for them. There is still a version of this person that gets up. Time Restored finds that version.

When an ally falls, the posteramancer reaches through Fate and searches forward along the thread of that person's life. They don't look backward to undo what happened, but forward to the future where they survived it. Where the wound closed, where breath returned, where they stood again. Then, as with all things that Fate insists upon, the posteramancer pulls that living state back into the present and settles it into the body before them. The ally does not remember dying. As far as their body is concerned, they never did - Fate simply decided that wasn't how this was going to go.

The window is short. Three rounds at most. Not because death grows stronger with time,...

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Time Repaired
Tier Level: 6
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Doom's Tarot 6 🎲 Chance 12 Soul 11 entire area or battlefield instant Impossible Arcana

This spell is a part of the Crystal Ball spell chain and is found in the Crystal Ball rune stone.

Every fortune teller knows the card they fear drawing. Not because they are superstitious, the posteramancer is many things but superstitious is not among them. It is because they understand what the cards actually are. The cards are not symbols. Not metaphors. Not the idle imagery of charlatans trying to seem mysterious. The tarot of the future is a literal drawing from time, and every card pulled is a genuine fragment of what is coming, given physical form and direction by the posteramancer who called it forth. Most of those fragments are survivable. One is not.

When this spell is cast the posteramancer reaches into Doom, the dark future symbol that knows every ending before it arrives, and draws cards. 1d20+1d6 of them, materializing from time itself in a cascade of sharp-edged temporal energy, each one humming with the particular menace of something that was always going to happen to someone. The posteramancer sends them across the battlefield, splitting them as evenly as possible among all present -...

Weapon Effect: Death Tarot

1 in 20 chance of instant kill (roll 1d20, 20=death)

Ethereal Visions
The Final Hope 6 💪 Empowerment 12 Soul 12 all allies - self does not benefit 1d8 rounds Impossible Arcana

This spell is a part of the Time Ripple spell chain and is found in the Time Ripple rune stone.

Fate is not always gentle. The posteramancer knows this better than anyone - they have seen enough of what Fate holds to understand that the light symbol of future magic is not a promise of good outcomes. It is a promise of destiny, which is not the same thing. Destiny can be difficult. Destiny can be costly. The Final Hope does not pretend otherwise. What it offers is this - one moment, singular and complete, where Fate commits entirely to the survival and success of those the posteramancer has chosen to protect. Not a nudge. Not a favor. A declaration. Fate reaching through the posteramancer and saying, without qualification, that these people are meant to get through this.

When this spell is cast every ally on the battlefield is washed in Fate's full blessing simultaneously. Vitality, Soul, and Power are each restored to their maximum. Every negative status effect is lifted. Every curse is broken. Every wound closes. Every debuff, every penalty, every accumulated damage of the battle is undone as Fate insists that none of it...

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Time Restored
The Final Hour 6 🌪️ Multi-Target 12 Soul 12 entire area or battlefield instant Impossible Arcana

This spell is a part of the Time Distortion spell chain and is found in the Time Distortion rune stone.

Doom - a word that means terrible destruction, that evokes judgment, that describes simply a terrible fate. The dark, negative symbol of posteramancy, Doom is the embodiment of the end. It is not a symbol of predestination or of destiny - those belong to Fate. It is a symbol of the dark truth that lies even beyond Fate, that eventually all things - even the very universe itself - must one day answer to, their Final Hour. The moment all things come to an end, all plans get cancelled, all promises rendered broken. Even Doom itself knows this, as it has been waiting for it ever since the hands of time began to move. 

The spell, The Final Hour, is a symbolic casting of the final apocalypse that awaits all things. It is not a spell that the posteramancer cast lightly - they fear this spell above all things, even if they have come to understand and make peace with Doom. It is one that the posteramancer calls upon only when its power is needed. When there is no other choice. When only an ending could hope to save things for things have gotten very dangerous and uncertain.

When the posteramancer casts the spell, Doom unleashes from the posteramancer's runic soul, bringing about swift and complete destruction...

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Future Countdown