Temporamancy

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Battle Foresight

This spell is a part of the Crystal Ball spell chain and rune stone. This spell grants you and your allies knowledge of what is about to happen in battle. With this spell you will know where an enemy is about to move, what kind of spell the enemy is about to cast, and so forth. Thanks to this spell, you and your allies will have + 25 to React and can make a React check when the enemy attacks you. For example, if the mage is about to be attacked by an enemy, the mage can make a react check and do something to either stop the enemy's attack or better defend against it.

N/A: Only 1 levels with this spell.

Armor Effect: Battle Foresight

Increase React by 10%.

40 Soul 4 self and all allies Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Ancestor's Blessing

This spell is a part of the Lost Memories spell chain and rune stone. With this you summon the spirits of your ancestors to aid you. Their spiritual energy washes over you doubling your strength and will temporarily.

N/A: Only 1 levels with this spell. N/A 30 Soul 3 self Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Ancestor's Protection

This spell is a part of the Lost Memories spell chain and rune stone. With this you summon the spirits of your ancestors to aid you. Their spiritual energy washes over you doubling your Fortitude temporarily. The ancestors are enraged at those who dare to attack you, and rush forth across the battlefield doing double Runic Energy as a counter attack to any kind of attack you receive.

N/A: Only 1 levels with this spell. N/A 40 Soul 4 self Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Chrono-Colloquim

This spell is a part of the Memories of the Agent spell chain and rune stone. This spell surrounds you in powerful time magic that blocks all vision of the actions within the magic. To you comes a person lost to time. This person, only a shadow of their former self from history, is influenced by the actions that are occurring in your life and adventures. You are allowed to ask this person 10 questions of a yes or no nature. The shadow will answer them with only yes or no. This spell wears off when all 10 questions have been answered. The GM is required to answer the questions for the shadow.

N/A: Only 1 levels with this spell. N/A 40 Soul 5 self Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Compressed Time

This spell is a part of the Time Distortion spell chain and rune stone. This spell creates a distortion on the target of your choosing. This spell compresses the casting speed of the target's spells so that they are one less casting speed. If the spell cost only one casting speed it becomes a free action spell, allowing it to be cast once a round with affect on your runic speed. This spell can be used on any target including yourself.

N/A: Only 1 levels with this spell.

Armor Effect: Compressed Time

Spells cost 0.5 less casting speed to cast.

40 Soul 4 1 target or self Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Crystal Ball

This spell is a part of the Crystal Ball spell chain and rune stone. This spell creates an orb of time magic that shows distorted images of the future. The images are far to blurry and are only blurry colors. The orb goes out and crashes into the target doing 4d20 + 10 damage.

Level 2 Upgrade: Increase damage by 1d12.
Level 3 Upgrade: Increase damage by 1d12.
Level 4 Upgrade: Increase damage by 1d12.
N/A 20 Soul; +10 per level 1; +1 per level 1 target Level 1:  60/90
Level 2:  50/80
Level 3:  40/70
Level 4:  30/60

This is a Tier 1 spell

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

Currents of Time

This spell is a part of the Memories of the Agent spell chain and rune stone. Currents of Time is a unique spell that is basically a do-over spell. Instead of having a second chance at a failed skill or stat roll however, it gives you a chance at a whole new path. Through use of this spell you can choose a whole new profession, by sacrificing another profession. For example, if you wanted to try out the Hunter profession but lacked the skill points, you could use this spell and give up your Thief profession. You would get equal amount of skills and skill levels in Hunter profession that you had in Thief profession, including the profession mastery. This does not have to be your main profession, but any profession that you have invested skill points into.

N/A: Only 1 levels with this spell.

Weapon Effect: Currents of Time

If Hit Chance failed, get a second try to hit again.

30 Soul 1 1 willing target or self Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Doom Tarot

This spell is a part of the Crystal Ball spell chain and rune stone. With this spell you draw 20 magic cards from time that are thrown at all enemy targets, splitting as evenly as possible among them all. If there are more than 20 enemy targets then only 20 enemies will be hit. Each card hits the targets dealing a total of additional 2d20 damage, however the damage is piercing avoiding 20% of magical armor. Furthermore, there is a 1 in 20 chance that one of these magic cards is the Death Card. Rolling a 20 on a 1d20 instantly kills the unlucky target.

Level 2 Upgrade: Increase damage per card by 1d20.
Level 3 Upgrade: Increase number of cards by 1d20, death chance remains 1d20 roll.

Weapon Effect: Death Tarrot

1 in 20 chance of instant kill

50 Soul; +10 per level 5; +1 per level all enemy targets Level 1:  40/70
Level 2:  30/60
Level 3:  20/50

This is a Tier 5 spell

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400

Doom's Apocalypse

This spell is a part of the Time Distortion spell chain and rune stone. With this spell you call up Doom from it’s hiding place. The floor rumbles beneath the feet of the combatants before the magic unleashes a storm of dark temporal energy. The energy rips across the battlefield in all directions from you, doing 4d% damage to everything in sight within the radius of the spell. Increase the Casting Speed by 2 to not affect allies.

Level 2 Upgrade: Increase damage by 1d%.
Level 3 Upgrade: Increase damage by 1d%.
Level 4 Upgrade: Increase damage by 1d%.
N/A 65 Soul; +10 per level 6; +1 per level battlefield Level 1:  35/65
Level 2:  25/55
Level 3:  15/45
Level 4:  5/35

This is a Tier 6 spell

Level 1: 200/400
Level 2: 225/450
Level 3: 250/500
Level 4: 275/550

Doom's Blade

This spell is a part of the Time Distortion spell chain and rune stone. With the creation of this spell a sword of black magic appears before the targe. The target takes this weapon and use it instead of its current weapon. Whenever it attacks with this weapon it inflicts 1d% damage increased by the target's Runic Energy, and poisons the target causing them to lose 1d10 damage per round. Each time you hit the same target, the poisons compound, so with a second hit, the target would lose 2d10 Vitality per round. The sword’s range is 2 spaces.

N/A: Only 1 levels with this spell.

Weapon Effect: Doom's Blade

Inflicts 1d6 compounding poison.

30 Soul 4 1 target or self Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Doom's Injury

This spell is a part of the Time Distortion spell chain and rune stone. Doom’s Injury creates a temporal distortion that floats over the body of the target. The spell reaches into the future and gives the target a terrible life threatening injury from its possible future. It inflicts the target with wounds. There is a 50% chance to also inflict the target with 1d12 bleeding out and a 15% chance to instantly kill the target.

N/A: Only 1 levels with this spell. N/A 50 Soul 5 1 target Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/300

Doom's Possession

This spell is a part of the Time Distortion spell chain and rune stone. When this spell is created the target becomes possessed with the power of Doom. Its eyes glow red and the target can no longer speak. For the duration of the spell the target can do nothing but use a special projectile magic that comes from your hand, use Doom's Blade and move. Each shot costs 1 support, each shot doing 2d% damage, not affected by runic energy or runic soul. The blast range is 1 target. During the possession the target is immune to all status effects, beneficial and negative, and automatically receives 25% less damage that is dealt to the target.

Level 2 Upgrade: Increase shot damage by 2d%. N/A 40 Soul; +10 per level 5; +1 per level 1 target or self Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Double Time

This spell is a part of the Time Distortion spell chain and rune stone. This powerful spell cgives you or your ally the ability to take 2 turns during 1 round. This basically allows you to make  2 rounds worth of actions in 1 round. With this you can move twice, attack twice, cast two spells (or a spell that takes 2 rounds within 1 round), etc. You cannot double up on this spell, you cannot keep casting this spell on you to keep your round going.

N/A: Only 1 levels with this spell. N/A 50 Soul 5 1 target or self Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/250

Drunkard's Balance

This spell is a part of the Time Ripple spell chain and rune stone. This spell creates a time distortion around the feet and legs of the target, causing the target to be off balance. This gives the target the appearance of being drunk. The target must make agility checks whenever a step is taken, whenever the target turns, moves, or is moved. If the target fails, the target falls and is dazed for 1 round. The caster's Runic Energy is applied as a penalty to the target's agility.

N/A: Only 1 levels with this spell.

Weapon Effect: Drunkard's Balance

Critical hit causes spell effect

30 Soul 3 1 target Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Epoch Force

This spell is a part of the Time Distortion spell chain and rune stone. This spell unleashes the force of an entire epoch in one single attack. A large explosion of rippling magic pours from you and rips and tears at every enemy in the spell’s radius, doing 12d20 damage to each one. Allies are affected but you are not.

Level 2 Upgrade: Increase damage by 2d20.
Level 3 Upgrade: Increase damage by 2d20.
Level 4 Upgrade: Increase damage by 2d20.
N/A 45 Soul; +10 per level 4; +1 per level a 4x4 space area around the caster Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Ethereal Visions

This spell is a part of the Crystal Ball spell chain and rune stone. This spell allows you to alter you or your ally's mind with temporamancy just enough to experience visions. Make a mental check. If you succeed, the visions are true visions which can show you upcoming dangers, past events, or even information on what you are fighting. Really the uses are limitless and should be worked out between you and your GM. If you fail however, the visions are all lies and false yet your character will believe them to be true.

N/A: Only 1 levels with this spell. N/A 50 Soul 3.5 self Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/250

Fate's Advocate

This spell is a part of the Crystal Ball spell chain and rune stone. This spell empowers the target with a strong attack boost of 1d% + 15 to Melee, Throw, and Bow Power.

N/A: Only 1 levels with this spell.

Armor Effect: Fate's Advocate

Melee, Throw, and Bow Power increased by wearer's Runic Energy.

50 Soul 5 1 target or self Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/250

Fate's Intervention

This spell is a part of the Time Distortion spell chain and rune stone. When this spell is created a protection-from-death occurs. The magic lies dormant until the target is about to die. As soon as the fatal blow is rolled, the damage is not dealt. The source of the fatal blow is stopped instantly by Fate’s Intervention. Magic suddenly erupts from the companion that is supposed to die and blasts the source of the damage doing 3d% damage and knocking the target back 1d4 spaces. The magic then disappears, no longer protecting the target.

Level 2 Upgrade: Increase damage by 3d20.
Level 3 Upgrade: Heal protected by 3d20 at time of killing blow.
N/A 55 Soul; +10 per level 5; +1 per level 1 target or self Level 1:  40/70
Level 2:  30/60
Level 3:  20/50

This is a Tier 5 spell

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400

Fate's Punishment

This spell is a part of the Time Distortion spell chain and rune stone. This spell creates a large distortion that glows with power. The distortion becomes the shape of a long hammer that you hold. You point out the target with the hammer and the clear, warped hammer flies through the air, spinning, and crashes into the target, creating a small explosion of energy doing 1d% + 25 damage.

Level 2 Upgrade: Increase damage by 1d20.
Level 3 Upgrade: Increase damage by 1d20.
Level 4 Upgrade: Increase damage by 1d20.
N/A 25 Soul; +10 per level 2; +1 per level 1 target Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

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

Fate's Rebellion

This spell is a part of the Time Distortion spell chain and rune stone. When this spell is cast Fate chooses a side to fight on. Fate releases through you a powerful explosion of time magic that ripples across the range of the spell in every direction. The magic does 3d% damage by ripping open wounds on all enemy targets while it passes. Allies and yourself are unaffected.

Level 2 Upgrade: Increase damage by 2d20.
Level 3 Upgrade: Increase damage by 2d20.
Level 4 Upgrade: Increase damage by 2d20.
N/A 50 Soul; +10 per level 4; +1 per level all enemy targets Level 1:  40/70
Level 2:  30/60
Level 3:  20/50
Level 4:  10/40

This is a Tier 5 spell

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 225/450

Flashback

This spell is a part of the Flashback spell chain and rune stone. This spell ignites old experiences in the mind of the target and allows them to see in full vision what they remember of the event. This sudden resurfacing of memories has a 20% chance of stunning the target for one round.

N/A: Only 1 levels with this spell.

Weapon Effect: Flashback

Critical Hit stuns target for 1 round.

10 Soul 1 1 target Level 1:  60/90

This is a Tier 1 spell

Level 1: 25/50

Fountain of Youth

This spell is a part of the Memories of the Agent spell chain and rune stone. With this spell you create a magical fountain that produces temporal energy. This energy gives those that are in its radius of effect the effect of feeling younger. This increases all of their stats by 20%, with that 20% doubling each round the target is in the area of effect. So for example the first round your stats will increase by 20%, the second round by 40%, and so on. Only the main 8 stats double but this increase does affect those stats based on them. This increase also benefits any enemy in the area of effect.

N/A: Only 1 levels with this spell. N/A 45 Soul 4 a 4x4 space area around a space of your choosing Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Future Injury

This spell is a part of the Time Distortion spell chain and rune stone. Future Injury creates a temporal distortion that floats over the body of the target. The spell reaches into the future of the target. This wound is deep and bloody and does 7d20 damage. The distortion disappears quickly.

Level 2 Upgrade: Increase damage by 1d20.
Level 3 Upgrade: Increase damage by 1d20; inflict wounds.
Level 4 Upgrade: Increase damage by 1d20; inflict 1d10 bleeding out.

Weapon Effect: Future Injury

Critical Hit inflicts wounds and 1d6 bleeding out.

30 Soul; +10 per level 3; +1 per level 1 target Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Future Sight

This spell is a part of the Crystal Ball spell chain and rune stone. This spell allows you to see up to a year in the future, though the predictions have a 50% chance of being accurate. Still, you can use this spell to know what lies at the end of a set of ruins you are in or have an idea of a long term consequence to performing some action.

N/A: Only 1 levels with this spell. N/A 30 Soul 3 self Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Glimpse of the Seer

This spell is a part of the Crystal Ball spell chain and rune stone. This spell gives you a glimpse into a possible future. This spell shows you what would immediately happen should you open that door, walk around that corner, open that treasure chest, put on that relic, or any other immediate action.

N/A: Only 1 levels with this spell.

Armor Effect: Glimpse of the Seer (Helmet only)

Detect Check activates spell effect.

20 Soul 2 self Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Heroes of Old

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

N/A: Only 1 levels with this spell. N/A 70 Soul 7 1 target Level 1:  35/65

This is a Tier 6 spell

Level 1: 200/400

Lost in Place

This spell is a part of the Time Ripple spell chain and rune stone. This spell causes the target to be confused and not know which direction he or she is facing or moving. The target must add a Mental Check with your Runic Energy as a penalty. Should the target fail, the target will hit, face, or move depending on their action in 1 of 4 directions, chosen by rolling a 1d4. 1 = north, 2 = west, 3 = east, and 4 = south. They will hit in that direction even if nothing is there or even if their ally is there.

N/A: Only 1 levels with this spell. N/A 50 Soul 5 1 target Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/300

Lost Memories

This spell is a part of the Lost Memories spell chain and rune stone. This spell is used either on a set of items or a general area where you are. This spell shows the past events of what it is cast on, giving clues to solving things or other important information. It never shows anything that is not important, only events worth note.

N/A: Only 1 levels with this spell. N/A 10 Soul 1 self Level 1:  60/90

This is a Tier 1 spell

Level 1: 25/50

Mass Time Slow

This spell is a part of the Time Distortion spell chain and rune stone. With the casting of this spell you create a time distortion aura around a space of your choosing that slows down any target that enters it, friend or foe, so that the target's movement rates is halved and all of the target's spells casting speeds are doubled for as long as they are in the aura plus 2 rounds after leaving the aura.

N/A: Only 1 levels with this spell. N/A 30 Soul 3 a 4x4 space around space of your choosing Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Memories of the Agent

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

N/A: Only 1 levels with this spell. N/A 10 Soul 1 self Level 1:  60/90

This is a Tier 1 spell

Level 1: 25/50

Tags: Temporamancy