Temporamancy
Spell | Effects Summary | Level Effects Summary | Rune Stone Effect | Stat Cost | Casting Speed | Range & Area | Success Rate | Cost to Acquire |
---|---|---|---|---|---|---|---|---|
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 |
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 |
Misstep |
This spell is a part of the Time Ripple spell chain and rune stone. This spell causes that for every 2 steps the target makes in one direction, the target must move one step in the opposite direction. The target feels unsure in which way it should be moving, often times moving backwards half as much as it moves forward. |
N/A: Only 1 levels with this spell. |
Weapon Effect: Misstep Critical hit causes spell effect |
20 Soul | 2 | 1 target | Level 1: 55/85 |
This is a Tier 2 spell Level 1: 50/100 |
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 |
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 |
Mental Dislocation |
This spell is a part of the Flashback spell chain and rune stone. This spell makes it seem to the target that everyone are all in different places. The target can't make out others, and every time the target moves, a pit seems to appear before them. If someone, friend or foe, is next to the target already, they will attack that target thinking it to be a foe. A mental check with your Runic Energy as a penalty can be made per round to see truth from reality, but until then the target has completely lost sense of place and time. |
N/A: Only 1 levels with this spell. | N/A | 50 Soul | 4 | 1 target | Level 1: 40/70 |
This is a Tier 5 spell Level 1: 150/300 |
Spiritual Dislocation |
This spell is a part of the Flashback spell chain and rune stone. This deadly spell attempts to spirit away the target's spirit to a time before its birth or beyond its death, effectively killing the target. Its effects avoided with a Vitality Save check. However, this spell will try once each round for three rounds, so the target would have to make those saves each round to survive. |
N/A: Only 1 levels with this spell. | N/A | 60 Soul | 6 | 1 target | Level 1: 35/65 |
This is a Tier 6 spell Level 1: 200/400 |
Never Ending Pain |
This spell is a part of the Flashback spell string and rune stone. This spell summons up the suffering and pain of soldiers killed upon the battlefield. The magic recreates the sudden injuries that occur but didn’t cause the death of those soldiers of war onto a single target. The magic recreates these smaller damages every round, doing 2d20 Vitality damage per round, to torture and let the target experience the cost of war until the target finally dies from it. |
N/A: Only 1 levels with this spell. | N/A | 30 Soul | 3 | 1 target | Level 1: 50/80 |
This is a Tier 3 spell Level 1: 75/150 |
Time Trip |
This spell is a part of the Memories of the Agent spell string and rune stone. This spell sends the target traveling through time. When you cast the spell, you roll a 1d12. This determines how many d20 die are rolled for damage. If you rolled a 3, then this spell will do 3d20 damage to the target. The target continues warping through time until all other enemies die or the battle otherwise ends. You can also will the target’s return. The damage only happens once. |
N/A: Only 1 levels with this spell. | N/A | 60 Soul | 6 | 1 target | Level 1: 35/65 |
This is a Tier 6 spell Level 1: 200/400 |
Rapid Aging |
This spell is a part of the Time Ripple spell chain and rune stone. A magical amplification of time works across the body of the target. The signs are visible as the target begins to age rather rapidly. The distortion stays floating across the body of the target for the duration of the spell, reducing the target’s melee, throw, and bow power by 25%, movement rates by 30%, and Evade by 5. At the end of the spell the target returns to normal. |
N/A: Only 1 levels with this spell. |
Weapon Effect: Rapid Aging Critical Hit decreases target's melee, throw, and bow power by 20%, movement rates by 25%, and Evade by 2 for 1d3 rounds |
20 Soul | 2 | 1 target | Level 1: 55/85 |
This is a Tier 2 spell Level 1: 50/100 |
Time Slow |
This spell is a part of the Time Distortion spell chain and rune stone. With the casting of this spell you slow down a target so that the target's movement rates is halved and all of the target's spells casting speeds are doubled. |
N/A: Only 1 levels with this spell. |
Weapon Effect: Time Slow Critical Hit causes spell effect. |
20 Soul | 2 | 1 target | Level 1: 55/85 |
This is a Tier 2 spell Level 1: 50/100 |
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 |
Past Pain |
This spell is a part of the Flashback spell chain and rune stone. This spell reaches into the past of the target and recreates a wound or a physical injury from the past and gives it to the target once again, doing 5d20 damage. This pain usually comes from old scars or the like. |
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 | 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 |
Suffering Returned |
This spell is a part of the Flashback spell chain and rune stone. Suffering Returned recreates a deep wound from the past suffered by any number of countless warriors. A warped distortion is created in front of you who aims it at the target. The distortion moves for the target and lands where the wound is to be placed. The distortion suddenly flashes and the wound is fresh in the body of the target, doing 8d20 damage. |
Level 2 Upgrade: Increase damage by 1d20. Level 3 Upgrade: Increase damage by 1d20. Level 4 Upgrade: Increase damage by 1d20. |
N/A | 40 Soul; +10 per level | 4; +1 per level | 1 target |
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 |
Tortured Past |
This spell is a part of the Flashback spell chain and rune stone. The magic opens up the mind of the target and sends the target into throws of pain. Every bad memory and bad event that has happened in the target’s lifetime is experienced again. During this time the target cannot even see the battlefield or hear it, and is stunned, unable to act for the duration of the spell. When the spell ends, the target is released. |
N/A: Only 1 levels with this spell. | N/A | 40 Soul | 4 | 1 target | 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 |
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 |
Places Forgotten |
This spell is a part of the Memories of the Agent spell chain and rune stone. This spell causes the target to forget where it is and what it is doing. It must make a mental check to first recover where it is and then to remember what it was doing. This would also end any spell the target was casting. If the target fails to remember, the target will leave the battlefield or give up doing whatever it was doing. |
N/A: Only 1 levels with this spell. |
Weapon Effect: Places Forgotten Critical Hit causes spell effect. |
35 Soul | 3.5 | 1 target | Level 1: 45/75 |
This is a Tier 4 spell Level 1: 100/200 |
Restoration |
This spell is a part of the Time Ripple spell chain and rune stone. This spell is made to recover the target from status effects by warping the time until the effects wears off. Restoration cures most poisons, stun, visual instability, burns, heat exhaustion, and sickness. |
N/A: Only 1 levels with this spell. |
Armor Effect: Restoration Removes most poisons, stun, visual instability, and sickness after experiencing the status effect for 1 round. |
20 Soul | 2 | 1 target | Level 1: 55/85 |
This is a Tier 2 spell Level 1: 50/100 |
Renewal |
This spell is a part of the Time Ripple spell chain and rune stone. This spell renews the target by restoring the target's Vitality, Power, and Endurance by 3d20. |
Level 2 Upgrade: Increase restoration by 1d12. Level 3 Upgrade: Increase restoration by 1d12. Level 4 Upgrade: Increase restoration by 1d12. |
N/A | 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 |
Time Repaired |
This spell is a part of the Time Ripple spell chain and rune stone. This spell turns back the hands of time on what ever it is you want to repair. The way this spell works is that it restores the item by 25% with each use. |
N/A: Only 1 levels with this spell. | N/A | 40 Soul | 4 | 1 target | Level 1: 45/75 |
This is a Tier 4 spell Level 1: 100/200 |
Time Distortion |
This spell is a part of the Time Distortion spell chain and rune stone. Time Distortion causes time to warp right in front of the target. The time slows and speeds up across the vision of the target, making it difficult to see anything correctly. The target can no longer rely on its own perception for the next 1d4 rounds and has to make detect checks to attack, defend, or even evade. |
N/A: Only 1 levels with this spell. |
Weapon Effect: Time Distortion Critical Hit causes spell effect |
10 Soul | 1 | 1 target | Level 1: 60/90 |
This is a Tier 1 spell Level 1: 25/50 |
Spatial Curse |
This spell is a part of the Time Ripple spell chain and rune stone. This spell screws with the target's senses so that it must make a detect check with a 20 point penalty, or the target will be unable to detect depth and spatial location. A failed detect check still allows the target to attack except the target will unknowingly attack itself. The target has a 15% chance of killing itself if it attacks itself. If the target is able to attack you or an ally, the target has a 20% chance of still missing. |
N/A: Only 1 levels with this spell. | N/A | 40 Soul | 4 | 1 target | Level 1: 45/75 |
This is a Tier 4 spell Level 1: 100/200 |
Memory's Confusion |
This spell is a part of the Time Ripple spell chain and rune stone. This spell messes with the target's memory, sending its mind back in time before it improved skills and spells. Each spell and skill is temporarily decreased in levels by half, round down. So if a spell is at level 3, during this the spell will be at level 1. During the effects of the spell, the target does not gain any character points. When the spell ends, everything returns to normal with the spell or skill's original levels restored. |
N/A: Only 1 levels with this spell. |
Weapon Effect: Memory's Confusion Upon making a Critical Hit with a 20% penalty, the target of the hit will have all of the highest earned level of skills and spells locked for 1d4 rounds. So if the target has Memory's Confusion spell at level 3, the target will only be able to use level 1 and 2 of that spell for the next 1d4 rounds. This will not lock level 1 so if level 1 is the highest in that spell or skill it is still usable. This will not stack or compound, so once the effects are on a target it cannot be repeated until after the duration has ran its course. |
50 Soul | 5 | 1 target | Level 1: 40/70 |
This is a Tier 5 spell Level 1: 150/300 |
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 |
Memories Returned |
This spell is a part of the Lost Memories spell chain and rune stone. This spell allows you to remember anything you have forgotten about. By spending an extra 10 Soul per generation, you can also remember the memories of your ancestors. This spell also works as a cure for any status effect that makes you forget. |
N/A: Only 1 levels with this spell. |
Armor Effect: Memories Returned (Helmet Only) Immunity to forgetfullness and confusion status effects. |
15 Soul | 2 | 1 target or self | Level 1: 55/85 |
This is a Tier 2 spell Level 1: 50/100 |
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 |
Places Recalled |
This spell is a part of the Memories of the Agent spell chain and rune stone. This spell allows you to recall a place you've visited perfectly to the minute detail, no matter how long its been and no matter if your character has amnesia. This spell is primarily useful for roleplaying purposes, however it can be used to recover old clues that might have been lost to time but lurk hidden in your character's memories. |
N/A: Only 1 levels with this spell. | N/A | 45 Soul | 4 | 1 target or self | Level 1: 40/70 |
This is a Tier 5 spell Level 1: 150/250 |
Powers That Were |
This spell is a part of the Memories of the Agent spell chain and rune stone. This spell creates a massive power flow into the target of the spell. Strengths from people of the past and future flow into the target with a distortion that surrounds the target, giving them boosts in fighting, and magic. It gives the target + 1d% to Melee, Throw, Bow Power, and Runic Energy. |
N/A: Only 1 levels with this spell. |
Armor Effect: Powers That Were Double Melee, Throw, and Bow Power |
50 Soul | 5 | 1 target or self | Level 1: 40/70 |
This is a Tier 5 spell Level 1: 150/250 |