Temporamancy

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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 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

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

Place & Time

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

N/A: Only 1 levels with this spell.

Armor Effect: Place & Time (Footwear only)

You are able to teleport to anyplace you see.

30 Soul 3 self and those you are holding onto Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Time Ripple

This spell is a part of the Time Ripple spell chain and rune stone. This spell creates a distorted wave in all directions of time energy. The warped magic ripples out from you, hitting everything in its path, ally and enemy. Every target has received the sickness status effect which decreases their movement rates by half. This sickness is only temporarily, lasting only for 3 rounds.

N/A: Only 1 levels with this spell.

Weapon Effect: Time Ripple

Critical hit causes sickness for 1d3 rounds

10 Soul 1 a 4x4 space around the caster Level 1:  60/90

This is a Tier 1 spell

Level 1: 25/50

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's Teacher

This spell is a part of the Memories of the Agent spell chain and rune stone. This spell summons forth a spiritual teacher from the past to help you improve upon your skills and spells. While this teacher is present, you gain 50% more character points. This can only be used once a day.

N/A: Only 1 levels with this spell. N/A 20 Soul 2 next to caster Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Tags: Temporamancy