Temporamancy

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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

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

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

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

Spirit Returned

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 mentally and magically younger and more powerful. This retores 20% of the stat maximum of Soul to anyone in the spell area per round. Should you be full, it will give you an extra 20% of Soul Stat Maximum to your Soul as a bonus, compounding each round that you are in the spell area. Your Runic Energy will also increase by 20% per round. Once the spell is over or you leave the spell area, everything will return to normal. This increase also benefits any enemy in the area of effect.

N/A: Only 1 levels with this spell. N/A 60 Soul 6 a 4x4 space area around a space of your choosing Level 1:  35/65

This is a Tier 6 spell

Level 1: 200/400

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

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 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

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

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

Vigor Returned

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 full of renewed vigor. This restores the Endurance and Power of anyone in the spell area by 20% of their maximum each round they remain in the spell area. If your Endurance and Power are full, you will gain 20% of your maximum as extra Endurance and Power for each round that you are in the spell area. However, once the spell ends or you leave the spell area, you will lose the extra stats. This also benefits any enemy in the area of effect.

N/A: Only 1 levels with this spell. N/A 50 Soul 5 a 4x4 space area around a space of your choosing Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/250

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

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

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

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

Time Restored

This spell is a part of the Time Ripple spell chain and rune stone. This spell brings back to life your recently killed ally. It works by reversing the time on only that ally’s body to just before the death-blow was given, returning that ally back to life, exactly as they were before being struck as if they had never received that fatal blow. This must be used within four rounds of death however or their life will be far too gone.

N/A: Only 1 levels with this spell. N/A 50 Soul 5 1 target within 4 spaces Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/300

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

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

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

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

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

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

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

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

Time Freeze

This spell is a part of the Time Distortion spell chain and rune stone. This spell freezes time for everything except you and the air supply. You can walk around and interact with frozen things, moving them or altering them as well as you normally can within your physical limits. When the spell wears off the combatants must adapt to whatever changes have occurred by you. When the spell is being cast it appears like it has no effect until suddenly your changes appear. If you do not return to your original location that you cast the spell from, it will appear as if you just disappeared and reappeared suddenly from somewhere else.

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

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

Spirit Guide

This spell is a part of the Crystal Ball spell chain and rune stone. This spell calls upon an experienced adventurer from the past. This adventurer appears to you in the form of an unrecognizable spirit that shows you the way through any dungeon, ruin, or other place of exploration, or even lead you to any town or location that you desire. You tell the spirit guide where you are seeking to go, and the spirit guide will lead you there. Once there, the spirit guide will return back to where he came from.

N/A: Only 1 levels with this spell. N/A 40 Soul 3 next to caster 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

Tags: Temporamancy