Time Elemental

Basic Info

Type: Summon, Elemental

Alignment: neutral

Moral Points: 0

Build: N/A

Habitat: Free Time Elementals can be found in places of great historical interests, clock shops, and places that have a large concentration of temporal magic.

Appearance: The Time Elemental has no appearance. It is composed of swirling, shifting bits of time in a roughly human shape. On occasion others can spot a time elemental by the slightly odd effect one can see when peering through it.

Runic Element: Time

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the life element by +10 . Decrease magical damage done against those of the death element by -10.
  • Effects on Magic Defense: 20% chance for immunity to time and life magic attacks.
  • Supportive Effects: Able to sacrifice your magic actions for an extra non-skill attack, potion use, or evasion chance for that round.

Vital Stats

Stat Name Current Full Modifiers
 HP 100 100  
 SA 100 100  
 EP 100 100  

Armor Stats

Stat Name Current Full Modifiers
 PR 0 0 Natural PR: 25
 MR 0 0 Natural MR: 50

Immune to physical damage; receives double magic damage

Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 50 95  
Speed 50 95  
Mental 50 95  
Strength 50 95  
Luck 50 95  
Will 2 10  

Secondary Stats

Stat Name Stat Modifiers
Influence 2  
Perception 35  
Weight Limits Carry:  N/A
Lift 1H:  N/A
Lift 2H:  N/A
Success Points 6  
Failure Points 4  
Move Rates World:  5
Area:  50
Battle:  8
Area Ranges Throw:  5
Jump Up:  5
Jump Across:  7
Battle Ranges Throw:  10
Jump Up:  10
Jump Across:  14
Aim 45  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
Initiative 5  
Evade 50  
Offense Melee:  5
Throw:  7
Bow:  3
Critical:  50
Magic Stats Magic Power:  5
Critical:  50
Magic Power: +10

Skills & Abilities

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Temporamancy Magic Able to cast any temporamancy spell with its mastery depending on the tier. Tier 1 = 90%, Tier 2 = 70%, Tier 3 = 50%, Tier 4 = 30%, Tier 5 = 10%, Tier 6 = 5% depends on spell depends on spell depends on spell N/A Tier 1: 90
Tier 2: 70
Tier 3: 50
Tier 4: 30
Tier 5: 10
Tier 6: 5
Magic Absorb Using this skill allows you to absorb ½ of the magical damage, having only 1/3rd of it affect your SA. This is a free action. 1 /3 rd damage to SA self instant 1 skill point =
2 skill mastery %
Magic Redirect This skill allows you to redirect either 25%, 50%, 75% or all of the stored magic damage into your magic spell attack, increasing your total damage by that amount. This is a free action. N/A spell's range instant 1 skill point =
2 skill mastery %
Magic Store This ability allows you to store your absorbed magical damage so that you can release it later with the Magic Redirect skill. Using this ability to store absorbed damage costs 25% of the stored damage to SA per round.
Random Time Effect The elemental can cause the target to age, slow down, or stop completely. Roll a 1d3.
1 = Target's body is temporarily aged, causing its strength and speed and related stats to be cut in half for 3 rounds.
2 = Target is slowed, losing 1⁄2 of their actions for 3 rounds.
3 = Target is stopped completely, unable to act or move for 3 rounds.
This ability costs 20 SA to use.

Combat Notes

Free time elementals generally travel to places of great historical interest, where clock work items are created, or to places where there is a large concentration of time aligned creatures. The time elemental is satisfied to sit in one place and contemplate the nature of time. They even allow their odd effects to be used by others as long as they are not attacked or forced to do anything.

The Time Elemental has no real attacks and no physical body. It can age a target, cause it to move more slowly, or stop the target completely. Time Elementals can however use any temporamancy spell.



1⁄4 pounds of Gray Glass: Make a luck check to see if the elemental leaves behind 0.25 pounds of gray glass.
1⁄4 pounds of Clear Ylem: Replaces Gray Glass if successful luck check is lower than 5.
1⁄4 pounds of Quartz: Replaces Gray Glass if successful luck check is 5 and greater but lower than 11.

There is no monetary or equipment reward.

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