Time Magic

Time.png

Temporamancy is the magic of the runic element, time. Therefore it has the following properties:

Effects on Magic Damage: Double magic power for magic attacks done against those of the space element.

Effects on Magic Defense: 20% chance for immunity to space and time magic attacks.

Affinities: Future, Past

Months: Marpegoth, Elynt

Time Magic is magic that involves the manipulation of the time element, and all of the aspects that come with or from time. Time Magic is categorized into the following: Posteramancy and Praeteriamancy.

  • Posteramancy is the control and manipulation of future time, the time yet to come. It is magic dealing with planning and foreshadowing. It's affinity is future.
  • Praeteriamancy is the control of past time. It is about things that have happened and bringing up past events. It's affinity is past.

Minor elemental manipulation usually involves effecting the movement of time, such as getting quick glimpses into the future or changing up the pacing of minor movements.

Time Affinities

Those born under the element of time will have a stronger affinity to one of two aspects of time. Those aspects are future and past.

Future is the aspect of temporamancy favored by fortune tellers and strategists. It is reaching into the possible time that has yet to come, peering ahead through the pages yet written. Through future, one might know of a danger around the corner or inspire dread of a possible doomed future for their opponent. These are your fortune tellers, your posteramancers. Those with the future affinity are show offs, always confident in their vision and ready to boast that they knew what was coming before anyone else did, even if they really didn't.

Past is the aspect of time that has passed, whether it be years ago or mere minutes ago. It is the aspect of detectives and historians, those who strive to know what has happened so that they can learn from it. Through the aspect of past one might be able to identify a thief, uncover forgotten history, or even remind their opponents of past wounds. Those with the past affinity are intuitive, intelligent, and they know this as a fact.

Minor Elemental Manipulations

Those who are strong in their elemental affinity can make small tugs on their element, causing minor affects.

Future: to use minor future manipulations you must have a Runic Soul greater than 10 and have mastered at least one posteramancy spell. Then you can cause small manipulations like cause dread in others, get a glimpse to see if a tressure box is dangerous, or even improve your perception since you can kind of tell in advance what you are looking for. The degree of control needed will determine how much runic soul you need to have.

Past: to use minor past manipulations you must have a Runic Soul greater than 10 and have mastered at least one praeteriamancy spell. Then you can cause small manipulations like revealing long gone tracks, turning back the hands of time on broken objects, or even tripping someone by causing their feet to fall out of sync. The degree of control needed will determine how much runic soul you need to have.

The Two Iconic Symbols of Time Magic

In the elemental magic of Time Magic, there are two iconic symbols. They are Fate and Doom. These symbols are said to be the very source of time magic, even though like all elemental magic in Nor'Ova, necromancy is conducted not by incantations or potions, but by manipulating the element of death to produce magical effects.

These symbols are therefore nothing more than just symbols, representatives of the two opposing forces of magic, the positive force and the negative force. Magic as a whole is neither evil or good. It is simply a neutral force. Society doesn't judge based on what magic is used, only on how it is used and for what reason. Therefore, despite whether or not certain spells may be associated with what is considered the good or the dark side of magic, the use of spells has no effect on your alignment unless it is used for a wholly good purpose, or for a whole evil purpose.

In the elemental magic of Time Magic, Fate symbolizes the light aspect while Doom represents the dark aspect.

Environmental Effects on Time Magic

Due to the fact that elemental magic is elemental, the environment can play an effect on the magic you are casting. If the environment has a larger amount of your element present, your magic will be stronger. If the environment has a lesser amount of the element you are casting, your element will be weaker. If the element present in your environment is about average, then there would be no change.

In the case of time magic:

  • In places where there is a lot of time element present - such as ancient ruins and old libraries - time magic effects are increased by x 1.25
  • In swamps or in places with a lot of death element present but not a lot of time, time magic effects are decreased by x 0.75.

The Soul of Time

All who live upon Nor'Ova have within them what is known as their runic soul. It is the very part of their being that connects them to their runic element. By connecting and using your runic element more and more, your runic soul grows and strengthens.

The runic soul of time is that of the Three Headed Hydra, with a head representing past, present, and future. The various affinities have their own minor soul that they connect to.

  • Future: The affinity soul of Future is the Wraith. They have a constant aura that has a 20% chance of inflicting fear on any foe that comes within 1 space of them.
  • Past: The affinity soul of Past is the Clock. They have a 20% chance to re-roll any failed roll.

The Time soul of the Three Headed Hydra can be reached when the one born under time has mastered 5 time spells. Once this happens, the person will have access to both the affinity soul and the runic soul. The runic soul awakens when its bearer and  his or her party face mortal danger, such as most of everyone being within 1 hit of being killed (most being subjective to party size). By rolling 10 or less, the temporamancer might then awaken his or her runic soul, which will cause the last recent damages delt to the caster and party to not have happened, restore the caster and party by 20%, and block the next attack - physical or magical. Due to the immense power of this awakening, the temporamancer can only call upon this power once a day.

This chance does increase as your connection to time increases. For every 10 spell levels that you have acquired, the chance increases by 5. The max increase is up to 60%.

The affinity souls do not increase.

Time Magic Progression

Temporamancy v3.jpg

Temporamancy Magic Spells

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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

Memories of the Mage

This spell is a part of the Memories of the Agent spell chain and rune stone. This spell relives the memories of the mage. For an entire day you will have all mage 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:  45/75

This is a Tier 4 spell

Level 1: 100/200

Memories of the Shield

This spell is a part of the Memories of the Agent spell chain and rune stone. This spell relives the memories of the shielf. For an entire day you will have all guard and defender 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:  55/85

This is a Tier 2 spell

Level 1: 50/100

Memories of the Warrior

This spell is a part of the Memories of the Agent spell chain and rune stone. This spell relives the memories of the warrior. For an entire day you will have all warrior 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:  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

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

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

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

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

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

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

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

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

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

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

Restep

This spell is a part of the Flashback spell chain and rune stone. With this spell you can move twice in a round. Not attack twice or cast spells twice, but move about the battlefield twice.

N/A: Only 1 levels with this spell.

Armor Effect: Restep (Footwear Only)

Allows you to always be able to make two movement actions.

20 Soul 2 1 target or self Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

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

Seer's Vision

This spell is a part of the Crystal Ball spell chain and rune stone. This spell allows you to see forward or backwards in time up to 30 hours either direction. This way you can know what is coming or what has happened.

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

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

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

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

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

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

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

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

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 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

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

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

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

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

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

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

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