
Temporamancy is the magic of the runic element, time. Therefore it has the following properties:
Magic Type: Time Magic
Effects on Magic Damage: Double runic 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.
Supportive Effects: Automatically have a 20% chance to evade any form of attack.
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.
Back to top1) 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.
Back to top2) Minor Elemental Manipulations
Those who are strong in their elemental affinity can make small tugs on their element, causing minor affects.
Future: 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.
Past: 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.
Back to top3) 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.
Back to top4) 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.
5) 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 acquired 3 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 making a hard arcana check, 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.
Back to top6) Time Magic Progression
Back to top7) Temporamancy Magic Spells
Spell | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
---|---|---|---|---|---|---|---|---|
Battle Foresight | 8 Soul | 7 | self and all allies | duration of battle | Hard Arcana | This spell is a part of the Crystal Ball spell chain and is found in the Crystal Ball 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 + 4 to React and can make a React check, difficulty depending, 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. |
Armor Effect: Battle Foresight Increase React by +2. |
Seer's Vision |
Ancestor's Blessing | 6 Soul | 5 | self | 1d6 rounds | Normal Arcana -2 | This spell is a part of the Lost Memories spell chain and is found in the Lost Memories rune stone. With this you summon the spirits of your ancestors to aid you. Their spiritual energy washes over you doubling your strength traits and wisdom traits temporarily. |
N/A |
Memories Returned |
Ancestor's Protection | 8 Soul | 7 | self | 1d6 rounds | Hard Arcana | This spell is a part of the Lost Memories spell chain and is found in the Lost Memories rune stone. With this you summon the spirits of your ancestors to aid you. Their spiritual energy washes over you doubling your Fortitude traits temporarily. The ancestors are enraged at those who dare to attack you, and rush forth across the battlefield doing double Runic Power as a counter attack to any kind of attack you receive. |
N/A |
Ancestor's Blessing |
Chrono-Colloquim | 8 Soul | 7 | self | instant | Hard Arcana | This spell is a part of the Memories of the Agent spell chain and is found in the Memories of the Agent 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 |
Currents of Time |
Compressed Time | 8 Soul | 7 | 1 target or self | 1 hour | Hard Arcana | This spell is a part of the Time Distortion spell chain and can be found in the Time Distortion 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 1d4 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 no affect on your runic speed. This spell can be used on any target including yourself. |
Armor Effect: Compressed Time Spells cost 1 less casting speed to cast. |
Mass Time Slow |
Crystal Ball | 2 Soul | 1 | 1 target | instant | Easy Arcana | This spell is a part of the Crystal Ball spell chain and is found in the Crystal Ball 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 2d8 damage. |
N/A |
N/A |
Currents of Time | 6 Soul | 5 | 1 willing target or self | instant | Normal Arcana -2 | This spell is a part of the Memories of the Agent spell chain and is found in the Memories of the Agent 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 in Hunter profession that you had in Thief profession. This does not have to be your main profession, but any profession that you have invested skills into. You can use this on a friend if the friend asks for it and is willing for this spell to affect him or her. |
Weapon Effect: Currents of Time If Hit Chance failed, get a second try to hit again. |
Time's Teacher |
Doom Tarot | 10 Soul | 9 | all enemies | instant | Hard Arcana -2 | This spell is a part of the Crystal Ball spell chain and is found in the Crystal Ball rune stone. With this spell you draw 1d20+2 magic cards from time that are thrown at all enemy targets, splitting as evenly as possible among them all. If there are more enemy targets than cards drawn, then only the number drawn will be hit. If there are less enemies then the cards will go back to the first enemy hit and so forth, spreading out the remaining cards. Every card will hit an enemy. If there is only one enemy then all the cards hit that one enemy. Each card hits the targets dealing 1d12 damage each, however the damage is piercing causing 20% of the spell damage to affect Vitality no matter the target's armor or defense. Furthermore, there is a 1 in 12 chance that one of these magic cards is the Death Card. Rolling a 12 on a 1d12 damage roll instantly kills the unlucky target. |
Weapon Effect: Death Tarrot 1 in 20 chance of instant kill (roll 1d20, 20=death) |
Spirit Guide |
Doom's Apocalypse | 12 Soul | 11 | battlefield | instant | Impossible Arcana | This spell is a part of the Time Distortion spell chain and is found in the Time Distortion 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 1d% damage to everything in sight within the radius of the spell. Increase the Casting Speed by 2 to not affect allies. |
N/A |
Doom's Injury |
Doom's Blade | 6 Soul | 5 | 1 target or self | 1d8 Rounds | Normal Arcana -2 | This spell is a part of the Time Distortion spell chain and can be found in the Time Distortion rune stone. With the creation of this spell a sword of black magic appears before the target. The target takes this weapon and use it instead of its current weapon. Whenever it attacks with this weapon it inflicts 2d20 damage increased by the target's Runic Power, and poisons the wielder's target causing them to lose 1d4 damage per round. Each time you hit the same target, the poisons compound, so with a second hit, the target would lose 2d4 Vitality per round. The sword’s range is 2 spaces. |
Weapon Effect: Doom's Blade Inflicts 1d3 compounding poison. |
Fate's Punishment |
Doom's Injury | 10 Soul | 9 | 1 target | instant | Hard Arcana -2 | This spell is a part of the Time Distortion spell chain and is found in the Time Distortion 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 1 in 20 chance to instantly kill the target (roll 1d20, 20=death). If none of those apply you deal double runic power damage. |
N/A |
Doom's Possession |
Doom's Possession | 8 Soul | 7 | 1 target or self | 1d8 Rounds | Hard Arcana | This spell is a part of the Time Distortion spell chain and can be found in the Time Distortion 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 4d12 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. |
N/A |
Doom's Blade |
Double Time | 10 Soul | 9 | 1 target or self | 1d6 rounds | Hard Arcana -2 | This spell is a part of the Time Distortion spell chain and can be found in the Time Distortion rune stone. This powerful spell gives 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 |
Compressed Time |
Drunkard's Balance | 6 Soul | 5 | 1 target | 1d8 Rounds | Normal Arcana -2 | This spell is a part of the Time Ripple spell chain and is found in the Time Ripple 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 normal brace 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. |
Weapon Effect: Drunkard's Balance Critical hit knocks down target |
Misstep |
Epoch Force | 8 Soul | 7 | a 4x4 space area around the caster | instant | Hard Arcana | This spell is a part of the Time Distortion spell chain and is found in the Time Distortion 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 everyone in the spell’s radius, doing 5d10 damage to each one. Allies are affected but you are not. |
N/A |
Future Injury |
Ethereal Visions | 10 Soul | 9 | self | instant | Hard Arcana -2 | This spell is a part of the Crystal Ball spell chain and is found in the Crystal Ball rune stone. This spell allows you to alter your mind with temporamancy just enough to experience visions. 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 the spell roll you are still granted visions, however, the visions are all lies and false yet your character will believe them to be true. |
N/A |
Spirit Guide |
Fate's Advocate | 10 Soul | 9 | 1 target or self | 1d6 rounds | Hard Arcana -2 | This spell is a part of the Crystal Ball spell chain and is found in the Crystal Ball rune stone. This spell empowers the target with a strong attack boost of 2d12 to Offensive and Bow Power. |
Armor Effect: Fate's Advocate Offensive and Bow Power increased by wearer's Runic Power. |
Battle Foresight |
Fate's Intervention | 10 Soul | 9 | 1 target or self | instant | Hard Arcana -2 | This spell is a part of the Time Distortion spell chain and is found in the Time Distortion 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 3d20 damage and knocking the target back 1d4 spaces. The magic then disappears, no longer protecting the target. |
N/A |
Time Freeze |
Fate's Punishment | 4 Soul | 3 | 1 target | instant | Normal Arcana | This spell is a part of the Time Distortion spell chain and is found in the Time Distortion 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 2d12 damage. |
N/A |
Time Distortion |
Fate's Rebellion | 10 Soul | 9 | all enemies | instant | Hard Arcana -2 | This spell is a part of the Time Distortion spell chain and is found in the Time Distortion 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 6d10 damage by ripping open wounds on all enemy targets while it passes. Allies and yourself are unaffected. |
N/A |
Epoch Force |
Flashback | 2 Soul | 1 | 1 target | instant | Easy Arcana | This spell is a part of the Flashback spell chain and is found in the Flashback 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 dazes the target and has a 20% chance of stunning the target for one round. |
Weapon Effect: Flashback Critical Hit stuns target for 1 round. |
N/A |
Fountain of Youth | 8 Soul | 7 | a 4x4 space area around a space of your choosing | 1d10 rounds | Hard Arcana | This spell is a part of the Memories of the Agent spell chain and is found in the Memories of the Agent 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 traits by 1, with that 10% doubling each round the target is in the area of effect. So for example the first round your traits will increase by 1, the second round by they could increase by 2, and so on. This increase also benefits any enemy in the area of effect. |
N/A |
Currents of Time |
Future Injury | 6 Soul | 5 | 1 target | instant | Normal Arcana -2 | This spell is a part of the Time Distortion spell chain and is found in the Time Distortion 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 4d10 damage. The distortion disappears quickly. |
Weapon Effect: Future Injury Critical Hit inflicts wounds and 1d6 bleeding out. |
Fate's Punishment |
Future Sight | 6 Soul | 5 | self | instant | Normal Arcana -2 | This spell is a part of the Crystal Ball spell chain and is found in the Crystal Ball 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 |
Glimpse of the Seer |
Glimpse of the Seer | 4 Soul | 3 | self | instant | Normal Arcana | This spell is a part of the Crystal Ball spell chain and is found in the Crystal Ball 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. |
Armor Effect: Glimpse of the Seer (Helmet only) Normal Insight Check activates spell effect. |
Crystal Ball |
Heroes of Old | 12 Soul | 12 | 1 target | instant | Impossible Arcana | This spell is a part of the Memories of the Agent spell chain and is found in the Memories of the Agent 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 2d12 damage on the target. There are five heroes, doing a total of 10d12 damage on the single target. It is 6 individual actions that must each make a hit chance roll. |
N/A |
Powers That Were |
Lost in Place | 10 Soul | 9 | 1 target | 1d12 rounds | Hard Arcana -2 | This spell is a part of the Time Ripple spell chain and is found in the Time Ripple 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 make an Impossible Insight Check. 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 |
Spatial Curse |
Lost Memories | 2 Soul | 1 | self | instant | Easy Arcana | This spell is a part of the Lost Memories spell chain and is found in the Lost Memories 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 |
N/A |
Mass Time Slow | 6 Soul | 5 | a 4x4 space area around a space of your choosing | 1d6 rounds | Normal Arcana -2 | This spell is a part of the Time Distortion spell chain and is found in the Time Distortion 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 |
Time Slow |
Memories of the Agent | 2 Soul | 1 | self | 1 day | Easy Arcana | This spell is a part of the Memories of the Agent spell chain and is found in the Memories of the Agent rune stone. This spell relives the memories of the agent. For an entire day you will have all thief and adventurer skills. You do not have these skills yourself. When the spell duration is over you no longer have these skills. |
N/A |
N/A |
Memories of the Mage | 8 Soul | 7 | self | 1 day | Hard Arcana | This spell is a part of the Memories of the Agent spell chain and is found in the Memories of the Agent rune stone. This spell relives the memories of the mage. For an entire day you will have all mage skills. You do not have these skills yourself. When the spell duration is over you no longer have these skills. |
N/A |
Memories of the Warrior |
Memories of the Shield | 4 Soul | 3 | self | 1 day | Normal Arcana | This spell is a part of the Memories of the Agent spell chain and is found in the Memories of the Agent rune stone. This spell relives the memories of the shield. For an entire day you will have all guard skills. You do not have these skills yourself. When the spell duration is over you no longer have these skills. |
N/A |
Memories of the Agent |
Memories of the Warrior | 6 Soul | 5 | self | 1 day | Normal Arcana -2 | This spell is a part of the Memories of the Agent spell chain and is found in the Memories of the Agent rune stone. This spell relives the memories of the warrior. For an entire day you will have all warrior skills. You do not have these skills yourself. When the spell duration is over you no longer have these skills. |
N/A |
Memories of the Shield |
Memories Returned | 4 Soul | 3 | 1 target or self | instant | Normal Arcana | This spell is a part of the Lost Memories spell chain and is found in the Lost Memories rune stone.
|
Armor Effect: Memories Returned (Helmet Only) Immunity to forgetfulness and confusion status effects. |
Lost Memories |
Memory's Confusion | 10 Soul | 9 | 1 target | 1d10 rounds | Hard Arcana -2 | This spell is a part of the Flashback spell chain and is found in the Flashback rune stone. This spell messes with the target's memory, sending its mind back in time before it learned skills and spells. Roll a 1d10, the number rolled is how many skills and spells it forgot. The skills and spells forgotten are the more recent ones that do not have any skills or spells depending upon knowing them. When the spell ends, everything returns to normal. |
N/A |
Tortured Past |
Mental Dislocation | 10 Soul | 9 | 1 target | 1d8 Rounds | Hard Arcana -2 | This spell is a part of the Flashback spell chain and is found in the Flashback 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. An impossible insight check 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 |
Suffering Returned |
Misstep | 4 Soul | 3 | 1 target | 1d6 rounds | Normal Arcana | This spell is a part of the Time Ripple spell chain and is found in the Time Ripple 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. |
Weapon Effect: Misstep Critical hit causes spell effect |
Time Ripple |
Never Ending Pain | 6 Soul | 5 | 1 target | 1d8 Rounds | Normal Arcana -2 | This spell is a part of the Flashback spell string and is found in the Flashback 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 1d8 Vitality damage per round, to torture and let the target experience the cost of war until the target finally dies from it. |
N/A |
Past Pain |
Past Pain | 4 Soul | 3 | 1 target | instant | Normal Arcana | This spell is a part of the Flashback spell chain and is found in the Flashback 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 2d10 damage. This pain usually comes from old scars or the like. |
N/A |
Flashback |
Place & Time | 6 Soul | 5 | self and those you are holding onto | instant | Normal Arcana -2 | This spell is a part of the Memories of the Agent spell chain and is found in the Memories of the Agent 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. |
Armor Effect: Place & Time (Footwear only) You are able to teleport to anyplace you see. |
Time's Teacher |
Places Forgotten | 8 Soul | 7 | 1 target | instant | Hard Arcana | This spell is a part of the Memories of the Agent spell chain and is found in the Memories of the Agent rune stone. This spell causes the target to forget where it is and what it is doing. It must make a hard insight 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. |
Weapon Effect: Places Forgotten Critical Hit causes spell effect. |
Place & Time |
Places Recalled | 10 Soul | 9 | 1 target or self | instant | Hard Arcana -2 | This spell is a part of the Memories of the Agent spell chain and is found in the Memories of the Agent 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 |
Places Forgotten |
Powers That Were | 10 Soul | 9 | 1 target or self | 1d8 Rounds | Hard Arcana -2 | This spell is a part of the Memories of the Agent spell chain and can be found in the Memories of the Agent 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 + 2d12 to Offensive Power, Bow Power, and Runic Power. |
Armor Effect: Powers That Were +1d10 to Offensive and Bow Power |
Memories of the Mage |
Rapid Aging | 4 Soul | 3 | 1 target | 1d6 rounds for the effect | Normal Arcana | This spell is a part of the Time Ripple spell chain and is found in the Time Ripple 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 offensive and bow power by 25%, movement rates by 30%, and all traits by 1. At the end of the spell the target returns to normal. |
Weapon Effect: Rapid Aging Critical Hit decreases target's offensive and bow power by 20% and movement rates by 25% |
Time Ripple |
Renewal | 6 Soul | 5 | 1 target | instant | Normal Arcana -2 | This spell is a part of the Time Ripple spell chain and is found in the Time Ripple rune stone. This spell renews the target by restoring the target's Vitality, and Power by 1d20. |
N/A |
Restoration |
Restep | 4 Soul | 3 | 1 target or self | 1 hour | Normal Arcana | This spell is a part of the Flashback spell chain and can be found in the Flashback 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. |
Armor Effect: Restep (Footwear Only) Allows you to always be able to make two movement actions. |
Flashback |
Restoration | 4 Soul | 3 | 1 target | instant | Normal Arcana | This spell is a part of the Time Ripple spell chain and is found in the Time Ripple 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 |
Time Ripple |
Seer's Vision | 6 Soul | 5 | self | instant | Normal Arcana -2 | This spell is a part of the Crystal Ball spell chain and is found in the Crystal Ball 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 |
Glimpse of the Seer |
Spatial Curse | 8 Soul | 7 | 1 target | 1d8 Rounds | Hard Arcana | This spell is a part of the Time Ripple spell chain and is found in the Time Ripple rune stone. This spell screws with the target's senses so that it must make a hard perceive -2 check, or the target will be unable to detect depth and spatial location. A failed perceive check still allows the target to attack except the target will unknowingly attack itself. The target has a 1 in 20 chance of killing itself if it attacks itself (roll 1d20, 200=death). If the target is able to attack you or an ally, the target still has a -2 penalty to Hit Chance. |
N/A |
Drunkard's Balance |
Spirit Guide | 8 Soul | 7 | next to caster | until destination is reached | Hard Arcana | This spell is a part of the Crystal Ball spell chain and is found in the Crystal Ball 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 |
Seer's Vision |
Spirit Returned | 12 Soul | 11 | a 4x4 space area around a space of your choosing | 1d10 rounds | Impossible Arcana | This spell is a part of the Memories of the Agent spell chain and is found in the Memories of the Agent 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 restores 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 Power 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 |
Vigor Returned |
Spiritual Dislocation | 12 Soul | 11 | 1 target | 3 rounds | Impossible Arcana | This spell is a part of the Flashback spell chain and is found in the Flashback 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 Hard 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 |
Mental Dislocation |
Suffering Returned | 8 Soul | 7 | 1 target | instant | Hard Arcana | This spell is a part of the Flashback spell chain and is found in the Flashback 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 4d12 damage. |
N/A |
Never Ending Pain |
Time Distortion | 2 Soul | 1 | 1 target | 1d4 rounds | Easy Arcana | This spell is a part of the Time Distortion spell chain and is found in the Time Distortion 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 hard insight checks to attack or defend. |
Weapon Effect: Time Distortion Critical Hit causes spell effect |
N/A |
Time Freeze | 8 Soul | 7 | battlefield | 1d6 rounds | Hard Arcana | This spell is a part of the Time Distortion spell chain and is found in the Time Distortion 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 |
Mass Time Slow |
Time Repaired | 8 Soul | 7 | 1 target | instant | Hard Arcana | This spell is a part of the Time Ripple spell chain and is found in the Time Ripple 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 |
Renewal |
Time Restored | 10 Soul | 9 | 1 target within 4 spaces | instant | Hard Arcana -2 | This spell is a part of the Time Ripple spell chain and is found in the Time Ripple 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 three rounds of death however or their life will be far too gone. |
N/A |
Time Repaired |
Time Ripple | 2 Soul | 1 | a 4x4 space area around the caster | instant | Easy Arcana | This spell is a part of the Time Ripple spell chain and is found in the Time Ripple 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. |
Weapon Effect: Time Ripple Critical hit causes sickness for 1d3 rounds |
N/A |
Time Slow | 4 Soul | 3 | 1 target | 1d6 rounds | Normal Arcana | This spell is a part of the Time Distortion spell chain and is found in the Time Distortion 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. |
Weapon Effect: Time Slow Critical Hit causes spell effect. |
Time Distortion |
Time Trip | 12 Soul | 11 | 1 target | until all other targets die | Impossible Arcana | This spell is a part of the Memories of the Agent spell string and is found in the Memories of the Agent rune stone. This spell sends the target traveling through time. When you cast the spell, you roll a 1d12. This determines how many d10 die are rolled for damage. If you rolled a 3, then this spell will do 3d10 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 |
Places Recalled |
Time's Teacher | 4 Soul | 3 | next to caster | 1d10 hours | Normal Arcana | This spell is a part of the Memories of the Agent spell chain and is found in the Memories of the Agent 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 experience points. |
Armor Effect: Time's Teacher Increase Experience Points gained by 25%. |
Memories of the Agent |
Tortured Past | 8 Soul | 7 | 1 target | 1d4 rounds | Hard Arcana | This spell is a part of the Flashback spell chain and is found in the Flashback 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 |
Never Ending Pain |
Vigor Returned | 10 Soul | 9 | a 4x4 space area around a space of your choosing | 1d10 rounds | Hard Arcana -2 | This spell is a part of the Memories of the Agent spell chain and is found in the Memories of the Agent 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 Power of anyone in the spell area by 20% of their maximum each round they remain in the spell area. If your Power is full, you will gain 20% of your maximum as extra 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 |
Fountain of Youth |