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In the sixth era, magic has not only regain its stability, but has also become empowered. New energies long dormant have awakened within the runic elements, blessing their users with greater magical power. This is true for all magics, including Temporamancy.

Temporamancy has always been a magic of time, with its magical power balanced between the opposing energies of the fate and doom. In the sixth era, a third power has awakened, the power of the sense of place. This awakens within the temporamancer the abilities to deal with time, place, and all the realms in between.

Below you will find a complete progression tree showing the spells of old with the spells new to this era. Only the spells new to the sixth era will be found here however, for the rest you need to look at the Temporamancy page.

Temporamancy Sixth Era Progression Tree

Temporamancy Sixth Era Magic Spells Progression Tree v8

New Temporamancy Spells

TierTemporamancyEffectCostRange & AreaDurationSuccess RatePrerequisitesCost to Acquire
1 Drunkard's Balance This manipulation clouds the sense of place of a target so that the target has difficulty keeping its balance. With every step, the target must make a balance check and if the target should fail, the target falls ending its turn. 10 SA;
1 magic
1 target 1d4 rounds 60 N/A 50
1 Misstep This spell causes that for every 2 steps the target makes in one direction, the target must move one step in another direction. The target feels unsure in which way it should be moving, often times moving backwards half as much as it moves forward.  10 SA; 1 magic 1 target 1d6 rounds 60 N/A 50
1 Unbreaking Balance This spell reinforces a target's (you or an ally) sense of place, giving it a 3d12 bonus to balance for any balance check. 10 SA;
1 magic
self or ally 1d10 rounds 60 N/A 50
2 Hitting Misdirection This spell screws with the target's sense of place so that it must make an aim check for all attacks, including melee attacks. 20 SA;
2 magic
1 target 1d6 rounds 55 Distortion mastered 100
2 Places Forgotten 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. 20 SA;
2 magic
1 target instant 55 Past Pain mastered 100
2 Restep With this spell you can move twice in a round. Not attack twice or cast spells twice, but move about the battlefield twice.  20 SA;
2 magic
self or 1 ally 1d6 rounds 55 Misstep mastered 100
2 Spatial Curse This spell screws with the target's senses so that it must make a perception check to attack. A failed perception check still allows the target to attack except the target will unknowingly attack itself. 20 SA;
2 magic
1 target 1d6 rounds 55 Time Ripple mastered 100
2 Unsure Aim This spell puts a 3d12 penalty on the target's aim. This can be especially devastating when combined with the effects of Hitting Misdirection. 20 SA;
2 magic
1 target 1d6 rounds 55 Misstep mastered 100
3 Memory's Confusion This spell messes with a target's memory, sending its mind back in time before it mastered skills and spells. Each spell's and skill's mastery is temporarily decreased by its tier level times 10. So if a spell is a tier 3 with a mastery of 60, with this spell it will have a mastery of 30. During the effects of the spell, the target does not gain any skill points and the target's spell or skill mastery does not increase or decrease further than what it is. When the spell ends, everything returns to normal with the spell or skill's original mastery restored. 30 SA;
3 magic
1 target 1d4 rounds 50 Unsure Aim mastered 150
3 Places Recalled 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. 30 SA;
Free Action
self instant 50 Places Forgotten mastered 150
4 Corrective Proprioception You can use this spell with any failed aim attempt to get a second aim attempt with a 3d12 bonus. This can also be used for a second perception check with the same bonus. This spell works by restoring and bolstering your sense of place and time.  40 SA;
Free Action
self instant 45 Renewal mastered 200
4 Lost in Place This spell causes a target to completely loose where it is at. In the target's mind, the target is completely lost and is for all intents and purposes stunned. 40 SA;
4 magic
1 target 1d6 rounds 45 Memory's Confusion mastered 200
4 Place & Time This spell recreates temporal illusions before your very eyes of what was once there. Simply cast your mind as far back in time as you desire, even before your character even existed and a depiction of what was once was there will generate for all to see. 40 SA; Free Action self instant 45 Time Repaired mastered 200
5 Mental Dislocation This spell makes it seem to the targets that they are all in different places. They can't make out each other, and everytime they move, a pit seems to appear before them. If someone, friend or foe, is next to them already, they will attack that target thinking it to be a foe. A mental check with a 30 point penalty can be made per round to see truth from reality, but until then the target has completely lost sense of place and time. 50 SA;
5 magic
all enemy targets 1d8 rounds 40 Time Freeze mastered 250
6 Spiritual Dislocation 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. This spell can be evaded with a 60 point penalty, or its effects avoided with a Self Control check with a 40 point penalty or a Saving Grace check with a 25 point penalty. However, this spell will try once each round for three rounds, so the target would have to make those saves each round to survive. 60 SA;
6 magic
1 target 3 rounds 35 Mental Dislocation mastered 300