Difference between revisions of "Time"

From Legends of Cphera
Jump to: navigation, search
(Created page with "<noinclude>{{Magic Box}}</noinclude> Time is one of the most powerful forces of existence. Those who control it gain a worrisome amount of influence over their universe. <noinclu...")
 
m (Example Spells)
Line 26: Line 26:
 
= Example Spells =
 
= Example Spells =
  
Haste; Time; DC 18, You gain 2 free [[AP]] per round. Requires [[Tenacity]].
+
Haste; Time; DC 21, Target gains 2 free [[AP]] per round. Requires [[Tenacity]].
  
 
Time Stop; Time; DC 38, You halt the flow of time around you. You may continue to take actions as normal but others are frozen in place. You may interact with objects as normal, however, as you control their place in the timestream. Each round you must make a spellcasting check one again, at a DC of 42. If you fail this check, you spend one point of [[Capacity]]. If you go unconscious or run out of capacity, the spell ends. You may end it voluntarily at any time.
 
Time Stop; Time; DC 38, You halt the flow of time around you. You may continue to take actions as normal but others are frozen in place. You may interact with objects as normal, however, as you control their place in the timestream. Each round you must make a spellcasting check one again, at a DC of 42. If you fail this check, you spend one point of [[Capacity]]. If you go unconscious or run out of capacity, the spell ends. You may end it voluntarily at any time.

Revision as of 18:58, 8 April 2011

Magic
Disciplines

Elements

Aspects

Materia

Prestige

Mastery

Rules

Time is one of the most powerful forces of existence. Those who control it gain a worrisome amount of influence over their universe.

Powers Granted

Individuals with more than 5 ranks in the Time discipline gain the following powers:

They Age at half the normal rate, and never take penalties from aging, though they do still gain bonuses.

Special Uses

The most basic use of Time is simply slowing down or speeding up local time flow. This can be used to change the speed of objects, but also processes - metal might be sped up intensely to rust away, or a friend's time might be slowed to save them from a poison. Changing speed a little is easy, but the more extreme the change

At higher DCs, time can be used to travel in time, or warp time and causality in more interesting ways.

Use in Mixed Spells

Used to change or extend Duration, as described above.

Time may be used to see into the future or past, when combined with Perception.

Counterspells

No Special.

Example Spells

Haste; Time; DC 21, Target gains 2 free AP per round. Requires Tenacity.

Time Stop; Time; DC 38, You halt the flow of time around you. You may continue to take actions as normal but others are frozen in place. You may interact with objects as normal, however, as you control their place in the timestream. Each round you must make a spellcasting check one again, at a DC of 42. If you fail this check, you spend one point of Capacity. If you go unconscious or run out of capacity, the spell ends. You may end it voluntarily at any time.

Perfect Time Stop; Time; DC 56, You halt the flow of time for everything but yourself. It remains this way until you die or choose to end the effect.