Time

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Revision as of 13:02, 23 April 2011 by Noirmachina (Talk | contribs) (Use in Mixed Spells)

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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.

For every 5 ranks a character has, they gain an extra AP per round and a +2 bonus on Reflex saves, due to their latent manipulation of time.

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.

With enough creativity, any number of fantastic effects may be produced.


DURATION CHART GOES HERE

Successfully making a spell permanent lowers your maximum Capacity by 1 point. Each time you gain a level you gain back up to 2 points of capacity lost in this way.

Use in Mixed Spells

Used to change or extend Duration, as described above.

Can also be used to decrease casting time. A Mixed spell with a time component of DC 30 makes the spell cost 1/2 normal AP (usually this means 2 AP).

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.

Pause; Time; DC 26, Target creature is stopped in time, and rendered Helpless for a round.

Time Leap; Time; DC 34, Leap forward 1d6 hours - can be useful for escaping enemies.

Time Wastes Me; Time; DC 44, Target creature or object has its local time sped up so that 80 years have passed in an instant. Objects suffer the effects of 80 years of neglect (usually destroyed). Creatures must make a fortitude save or age 80 years. A successful save reduces this to 8d6 damage, from some parts of you aging faster than others.

Time Stop; Time; DC 48, 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.