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    Bugbear in the Playground
     
    Kobold

    Join Date
    Apr 2011
    Location
    California
    Gender
    Male

    Default The Chronomancer - Time-Based Psionics (PEACH)

    Role: As a support caster, the Chronomancer excels at making allies more threatening. Though he can field a few direct-attack effects, far more damaging is his ability to manipulate the battlefield like a chessboard, providing powerful buffs to allies, and inflicting devastating penalties on his enemies.

    Hit Die: d4

    Class Skills: Autohypnosis, Concentration, Craft, Knowledge (All), Profession, Spellcraft, Use Magic Device
    Skills per Level: 2+INT

    Weapon and Armor Proficiency: Chronomancers are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Unlike most other psionic classes, Chronomancers suffer the same failure chance while wearing armor as arcane casters.

    Lvl BAB Fort Ref Will Special PP Max Lvl Power
    1 0 0 2 2 Manifesting, Prescience, Endowed Mind 2 1
    2 1 0 3 3 Linked Power 6 1
    3 1 1 3 3 11 2
    4 2 1 4 4 Augment: Time Expansion 17 2
    5 2 1 4 4 Expanded Knowledge 25 3
    6 3 2 5 5 35 3
    7 3 2 5 5 Quickness 46 4
    8 4 2 6 6 Augment: Time Contraction 58 4
    9 4 3 6 6 Expanded Knowledge 72 5
    10 5 3 7 7 Omen of Dreams 88 5
    11 5 3 7 7 106 6
    12 6 4 8 8 Augment: Repetition 126 6
    13 6 4 8 8 Expanded Knowledge 147 7
    14 7 4 9 9 170 7
    15 7 5 9 9 Temporal Pinnacle 1/day 195 8
    16 8 5 10 10 221 8
    17 8 5 10 10 Expanded Knowledge 250 9
    18 9 6 11 11 280 9
    19 9 6 11 11 Augment: Permanence 311 9
    20 10 6 12 12 Timeless 343 9


    Manifesting: A Chronomancer has knowledge of all powers on the Chronomancer list. A chronomancer can manifest any power that has a power point cost equal to or lower than his manifester level. The number of times a Chronomancer can manifest powers in a day is limited only by his daily power points. A Chronomancer simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. The Difficulty Class for saving throws against Chronomancer powers is 10 + the power’s level + the Chronomancer’s Intelligence modifier. A Chronomancer begins play with the ability to manifest 1st level powers. As he attains higher levels, a Chronomancer may gain the ability to master more complex powers. To manifest a power, a Chronomancer must have an Intelligence score of at least 10 + the power’s level.

    Prescience: At the beginning of each day, roll two d20s (+1 for every four levels). You may choose, as a free action once per round, to replace any d20 die result of an ally with one of your Prescience dice, removing it from your pool. Alternatively, you may choose to replace the attack roll, skill check, or ability check of an enemy, but not a saving throw.

    Endowed Mind: Whenever you augment a Chronomancy power, you increase the save DC of that power by 1 for every two points spent augmenting it (as long as that augmentation does not innately increase the power’s DC). In addition, you may choose to spend two points to augment any Chronomancy power you know to increase its saving throw DC by 1 through this feature.

    Linked Power: You recieve Linked Power as a bonus feat (ComPsi).

    Augment (Time Expansion): You may expend your psionic focus to extend the manifesting time of a power that normally takes a standard action to two full rounds. If you do, double the duration of the power.

    Expanded Knowledge: You gain Expanded Knowledge as a bonus feat. The power you choose with Expanded Knowledge must be thematically appropriate in some way.

    Quickness: You gain an additional swift or immediate action each round.

    Augment (Time Contraction): You may expend your psionic focus to manifest a power that normally takes a standard action and has a duration of at least 2 rounds as a swift action. If you do, its duration is reduced to one round.

    Omen of Dreams: One night per week, when you rest, you receive the benefits of a Divination spell concerning a subject of import at the DM's discretion.

    Augment (Repetition): You may expend your psionic focus to manifest a power that repeats at the beginning of the round after next. The repeated spell takes no action, and is augmented in the same way; it affects the same targets and do not need to pay costs for the power. You may not gain or expend a psionic focus while a Repetition power is waiting to be remanifested, and you may not spend additional psionic foci on a power affected by Repetition.

    Temporal Pinnacle: For the one round/level duration of this ability you gain an innate and intuitive control over the flow of time. You gain 3 Prescience dice for the duration of this ability. You may teleport up to your speed as a move action. You may use Transfuse Time and Spatial Mastery as standard actions, and Chronomantle and STOP! as immediate actions.
    Transfuse Time: Choose two targets within close range. One of those targets is affected by Slow (Enhance) with no saving throw for three rounds. The other is affected by Haste (Enhance II) for three rounds.
    Spatial Mastery: As Dimension Hop (unaugmented), except it does not allow a saving throw.
    Chronomantle: You gain full cover against a single spell or attack, as you absorb it harmlessly into the sands of time.
    STOP!: As Celerity (Enhance III x3). In addition, this ends the current turn (that character loses all unspent actions, and all actions that were ‘in-progress’ are negated entirely). This ends Temporal Pinnacle.

    Augment (Permanence): Gotta figure out a way to make this not broken...

    Timeless: You cease to age.


    Chronomancer Power List
    Spoiler
    Show
    Augments with a + may be appled multiple times. Improved Augments must have the previous level of augment applied before they may be used.

    Chronosense – Level 0 – Standard Action
    Range: Personal
    Effect: You immediately gain knowledge of the following: The current time, to the second. The current calendar day, month, and year. The time traits of the current plane.

    Call to Mind – Level 0 – 1 minute
    Range: Personal
    Effect: You may retry a previously failed knowledge check that did not benefit from Call to Mind, with a +2 bonus.

    Destiny Dissonance – Level 0 – Standard Action
    Range: Touch
    Target: One creature
    Duration: 1 round/2 levels
    Saving Throw: None, Resistance: Yes
    Effect: You offer the target a glimpse of the world through your eyes, sickening them from the sheer magnitude of seeing things in 4 dimensions.

    Agony Echo – Level 1 – Standard Action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: Instantaneous, 1d4 rounds
    Saving Throw: Fort partial, Resistance: Yes
    Effect: You pull the target’s past wounds through time. Old scars, healed over nicks, and the pains of a life time are brought to the present, dealing 1d6 damage to the target (Fort half). If they fail to save, they are also sickened by wracking pain for 1d4 rounds.
    Augment 1+ (Potency): This spell deals an additional 1d6 damage.
    Augment 6 (Enhance): This spell deals an additional 6d6 damage, and nauseates the target, rather than sickening them.

    Déjà Vu – Level 1 – Standard Action (Mind-Affecting)
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Will negates, Resistance: Yes
    Effect: The target must repeat the actions it took on the previous round during its next turn. If it has no legal targets for those actions, or cannot take them again, they instead must do nothing that turn. (Repeating actions includes types, but not targets. For instance, a fighter that moved and made a standard attack with their greatsword must again use a move action to move, and a standard action to make an attack with their greatsword in that order, but may choose different targets, and different directions of movement.)
    Augment 1+ (Mass): This spell affects an additional creature within 30’ of the initial target.
    Augment 4 (Repeat): Targets that fail their save must repeat their actions for a third time.

    Flicker - Level 1 - Standard Action
    Range: Close (25 ft. + 5 ft./level)
    Target: One creature
    Duration: Until end of current turn
    Saving Throw: Will negates, Resistance: Yes
    Effect: The target disappears, temporarily removed from time until the end of the current action.
    Augment 4 (Quicken): You may cast this spell as an immediate action.

    Haste – Level 1 – Standard Action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: 1 round/level (D)
    Saving Throw: Will (Harmless), Resistance: Yes
    Effect: The target creature gains a 30’ bonus to their land speed, and +1 to attack, reflex, and dodge AC. Upon manifestation, the targets of this spell hear the sound of a slow-ticking clock (inversely proportional to their own increased speed), keeping a steady tempo in their thoughts.
    Augment 1+ (Mass): This spell effects an additional creature within 30’ of the original target
    Augment 2 (Enhance): This spell grants an additional attack on a full attack action.
    Improved Augment 4 (Enhance II): This spell also grants an additional move action.

    Mend – Level 1 – Standard Action
    Range: Touch
    Target: One creature or object.
    Duration 3 rounds (D)
    Saving Throw: Will negates (harmless), Resistance: Yes
    Effect: The target gains Fast Healing 2 for the duration. This can repair damaged or broken objects (if broken, this spell must heal an amount equal to the object’s maximum hp to restore it), but does not restore magical properties lost due to breakage.
    Augment 1+ (Potency): The Fast Healing granted increases by 2
    Augment 2+ (Extend): Extend the duration of this spell by one round.
    Augment 4 (Enhance): This spell restores one point of ability damage each round as well.
    Improved Augment 4 (Enhance II): This spell offers an additional save against all poisons and diseases afflicting the target on each round.

    Opportunity – Level 1 – Standard Action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: Instantaneous
    Effect: The target may immediately make a single basic attack. When manifested, the physical forms of the caster and target ‘flicker’ for a brief instant to display them as they are a few fractions of a second into the future, as if a miscut movie reel.
    Augment 4 (Enhance): The target may choose to cast a weapon-like spell (of no more than a standard action cast time), use a weapon-like spell-like or supernatural ability, or initiate a strike instead.

    Slow – Level 1 – Standard Action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: 1 round/level (D)
    Saving Throw: Will negates, Resistance: Yes
    Effect: The target’s speed is halved, and they take a -1 to attack, reflex saves, and AC. In addition, slowed targets fall at one half the normal speed. The targets of this spell hear a quickly-ticking clock (inversely proportional to their slowed speed) counting away in their thoughts.
    Augment 1+ (Mass): This spell affects an additional creature within 30’ of the original target.
    Augment 2 (Enhance): Target is staggered.
    Improve Augment 4 (Enhance II): Target may no longer make opportunity attacks, may not take swift or immediate actions, may not take 5 foot steps, are flat-footed, and fall at ¼ the normal speed.
    Augment 4 (Quicken): The spell’s cast time changes to Immediate.

    Transposition – Level 1 – Standard Action
    Range: Short (25 ft. + 5 ft./2 levels)
    Target: Two creatures
    Duration: Instantaneous
    Saving Throw: Will negates, Resistance: Yes
    Effect: The two targets switch places. If either target successfully saves, the spell has no effect. During manifestation, a sound resembling a strong gust of wind is emitted from the caster.
    Augment 2 (Range): The spell’s range increases to Medium.
    Improve Augment 2 (Range): This spell’s range increases to Long.
    Augment 4 (Quicken): The spell’s cast time changes to Immediate.
    Augment 8 (Potency): This spell no longer allows a saving throw.

    Delay – Level 2 – Immediate Action
    Range: Medium (100 ft. + 10 ft./level)
    Target: A single projectile, fired as either part of a normal attack, projectile-like spell, spell-like or supernatural ability (a projectile-like spell is any spell that creates an effect with a travel time (even if short), such as fireball, magic missile, or acid arrow, but not a ray.)
    Duration: One round (D)
    Effect: The target becomes locked in time for one round. At the beginning of the next turn of the originator of the projectile or spell, it continues to its destination. Projectiles and weapon-like spells target the squares that were occupied by their targets at the time of firing. Treat current occupants of those squares as having full concealment against the attack. Area spells target their original squares. NOTE: This spell may also be used to delay falling objects of up to no more than 10 lbs/level.
    Augment 4+ (Extend): The delay is increased by one round.
    Augment 1+ (Mass): The spell affects an additional target that was fired as part of the same action (such as a full-round attack, or a Twinned spell.)

    Dimension Hop – Level 2 – Standard Action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature or up to 250 lbs of objects
    Duration: Instantaneous
    Saving Throw: Will negates, Resistance: Yes
    Effect: A creature teleports from one point in the range of the spell to another. Upon manifestation, a sound resembling a strong gust of wind, terminated by an electric snap, is emitted from the caster.
    Augment 0 (Enhance): Change target to Personal, and cast time to Move. Cannot be used with Mass.
    Augment 1+ (Mass): This spell affects an additional creature, or an additional 250 lbs of objects
    Augment 2 (Range): This spell’s range increases to medium.
    Improved Augment 2 (Range II): This spell’s range increases to long.

    Exhaust – Level 2 – Standard Action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Fort partial, Resistance: Yes
    Effect: The target is fatigued on a failed save. A target that is already fatigued is exhausted instead.
    Augment 1+ (Mass): This spell affects an additional creature within 30’ of the initial target.
    Augment 4 (Enhance): On a failed Fort save, they are exhausted, and fatigued even on success.
    Improve Augment 4 (Enhance II): The target is exhausted with no save.

    Fate Splice – Level 2 – Standard Action
    Range: Personal
    Duration: 2 rounds
    Effect: You fuse yourself with 4 alternate timelines for a brief moment. Attacks and spells targeted at you have an 80% miss chance (this has no effect on area spells).
    Augment 4 (Quicken): The spell’s cast time changes to Immediate..
    Augment 4 (Potency): This spell fuses you with 9 alternate timelines instead, increasing the miss chance to 90%, and extending the duration by one round.

    Reflex – Level 2 – Standard Action
    Range: Touch
    Duration: 10 minutes/level (D)
    Effect: The target gains a +2 dodge bonus to AC and reflex, and the Uncanny Dodge class feature (If they already possess Uncanny Dodge, they gain Improved Uncanny Dodge instead).
    Augment 4 (Enhance): The target gains an additional swift or immediate action each round, and the benefit of the Combat Reflexes feat.
    Augment 6 (Potency): The bonuses increase to +4, and they gain the Evasion class feature (if they already possess Evasion, they gain Improved Evasion instead).


    Swiftness – Level 2 – Swift Action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Will negates (harmless), Resistance: Yes
    Effect: The target’s current initiative improves by 6. If this effect would raise the target’s initiative above the current count, and they have not acted yet this round, they may take their turn immediately after the current turn ends. You may cast this spell once as a free action during initiative rolls.
    Augment 1+ (Potency): The initiative boost increases by 1.

    Celerity – Level 3 – Swift Action
    Range: Personal
    Duration: Instantaneous
    Effect: You may immediately take a move action, however, you skip a single move action on your next turn. You may only manifest this power once per round.
    Augment 4 (Enhance): You may take a standard action instead, and must skip a standard action instead of a move.
    Improved Augment 2 (Enhance II): You may take an extra turn instead, however, you must skip all actions on your next initiative count.
    Improved Augment 2+ (Enhance III): You may take an additional turn, and do not have to skip any actions, however, you may not target other creatures with spells or effects during these actions.

    Chronosight – Level 3 – Standard Action
    Range: Personal
    Duration: 1 minute/level
    Effect: You peer not only through space, but through time. You may see events that have occurred up to one hour into the past as if you were standing in your current position. Upon manifesting, pupils sharpen into hourglass shapes, and eyes glow with a cloudy, dull light for the duration.
    Augment 4 (Potency): You may see events up to 24 hours into the past.
    Augment 4+ (Enhance): You see events of import in the near future. You may roll two temporary Prescience Dice upon manifesting this power. They disappear at the end of the power’s duration.
    Improved Augment 6 (Enhance II): Your vision of the future sharpens. You now know exactly what the immediate effects of every action will be. You now treat all of your d20 die rolls of 9 or lower as a ten.

    Parallax – Level 3 – Standard Action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: 1 min/level
    Effect: The target gains 50% concealment.
    Augment 2+ (Mass): this spell affects an additional creature within 30’ of the original target.
    Augment 4 (Enhance): The target’s concealment is effective against all single target spells as well.

    Time Shunt – Level 3 – One Round
    Range: Medium (100 ft. + 10 ft./2 levels)
    Target: One creature, or up to 250 lbs of objects
    Duration: 1 round/level
    Saving Throw: Will partial, Resistance: Yes
    Effect: On a failed save, the target is pushed forward in time. Mark the spot they occupied, they vanish into the mists of time for one round/level, and reappear in that spot. At the end of each round while they are disappeared, they may make a DC 15 Wisdom check to end the effects of this spell early. If they successfully saved, they vanish for a single round instead.
    Augment 2+ (Potency): Spell Penetration and Wisdom check DC increases by 1.
    Improved Augment 2 (Potency II): May only be applied after at least 4 applications of Potency. This spell no longer allows a saving throw to resist.

    Alter Fate – Level 4 – Immediate Action
    Range: Medium (100 ft. + 10ft./level)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: None, Resistance: No
    Effect: Use this when a creature rolls a d20, before any effects of that roll occur. They reroll that die, and must take the new roll.
    Cost: Expend a single Prescience Dice, or spend 50 xp/hit die of the affected creature when using this power.

    Lateness – Level 4 – Standard Action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: 10 minutes/level
    Saving Throw: Will negates, Resistance: Yes
    Effect: For the duration of the spell, the target’s timeframe shifts so that every action they take seems to come slightly too late. They take a -4 to attacks, saves, skill checks, caster level checks, and AC, may no longer take actions they have readied, and always act last in initiative order for future rounds. In addition, if something requires them to be on time (a dinner, a meeting, etc.) they find themselves late for it. Lateness may not be dispelled, but may be removed with a Break Enchantment, Remove Curse, Wish, or an equivalent spell.
    Augment 2+ (Potency): The penalty increases by 1.
    Augment 6 (Extend): The duration increases to permanent.

    Regress – Level 4 – Standard Action
    Range: Close Ray (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Fort and Will partial, Resistance: Yes
    Effect: If you successfully hit with a ranged touch attack, the target’s memories and experiences begin to slip away. The target gains 1d4 negative levels, and loses most memories accrued in gaining those levels. One day later, the target must make a Fort and Will save. If they fail the Fort save, the level loss becomes permanent. If they fail the Will save, the memory loss becomes permanent.
    Augment 4+ (Potency): The target gains an additional negative level.

    Stop – Level 4 – Standard Action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: 1 round/level
    Saving Throw: Will negates, Resistance: Yes
    Effect: The target creature is frozen in time. If the target fails its Will save, it is Paralyzed (if the target is immune to Paralysis, they are Stunned instead, if they are immune to Stun, they are Dazed instead). It may make a new Will save at the end of each of its turns to free itself from the effects of this spell. A successful save ends the entire spell.
    Augment 2 (Enhance): Upon successfully saving against this spell, the target is affected by a 2 round duration Slow spell with the Enhance augment with no saving throw.
    Augment 6 (Potency): The target does not receive a saving throw on each of its turns to free itself, and the duration of this spell is set to 4 rounds.

    Ancestor’s Wisdom – Level 5 – Standard Action
    Range: Touch
    Target: One creature
    Duration: 1 minute/level
    Effect: A fading ghost from the target’s lineage speaks through time, aiding them in battle and passing down techniques long forgotten. Once per round, the Ancestor may aid its descendant, providing a +5 to a single attack, save, skill check, or AC versus an attack. In addition, it may aid casting, providing either +3 CL, or +2 DC to aspell. This bonus must be assigned before dice are rolled.
    Augment 4+ (Enhance): The spirit may aid their ally an additional time each round, but must aid separate abilities.

    Chronomancer’s Query – Level 5 – Full Round
    Range: Personal
    Duration: Concentration, up to 1 minute/level
    Effect: You may speak and listen through time, asking questions of your alternate selves. They can inform you of the consequences of an action before you take it. NEEDS WORK.

    Deny Death – Level 5 – One Round
    Range: Touch
    Target: One dead creature
    Duration: Instantaneous
    Effect: The target creature is brought back to life at 1 HP as long as it has been dead for no more than two rounds.
    Augment 0+ (Extend): The window in which the target can be brought back increases by one round, but both you and the recipient must pay an additional 100 xp for each application of this augment.
    Augment 4 (Potency): The target returns to life with 4 HP/level instead.
    Augment 4 (Enhance): Instead of being cast immediately, you bestow this spell upon the target as a contingency. This contingency lasts 1 round/level, and if they are slain while under its effects, they are resurrected, as per the spell text, at the beginning of their next turn.

    Teleport – Level 5 – One Round
    Range: 1000 miles + 100 miles/level
    Targets: One creature or up to 250 lbs of objects/level you touch
    Duration: Instantaneous
    Saving Throw: Will negates, Resistance: Yes
    Effect: Targets are instantaneously teleported to a single destination within range of this spell. Refer to the Teleport arcane spell for mishap chances.
    Augment 4 (Potency): This spell’s mishap rate is that of Greater Teleport instead.
    Augment 4 (Enhance): This spell allows teleportation across planes as well.

    Time Skip – Level 5 – Standard Action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One willing creature of up to 250 lbs of objects/level
    Duration: Up to 1 hour/level
    Saving Throw: Will negates, Resistance: Yes
    Effect: The targets are flung forward into the future. This works like the Time Shunt spell, except the duration can be anywhere from one round, up to one hour/level, at the casters choice, and there is no wisdom check to break free of the spell early.
    Augment 4 (Extend): Increase the time increment to days, rather than hours.
    Improved Augment 4 (Extend II): Increase the time increment to weeks rather than days.
    Improved Augment 4 (Extend III): Increase the time increment to years rather than weeks.

    Aging – Level 6 – Standard Action [Death]
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature
    Duration: 24 hours or Permanent
    Saving Throw: Fort negates, Resistance: Yes
    Effect: The target progresses an age category, sustaining the physical penalties or bonuses associated with it, but gaining no mental bonuses. If this would progress them past their highest age category, they instead die. One day after being affected, the target must save again. If they fail, the effect becomes permanent. Targets slain by Aging may only be resurrected after the successful application of a Remove Curse, Break Enchantment, Wish, or Miracle spell.
    Augment 2+ (Potency): The target ages an additional category.

    Flashback – Level 6 – Standard Action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Will negates, Resistance: Yes
    Effect: On a failed save, the target takes an amount of damage equal to the amount of damage it sustained in the last round. This damage cannot be mitigated by immunity or resistance.

    Disintegrate – Level 6 – Standard Action
    Range: Medium Ray (100 ft. + 10 ft./level)
    Target: One creature or object
    Duration: Instantaneous
    Saving Throw: Fort partial, Resistance: Yes
    Effect: The target is struck with a ray of flowing time that causes the effects of decay and oxidation to affect it at a much greater rate than normal. With a failed save, a living target takes 11d6 damage. A successful save reduces this damage to 5d6. Disintegrate can also destroy objects (up to a 5’ radius sphere of matter). Unattended objects receive no save against this affect, though attended or sentient objects receive a Fort save to negate. Creatures and objects destroyed by this spell leave remains as if they’d decayed/rusted a suitably long time.
    Augment 1+ (Potency): Increase damage by 2d6 on a failed save.

    Temporal Bulwark – Level 6 – Standard
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: One round/3 levels
    Saving Throw: None, Resistance: Yes
    Effect: Choose either spells or attacks. For the duration of Temporal Bulwark, the target is immune to the chosen. Calculate the effects of these spells or attacks normally, however, at the end of Temporal Bulwark’s duration, or when it is dismissed, the target takes the full effects of any negated attacks or spells that occurred during its duration.
    Augment 2 (Enhance): The bulwark affects both attacks and spells. At the end of its duration, when attacks and spells are resolved, the target does not die due to damage until all effects are resolved.

    Reverse Time – Level 7 – Standard Action
    Range: Personal
    Duration: Instantaneous
    Effect: Time rolls back into the past, moments before the beginning of your previous turn. Effects of abilities used and resources expended are completely undone, and it is as if the previous round had never occurred, with two exceptions. You still possess knowledge of how events unraveled, and, if you cast this spell more than once in a given day, there is a 10% chance for each additional casting (cumulative) that higher beings take note of your interference with the time stream. This is incredibly bad for you as Inevitables, and Gods with the Time domain, do not take kindly to these sort of shenanigans.
    Augment 4 (Potency): You instead roll back time an entire day. However, the chance of drawing attention increases by 20% on the first casting of this spell in the day, and 20% for each additional time.
    Improved Augment 2+ (Potency II): You roll back time an additional day, adding 10% to the chances of drawing attention.

    Singularity – Level 7 – Standard Action
    Range: Medium (100 ft. + 10 ft./level)
    Area: One 20 ft. radius sphere, +5 ft./level
    Duration: 1 round/level
    Saving Throw: none; see text, Resistance: no
    Effect: The center of the area becomes the point of gravitational force of the affected area. Creatures and objects fall towards the center. Creatures with something to hold onto may make a reflex save to secure itself when the spell is cast.
    Augment 6 (Enhance): The center of the gravitational field becomes much stronger, transforming into a miniature black hole. Creatures that come into contact with the center must make a Fort save or be vaporized.

    Moment of Greatness – Level 8 – Ten Minutes
    Range: Touch
    Duration: 1 hour/level
    Effect: You foresee a single moment of true greatness in the future, and the benefactor of this spell gains an intuitive understanding of what needs to be done at just the right time. For the duration of the spell, the target gains a single Prescience Die with a result of 20 that may only be used on their own rolls. You may only have a single Moment of Greatness active at a time.

    Memoricide – Level 9 – Standard Action
    Range: Touch
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Fort and Will partial, Resistance: Yes
    Effect: The target must make two saves, Fort and Will. If they fail the Fortitude save, they die. If they fail the Will save, they are forgotten in this world. That is, no mere mortal but you and your target knows of their existence or who they are (this effect may only be removed by a Wish, Miracle, or greater effect). If they fail both, they are utterly erased from time, completely forgotten, and irredeemably gone.



    Feats

    Improved Mass Augmentation: When using the Mass augment, each application causes the power to affect two additional targets, instead of one.

    Efficient Quickening: The power point cost of apply the Quicken augment, or using the Quicken Power metapsionic feat is reduced by 1.

    Extra Prescience: You gain an additional Prescience Die.


    Additional Rules: A note on Teleportation Powers: If a teleportation power would teleport a creature to an environment that would cause it harm (into lava, high enough into the air to take fall damage, over spikes, etc), that creature gains a +8 on their saving throw to resist. This does -not- include teleporting an enemy into an otherwise unthreatening environment that is dangerous because of the presence of your allies or other creatures.
    Last edited by Mahrke; 2014-06-27 at 07:24 PM.

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