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The Elemental Dimension
of Magic
SPELLS OF TIME
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The Elemental Dimension of Magic –
Spells of Time
Every society has warriors. The warriors of the
Jeshatan are their mages that specialize in the
magic of time. This twelfth school outlines their
most martial tradition, with spells that at the
same time can be useful for anyone seeking a
greater understanding of the mysteries of the
cosmos.
Casting Time: 1 Action
Range: 200 feet +20 feet/level of the caster
Effect: Creates a cloud of time shards which
do damage.
Duration: Instant
Saving Throw: No
Spell Resistance: Yes
This spell creates a cloud of extremely sharp
time shards which immediately do 2d6 damage
to any target within the area of effect, ignoring
all Damage Reduction of any kind.
Furthermore, a caster can attempt to mentally
direct the shards to concentrate on a single
target instead of the area of effect, but must
make a DC30 spellcraft check to do so. If they
succeed, they do damage to a single target in
the amount of 1d10+1 for every rank of spell
craft that the caster possesses, also ignoring
Damage reduction. If the caster fails the skill
check, the spell does no damage whatsoever.
Spells of Time
Time Scry
Divination [Time]
Level: Wizard/Sorcerer 1
Components: V, S
Casting Time: 1 Action
Range: Self
Effect: Allows caster to see into the past.
Duration: 1 round/level
Saving Throw: No
Spell Resistance: N/A
Greater Time Scry
Divination [Time]
Level: Wizard/Sorcerer 4
Components: V, S
Casting Time: 1 Action
Range: Self
Effect: Allows caster to see into the past or
future.
Duration: 20 Minutes
Saving Throw: No
Spell Resistance: N/A
This spell allows the caster to see back into the
past, up to one round per level of the caster.
The abilities of the caster to see what occurred
are exactly the same as the Scry spell, save
that it is in the past and in the immediate
location of the caster only.
Synchronize.
Enchantment [Imbuement]
Level: Wizard/Sorcerer 2
Components: V, S
Casting Time: 1 Action
Range: Touch
Effect: Allows target to have perfect timing.
Duration: 1 round/level
Saving Throw: No
Spell Resistance: N/A
This spell allows the caster to scry up to 20
minutes within a 24 hour period, in either the
future or the past. The caster must choose a
specific time for the casting of the spell. When
gazing into the past, the caster will see what
happened exactly as it occurred. There is no
sound. When gazing into the future, it only
shows the most probably future at the time the
spell is cast. The GM should feel fre to allow
the future to change, since the very act of
observing the future will change it, as can any
number of other different factors.
This spell provides a variable +2 Time Bonus
to an attack roll, skill roll, saving throw or
attribute check for one minute per level of the
caster. The spell surrounds the target of the
spell in a pale aura that helps them to have a
perfect sense of time. The bonus can only
apply to one specific type of roll at a time.
Quantum Jackpot.
Divination [Time]
Level: Wizard/Sorcerer 5
Components: V, S
Casting Time: 1 Action
Range: Self
Timeshards.
Conjuration [Time]
Level: Wizard/Sorcerer 3
Components: V, S
2
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Effect: Allows caster to see into variable
futures.
Duration: 1 round/level
Saving Throw: No
Spell Resistance: N/A
Material Component: A bottle worth 1000 gp
and imbued with 20 XP.
Whirlwind of Time
Alteration [Time/Transmutation]
Level: Wizard/Sorcerer 7
Components: V, S
Casting Time: 1 Action
Range: 400 ft plus 40 ft/level of caster
Effect: Replaces a creature with a close
equivalent from an Alternate Prime Material
Plane.
Duration: Permanent
Saving Throw: Reflex
Spell Resistance: Yes
This spell allows the caster to ask one question
per three levels of the caster (three at 9th, 4 at
12th etc). This spell functions in many ways
similar to Time Scry, save that instead of the
most probably future, it shows the most
probable future given the question asked by
the caster. The caster may use one word per
level of spell craft they have to ask the
question. The future shown is still the most
probably, but is in now way guaranteed to
happen.
A creature that fails its saving throw is instantly
banished to a random alternate prime material
plane, and replaced with the closest that plane
has to offer. This spell does not work on
outsiders. The replaced individual is identical
to the old, save in a randomly different way.
Roll 1d5 to determine how many changes there
are. Roll 1d6 on the following table to see the
results of each change.
Time in a Bottle.
Alteration [Time/Transmutation]
Level: Wizard/Sorcerer 6
Components: V, S, M
Casting Time: 1 Action
Range: 400 ft plus 40 ft/level of caster
Effect: Copies a moment of time in a bottle.
Duration: Until Used/1 Round
Saving Throw: No
Spell Resistance: N/A
1-2 Change in alignment. (On a 1d10 roll 1-2
shift toward Lawful. 3-4 Shift toward Chaotic.
5-6 Shift toward Neutral. 7-8 Shift toward
Good. 9-10 Shift Toward Evil.)
This spell preserves a moment of time within a
20x20 area inside a specially prepared
container. Until opened, this moment remains
preserved. When the bottle is opened, several
effects occur. Any spell effects in the area are
recast, to the extent that they existed in the
spell (such as a small amount of the edge of a
fireball). Any creatures that could fit in the
space of the area originally captured are also
recreated (thus a troll throwing a rock at the
time of the spell would appear throwing the
rock). Any environmental conditions captures
are also recreated. No effect from the
captured moment will take place outside of the
area affected. The moment only copies, it
does not erase. Thus, the troll used in the
example above would be magically recreated,
but not disappear when the spell is cast. Any
solid objects in the spells area of effect (upon
release) that existed before will simply be
unaffected by the opened moment. Living or
undead creatures will be fully affected by
whatever occurs during the moment. This
effect lasts for one round only.
3-4 Gain/Loose 1-3 on a Random Attribute.
(Roll 1d6 1-3 Gain. 4-6 Lose.) (Roll 1d6 1
Strength, 2 Dexterity. 3 Constitution. 4
Wisdom. 5 Intelligence. 6 Charisma.)
5-6 If humanoid, their primary class or
profession shifts to another. A monk becomes
a paladin, or a wizard becomes a fighter. For a
non humanoid, its feats are randomly rerolled,
or else it does not change. If the DM does not
want to randomly roll using a table from the
appropriate book, they should simply choose a
new one.
The new creature will have a history and
memories that both match and at the same
time are radically different from the original.
Worlds Beyond Number
Alteration [Time/Transportation]
Level: Wizard/Sorcerer 8
3
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Components: V, S
Casting Time: 1 Hour
Range: Self
Effect: Transports Caster to an Alternate
Prime Material Plane.
Duration: Instant
Saving Throw: No
Spell Resistance: N/A
which he cast the spell but at the location in
which his shadow is presently located (thus, if
he was at the location of a castle populated in
the past, he returns to its the castle rather than
wherever he cast the spell.)
Epic Spells
Preservation of Vitality (10 th Circle)
Alteration (Time)
Spellcraft DC: 42
Components: V, S
Casting Time: 1 Hour
Range: 10 Miles per level of the caster
Effect: Moves a large amount of territory into
the future.
Duration: 10 Years/Level
Saving Throw: Will
Spell Resistance: Yes
This spell transports one living target to an
alternate prime material plane. If the name
and location is known well, this is sufficient. If
an object from a desired destination is present,
that is also sufficient. If neither of these is
available, the caster may make a one word
directive statement per level they possess.
This spell causes the caster to appear at a
random location on the alternate prime as
determined by the GM.
To Develop: Only the Jeshatan know their
own rituals, which involve techniques and
magics long lost to Mortals. A tome with the
spells of the Jeshatan might contain the
secrets of the ritual, but a mage would never
easily be able to easily create them on their
own. Even if they could create a spell that has
a similar effect, it would use entirely different
techniques. The Jeshatan would hunt down
and kill anyone else who ever obtained this
rite.
Shadows of the Past
Divination [Time/Transportation]
Level: Wizard/Sorcerer 9
Components: V, S
Casting Time: 1 Hour
Range: Self
Effect: Transports Backward in Time to view it
in greater detail
Duration: 1 Day/Hour
Saving Throw: No
Spell Resistance: N/A
This spell moves a circle of 1 mile in radius per
level of the caster up to 10 years into the future
per level of the caster. All creatures caught
within the area affected are entitled to a saving
throw to avoid being sent, however all non
sentient creatures or organisms are moved
without the ability to resist. While the ritual is
going on, all creatures in the affected area
instantly become aware of what is going on
and the consequences if they are caught in the
affected region. Those that fail their saving
throw are moved forward in time up to the
desired length chosen by the caster. The area
left behind is barren, as if scooped up from the
Earth itself. Any structures, plants, buildings
etc that remain on the grounds of the area
when the affected area returns must make a
Fortitude Check of DC 20 or be destroyed.
Transported creatures and buildings instantly
appear entirely intact. Creatures in the area
that is reappearing are simply moved
harmlessly via magic towards the nearest area
that would not be harmful to them. A
This spell sends the caster back into the past
as a shadow that is invisible and undetectable
by all but Greater Gods. The caster may move
as if ethereal but does not even show up or
interact with that plane. In this state, the caster
is able to hear, see, smell and touch anything
as if he were actually present. The caster may
examine any period in the past up to 10 years
per caster level. When the spell is cast, the
caster immediately is transported back to the
same location from which he cast the spell, but
may subsequently move wherefrom. The
caster may cast divination spells such as
Detect Thoughts in such a state, though the
target is entitled to a saving throw. If the
subject makes their saving throw, they are not
affected by the spell, and if still living at the
time of the caster instantly become aware of
the fact that this action was attempted. The
caster does not need to eat or drink in this
state. When the spell is over, the caster is
instantly transported to the same moment in
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successful Epic Dispel in this area will bring the
area out of its drift in time and return it to the
world before the end of the spell. Otherwise,
all creatures in the affected area effectively
transport the distance through time
instantaneously.
the caster at will by the caster with no
problems at all. However, anything so moved
through time instantly takes 4 hit points
damage regardless of Damage Resistance.
Reweave the Skein (12 th circle)
Spellcraft DC: 545
Components: V, S
Casting Time: 1 Hour
Range: 10 Miles per level of the caster
Effect: Allows a caster to go back and alter
time.
Duration: 1d10 Days
Saving Throw: No
Spell Resistance: N/A
Greater Time Stop (11 th circle)
Spellcraft DC: 79
Components: V, S
Casting Time: 1 Hour
Range: Personal
Effect: Extended Timestop
Duration: 1d4+1 Hours
Saving Throw: Fortitude
Spell Resistance: Yes
To Develop: Only the Jeshatan know their
own rituals, which involve techniques and
magics long lost to Mortals. A tome with the
spells of the Jeshatan might contain the
secrets of the ritual, but a mage would never
easily be able to easily create them on their
own. Even if they could create a spell that has
a similar effect, it would use entirely different
techniques. The Jeshatan would hunt down
and kill anyone else who ever obtained this
rite.
To Develop: Only the Jeshatan know their
own rituals, which involve techniques and
magics long lost to Mortals. A tome with the
spells of the Jeshatan might contain the
secrets of the ritual, but a mage would never
easily be able to easily create them on their
own. Even if they could create a spell that has
a similar effect, it would use entirely different
techniques. The Jeshatan would hunt down
and kill anyone else who ever obtained this
rite.
This spell alters the flows of time and fate itself,
and allows the caster to go back into the past
to actually alter it. First, it should be noted that
all Deities on the plane are instantly aware of
this transportation to the past and are able to
directly intervene to stop it if they are able to
grant spells to clerics on the plane.
Furthermore, any changes made to the plane
do not affect Deities or Outsiders in any way.
Once the spell is cast, the caster may travel up
to 20 years back into the past per caster level.
If the caster changes the past in a way that
causes his own existence to be questioned,
then he instantly loses 5 levels and is transport
immediately back to the present, in which all
changes made by the spell are undone. This
spell only allows the caster to exist in the past
for 1d10 days, after which he is thrust back to
the present. This spell costs 20,000 XP to
cast.
This spell functions exactly the same as
Time
Stop
save in two important ways. First, the
duration of the spell is significantly increased.
Second, the caster may actually move objects
within the spell by grabbing hold of them. First,
any creature that the caster attempts to affect
are entitled to a Fortitude save. Those that
succeed are instantly made immune from any
further attempts to move them. Those that fail
are held immobile but may be moved by the
caster to any location the caster can reach
within the duration of the spell. A creature thus
moved has no equivalent weight and is entirely
indestructible vs. the caster in this state. Thus,
the caster may not cast damaging spells or
inflict any direct bodily harm upon the creature
whatsoever. The caster may, however, move
the creature to a location that is extremely
dangerous for it once the Greater Time Stop is
ended (such as hundreds of feet into the air,
over boiling lava, into daylight etc). Creatures
that are larger than the caster receive a +10
bonus per size category difference to their
save to resist the effects of the spell. Non-
living, non sentient objects may be moved by
5
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