Post by Lady Magritt on Jun 11, 2014 0:44:24 GMT -5
P E R S O N A L
Name
Lady Magritt Rosingr of Valbein
Screen Name
widdendreams / tesarikone
Font
TNR Green
Alignment
Neutral Good
Race:
Human
Description:
5'9" tall, long chocolate brown hair that falls in soft curls, brown eyes with flecks of gold and green
Country of Origin
Valbein, Alzorc
Family
Magritt is the daughter of the Herse (local chieftain) of Valbein, Alzorc;
Hrolf Valbeinen & Ellisif Valbeina. She has one younger brother, Griotsven, who travels with her.
FAMILY CREST
Background
Her mother Ellisif was respected as the local alchemist and hedge mage, and her father had worked and fought his way to the top, becoming the local chieftain after besting eight other men in combat for the position in his late twenties, only a few years before Magritt was born. Though the position of her family allowed her many opportunities others did not have, she also was trained with all the other young people in the village in survival, basic combat, fishing, sailing, swimming and everything else a young Zorcan must know. When she had free time, she would sneak away to the Ruined Library, exploring it and finding hidden areas no one had ever found before full of undamaged books in all sorts of languages. She learned numerous languages from tutors from various races, and read every book she could. It was a particular book about chronomancy that swayed her view on attempting to draw up that latent magic she knew lived deep inside of her, which her mother very happily assisted in bringing up. Her brother was evidence of the tales told of her family having gold dragon ancestry, which also proved to be a great aid to Magritt's magic.
Known Languages
Common, Zorcan, Ancient, Skeggan
(Draconic, Planar Common, White Tongue, Runin, Auran)
(Elven, Eirchaic, Old Stone, Eld Norsk Tunga, Castillon)
Chosen Deities
Tid, Flaks and Sjanse
Magical Expertise
Chronomancy
Name
Lady Magritt Rosingr of Valbein
Screen Name
widdendreams / tesarikone
Font
TNR Green
Alignment
Neutral Good
Race:
Human
Description:
5'9" tall, long chocolate brown hair that falls in soft curls, brown eyes with flecks of gold and green
Country of Origin
Valbein, Alzorc
Family
Magritt is the daughter of the Herse (local chieftain) of Valbein, Alzorc;
Hrolf Valbeinen & Ellisif Valbeina. She has one younger brother, Griotsven, who travels with her.
FAMILY CREST
Background
Her mother Ellisif was respected as the local alchemist and hedge mage, and her father had worked and fought his way to the top, becoming the local chieftain after besting eight other men in combat for the position in his late twenties, only a few years before Magritt was born. Though the position of her family allowed her many opportunities others did not have, she also was trained with all the other young people in the village in survival, basic combat, fishing, sailing, swimming and everything else a young Zorcan must know. When she had free time, she would sneak away to the Ruined Library, exploring it and finding hidden areas no one had ever found before full of undamaged books in all sorts of languages. She learned numerous languages from tutors from various races, and read every book she could. It was a particular book about chronomancy that swayed her view on attempting to draw up that latent magic she knew lived deep inside of her, which her mother very happily assisted in bringing up. Her brother was evidence of the tales told of her family having gold dragon ancestry, which also proved to be a great aid to Magritt's magic.
Known Languages
Common, Zorcan, Ancient, Skeggan
(Draconic, Planar Common, White Tongue, Runin, Auran)
(Elven, Eirchaic, Old Stone, Eld Norsk Tunga, Castillon)
Chosen Deities
Tid, Flaks and Sjanse
Magical Expertise
Chronomancy
C L A S S AND P R O F E S S I O N
Primary Class: Support
Primary Profession: Noble
Profession Bonus: "Noble Bearing" +5 Diplomacy, Gather Info, Knowledge (Nobility)
Those choosing the Noble profession have effect on those around them, gaining respect and admiration. They are naturally able to convince others to see things their way, giving them a +5 to Diplomacy and Gather Information as well as Knowledge (Nobility) Checks. You also gain a one-time 2500gp when you take this 'profession'.
Secondary Class: Arcane
Class Bonus: +2 Difficulty
You gain a boost to the save difficulty of your spells. All saves required for spellcasting are given a +2 boost. So if a spell at Crystal rank calls for a save of 14, you add your +2 and the save is now 16. You also gain the free skill of "Magical Affinity" or "Psionic Affinity".
Primary Profession: Noble
Profession Bonus: "Noble Bearing" +5 Diplomacy, Gather Info, Knowledge (Nobility)
Those choosing the Noble profession have effect on those around them, gaining respect and admiration. They are naturally able to convince others to see things their way, giving them a +5 to Diplomacy and Gather Information as well as Knowledge (Nobility) Checks. You also gain a one-time 2500gp when you take this 'profession'.
Secondary Class: Arcane
Class Bonus: +2 Difficulty
You gain a boost to the save difficulty of your spells. All saves required for spellcasting are given a +2 boost. So if a spell at Crystal rank calls for a save of 14, you add your +2 and the save is now 16. You also gain the free skill of "Magical Affinity" or "Psionic Affinity".
S K I L L S
Versatility
Magical Affinity
Dexterous Fighter
Diehard
Mind Over Body
Stitch in Time
Remove Curse
Polyglot
(Draconic, Planar Common, White Tongue, Runin, Auran)
Polyglot
(Elven, Eirchaic, Old Stone, Eld Norsk Tunga, Castillon)
Pecunia Umbilicalia
(5d5 x 500) 1x Month
Divine Delving
Figure out signs, clues and mystical portents.
Midas Touch
Double Gold, Once Per day
Treasure Hunter
1/week
Acrobatics
+5 Acrobatic Checks
Alert
+5 Spot, Listen
Knowledge
(Mythology, Arcana, Planes, Nobility/Royalty, Local-Alzorc)
+10 Knowledge Checks
Voracious Reader
+2 All Knowledge Checks
Winning Smile
+5 Social Checks, if attracted to females
Favored Region
(Alzorc)
+2 bonus on Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (Nobility), Insight
on regents and members of the upper class. At Emerald take second region, Obsidian a third.
Nimble Feet
1/adventure, no Acrobatics checks on treacherous terrain.
Healing Affinity
18 Heal Points
Noble Bearing
1 Round to Encourage, then all gain at Amber Rank, +1 to defense, attack,
and willpower rolls against fear and mind effects. Emerald, +2, Obsidian +3.
(free anniversary skill)
Iron Will
+3 at Emerald and +4 at Obsidian
Elusive Dance
+4, Obsidian +5 DEF, can go over +30 DEF
Sidestep
Evade
Unwilling Shield
WLP DC15 or share all wounds taken
Buckler Mastery
1 round Shield Bash, END DC15
Spell Combatant
Axe / One-Handed Tech + QCK (Dex Fighter) + INT 1/combat
Arcane Warrior
This allows you to wield a light/one-handed weapon or one-handed tech in one hand, and a one-handed magic invocation in the other. This follows the same rules as dual-wield, it allows you to gain the damage for both in one round. You may choose to add your normal melee trait damage, OR your magic trait damage (INT),
but not both every round. This is an innate skill.
Born by the Blade
Sapphire a +2, and at Obsidian +3
Bounce Spell
If your spell fails through any means (usually due to the target passing their save) you may immediately direct that failed spell to a different target, seeking another save, once per combat.
Delay Affliction
Once per day, you may cause a target who has been poisoned, cursed or diseased to delay the affliction for as many hours as your Intelligence bonus. A delayed poison or disease does not begin it's effects until the time allotted has passed. It can be cured during that time, in that case the effects never show.
Versatility
Magical Affinity
Dexterous Fighter
Diehard
Mind Over Body
Stitch in Time
Remove Curse
Polyglot
(Draconic, Planar Common, White Tongue, Runin, Auran)
Polyglot
(Elven, Eirchaic, Old Stone, Eld Norsk Tunga, Castillon)
Pecunia Umbilicalia
(5d5 x 500) 1x Month
Divine Delving
Figure out signs, clues and mystical portents.
Midas Touch
Double Gold, Once Per day
Treasure Hunter
1/week
Acrobatics
+5 Acrobatic Checks
Alert
+5 Spot, Listen
Knowledge
(Mythology, Arcana, Planes, Nobility/Royalty, Local-Alzorc)
+10 Knowledge Checks
Voracious Reader
+2 All Knowledge Checks
Winning Smile
+5 Social Checks, if attracted to females
Favored Region
(Alzorc)
+2 bonus on Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (Nobility), Insight
on regents and members of the upper class. At Emerald take second region, Obsidian a third.
Nimble Feet
1/adventure, no Acrobatics checks on treacherous terrain.
Healing Affinity
18 Heal Points
Noble Bearing
1 Round to Encourage, then all gain at Amber Rank, +1 to defense, attack,
and willpower rolls against fear and mind effects. Emerald, +2, Obsidian +3.
(free anniversary skill)
Iron Will
+3 at Emerald and +4 at Obsidian
Elusive Dance
+4, Obsidian +5 DEF, can go over +30 DEF
Sidestep
Evade
Unwilling Shield
WLP DC15 or share all wounds taken
Buckler Mastery
1 round Shield Bash, END DC15
Spell Combatant
Axe / One-Handed Tech + QCK (Dex Fighter) + INT 1/combat
Arcane Warrior
This allows you to wield a light/one-handed weapon or one-handed tech in one hand, and a one-handed magic invocation in the other. This follows the same rules as dual-wield, it allows you to gain the damage for both in one round. You may choose to add your normal melee trait damage, OR your magic trait damage (INT),
but not both every round. This is an innate skill.
Born by the Blade
Sapphire a +2, and at Obsidian +3
Bounce Spell
If your spell fails through any means (usually due to the target passing their save) you may immediately direct that failed spell to a different target, seeking another save, once per combat.
Delay Affliction
Once per day, you may cause a target who has been poisoned, cursed or diseased to delay the affliction for as many hours as your Intelligence bonus. A delayed poison or disease does not begin it's effects until the time allotted has passed. It can be cured during that time, in that case the effects never show.
F L A W S
Dark Premonitions
You see disturbing prophecies in your sleep, often resulting in emotional weakness.
Penalty: You are known to see strange, dark dreams, often representing an unpleasant future event. At least once per week, before a mission or adventure, or at any night of the DM's choice, the character has an upsetting prophetic dream. During the mission or adventure, take a -2 penalty to Initiative and Willpower saves.
Jump to Conclusions
You did your best, but clearly the door is too warped to open.
Better try to find some other way into the room rather than waste more time on futile efforts.
Penalty: Your character's keen eye for detail often serves him well in analyzing a problem, but it can also be a hindrance. If your character fails a skill check of any kind, he cannot try again during that adventure--he concludes that the task is not possible for him to complete and abandons any further effort.
Magically Inept
You can't cast as many spells as others.
Penalty: You can only cast half as many spells per adventure as others of your rank and class.
Dark Premonitions
You see disturbing prophecies in your sleep, often resulting in emotional weakness.
Penalty: You are known to see strange, dark dreams, often representing an unpleasant future event. At least once per week, before a mission or adventure, or at any night of the DM's choice, the character has an upsetting prophetic dream. During the mission or adventure, take a -2 penalty to Initiative and Willpower saves.
Jump to Conclusions
You did your best, but clearly the door is too warped to open.
Better try to find some other way into the room rather than waste more time on futile efforts.
Penalty: Your character's keen eye for detail often serves him well in analyzing a problem, but it can also be a hindrance. If your character fails a skill check of any kind, he cannot try again during that adventure--he concludes that the task is not possible for him to complete and abandons any further effort.
Magically Inept
You can't cast as many spells as others.
Penalty: You can only cast half as many spells per adventure as others of your rank and class.
T R A I T S
Strength [0]
Quickness [7]
Endurance [0]
Willpower [4]
Intelligence [12]
Perception [2]
Charisma [1]
26
S T A T S
Rank: Emerald Defender
Dice: 2d72
Defense DC: 17
Hit Points: 40 (36 + 4)
Healing Points: 18
AXE STRIKE: +9
QCK 7, Born by the Blade +2
AXE DMG: +7
Dex Fighter
MAGIC STRIKE: +12
INT 12
MAGIC DMG: +12
INT 12
-------------------------------
Willpower +6
WLP 4, Iron Will +2
Diplomacy +6
CHA 1, Noble Bearing +5,
Gather Info +6
CHA 1, Noble Bearing +5
Knowledge (All) +14
INT 12, Voracious Reader +2
Knowledge (Nobility) +29
INT 12, Noble Bearing +5, Voracious Reader +2, Knowledge +10
Knowledge (Mythology, Arcana, Planes) +24
INT12, Knowledge +10, Voracious Reader +2
Acrobatics +12
QCK 7, Acrobatic +5
Spot +7
PER 2, Alert +5
Listen +7
PER 2, Alert +5
Move Silent +7
QCK 7
-------------------------------
In Alzorc: +2 bonus on Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (Nobility), Insight
Favored Region
If Attracted to Magritt: +5 Social Checks
Strength [0]
Quickness [7]
Endurance [0]
Willpower [4]
Intelligence [12]
Perception [2]
Charisma [1]
26
S T A T S
Rank: Emerald Defender
Dice: 2d72
Defense DC: 17
Hit Points: 40 (36 + 4)
Healing Points: 18
AXE STRIKE: +9
QCK 7, Born by the Blade +2
AXE DMG: +7
Dex Fighter
MAGIC STRIKE: +12
INT 12
MAGIC DMG: +12
INT 12
-------------------------------
Willpower +6
WLP 4, Iron Will +2
Diplomacy +6
CHA 1, Noble Bearing +5,
Gather Info +6
CHA 1, Noble Bearing +5
Knowledge (All) +14
INT 12, Voracious Reader +2
Knowledge (Nobility) +29
INT 12, Noble Bearing +5, Voracious Reader +2, Knowledge +10
Knowledge (Mythology, Arcana, Planes) +24
INT12, Knowledge +10, Voracious Reader +2
Acrobatics +12
QCK 7, Acrobatic +5
Spot +7
PER 2, Alert +5
Listen +7
PER 2, Alert +5
Move Silent +7
QCK 7
-------------------------------
In Alzorc: +2 bonus on Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (Nobility), Insight
Favored Region
If Attracted to Magritt: +5 Social Checks
E Q U I P M E N T
Studded Leather Armor +9 DEF
Buckler +1 DEF
Elusive Dance Skill +3 DEF (can go over cap)
TOTAL DEFENSE: +13 DEF
Arundur War Axe 1d8
(Deflecting ☼ ☼)
If you're wielding a deflecting weapon, you can try to knock projectiles aimed at you out of the air. Once per combat, when you would normally be hit by a ranged weapon, you may make a DC 20 Acrobatics Save.
If you succeed, the ranged weapon or projectile deflects away harmlessly.
You must be aware of the attack and not stunned in any way.
Arundur: This metal is silver-blue with green shine; mixed with blood of blue dragon.
Weapons made of arandur cannot be harmed or broken by cold, fire or electricity.
Rings
1. Fizzwinken's Mutating Frost Guardian Mechanism
This smooth adamantine ring bears a turquoise setting with a bone cameo carved in the shape of a snarling wolf's head. If you look closely, you can even seen bits of cold breath coming from the wolf's open maw. When an activation word is spoken, the bearer's is clothed in white leather armor +9 DEF studded with small bone studs carved into the shape of a wolf's head, with a white fur collar. This armor offers an additional +5 DEF against cold attacks. Once per day, the wearer can transform into a large white-furred wolf for 10 minutes or one full combat. Whether transformed or not, the wearer can breathe a 30 foot cone of cold that deals 1d6 points of cold damage, once per day.
2. Ring of Cold Embers
The ring can only be worn by women, it allows its wearer to become invisible to those that seek to harm her, but only if she stays silent and does not try to draw attention. If even a peep is muttered or a sound is made, the glamour will fade. Its command word is "Tenebrious Est".
[Worth: 3000gp]
Slots
Head:
Eyes: Kinsight Goggles
Kinsight goggles are in fact two separate crystal monocles, linked together with a simple silver clasp that allows them to both be worn at once like pince-nez spectacles. The left and right halves may be separated and worn individually, allowing two people to see through one another’s eyes. When separated, the wearer of either half of the goggles may speak a command word to see through the lens of the other half, so long as the halves of the goggles remain within 500 feet of one another. When the two lenses are attached and worn as one item, they offer no magical benefit—just some minor magnification.
[Worth: 1000gp]
Neck:
[Worth: 2,000gp]
Torso:
Armor: Fizzwinken's Frost Guardian Armor
+9 DEF (see Ring)
Cloak:
Waist:
Legs:
Arms/Wrist:
Hands:
Feet: Boots of Striding
These iron-shod red leather boots appear rugged and worn. While wearing boots of striding, you can move more easily than usual over rough and difficult terrain. These boots allow you to move freely over difficult terrain without having to roll for checks, once per adventure. In addition, you can move up stairs and slopes at normal speed and run or charge downhill without making a Balance check. These boots require no activation.
[Worth: 4000gp]
Magic Items
1.
2. Missive Brooch
This crystal pendant allows the wielder to transmit up to 25 words as a telepathic message to all creatures within 500 feet. If there is another Missive Brooch within 500 feet of yours, this message can be relayed as long as there are worn Missive Brooches every 500 feet. Messages can be designated for certain specified groups of creatures, but it is possible to 'overhear' a message being sent along a chain of Missive Brooches by wearing one, being within range. This amulet can used any number of times per day.
[Worth: 500gp]
3. Wand of Shattering [10/10 Charges]
This wand tipped with a singing quartz can be used to shatter one mundane object, such as rock, stone, or glass.
Consumables
1. Rune of Anticipation
This rune can be cast to allow you or your target to be placed first on the scoreboard for one combat. No save.
2.
Mundane Supplies
50 Feet of Hemp Rope
50 Feet of Twine
Waterskin
Trail Rations
Mirror
Lantern & Oil
Fishing Line & Hooks
10 Candles
Flint & Steel
Parchment & Pen & Ink
Chalk
Hourglass
10 Pitons
Hammer
Sewing Needle & Thread
Seaweed Soap
Tent for Two
Wineskin
Small Silver Whistle
Stashed
Elixir of Flaming Fists [Consumable]
The viscous liquid inside this cut glass bottle is red-orange and roils like the heart of an inferno. When you drink this elixir, your hands immediately burst into flame, allowing you to deal an extra 1d5 points of fire damage with your unarmed attack. These flames do not harm you. This effect lasts for 3 rounds. One Use.
[Worth: 1000gp]
Studded Leather Armor +9 DEF
Buckler +1 DEF
Elusive Dance Skill +3 DEF (can go over cap)
TOTAL DEFENSE: +13 DEF
Arundur War Axe 1d8
(Deflecting ☼ ☼)
If you're wielding a deflecting weapon, you can try to knock projectiles aimed at you out of the air. Once per combat, when you would normally be hit by a ranged weapon, you may make a DC 20 Acrobatics Save.
If you succeed, the ranged weapon or projectile deflects away harmlessly.
You must be aware of the attack and not stunned in any way.
Arundur: This metal is silver-blue with green shine; mixed with blood of blue dragon.
Weapons made of arandur cannot be harmed or broken by cold, fire or electricity.
Rings
1. Fizzwinken's Mutating Frost Guardian Mechanism
This smooth adamantine ring bears a turquoise setting with a bone cameo carved in the shape of a snarling wolf's head. If you look closely, you can even seen bits of cold breath coming from the wolf's open maw. When an activation word is spoken, the bearer's is clothed in white leather armor +9 DEF studded with small bone studs carved into the shape of a wolf's head, with a white fur collar. This armor offers an additional +5 DEF against cold attacks. Once per day, the wearer can transform into a large white-furred wolf for 10 minutes or one full combat. Whether transformed or not, the wearer can breathe a 30 foot cone of cold that deals 1d6 points of cold damage, once per day.
2. Ring of Cold Embers
The ring can only be worn by women, it allows its wearer to become invisible to those that seek to harm her, but only if she stays silent and does not try to draw attention. If even a peep is muttered or a sound is made, the glamour will fade. Its command word is "Tenebrious Est".
[Worth: 3000gp]
Slots
Head:
Eyes: Kinsight Goggles
Kinsight goggles are in fact two separate crystal monocles, linked together with a simple silver clasp that allows them to both be worn at once like pince-nez spectacles. The left and right halves may be separated and worn individually, allowing two people to see through one another’s eyes. When separated, the wearer of either half of the goggles may speak a command word to see through the lens of the other half, so long as the halves of the goggles remain within 500 feet of one another. When the two lenses are attached and worn as one item, they offer no magical benefit—just some minor magnification.
[Worth: 1000gp]
Neck:
[Worth: 2,000gp]
Torso:
Armor: Fizzwinken's Frost Guardian Armor
+9 DEF (see Ring)
Cloak:
Waist:
Legs:
Arms/Wrist:
Hands:
Feet: Boots of Striding
These iron-shod red leather boots appear rugged and worn. While wearing boots of striding, you can move more easily than usual over rough and difficult terrain. These boots allow you to move freely over difficult terrain without having to roll for checks, once per adventure. In addition, you can move up stairs and slopes at normal speed and run or charge downhill without making a Balance check. These boots require no activation.
[Worth: 4000gp]
Magic Items
1.
2. Missive Brooch
This crystal pendant allows the wielder to transmit up to 25 words as a telepathic message to all creatures within 500 feet. If there is another Missive Brooch within 500 feet of yours, this message can be relayed as long as there are worn Missive Brooches every 500 feet. Messages can be designated for certain specified groups of creatures, but it is possible to 'overhear' a message being sent along a chain of Missive Brooches by wearing one, being within range. This amulet can used any number of times per day.
[Worth: 500gp]
3. Wand of Shattering [10/10 Charges]
This wand tipped with a singing quartz can be used to shatter one mundane object, such as rock, stone, or glass.
Consumables
1. Rune of Anticipation
This rune can be cast to allow you or your target to be placed first on the scoreboard for one combat. No save.
2.
Mundane Supplies
50 Feet of Hemp Rope
50 Feet of Twine
Waterskin
Trail Rations
Mirror
Lantern & Oil
Fishing Line & Hooks
10 Candles
Flint & Steel
Parchment & Pen & Ink
Chalk
Hourglass
10 Pitons
Hammer
Sewing Needle & Thread
Seaweed Soap
Tent for Two
Wineskin
Small Silver Whistle
Stashed
Elixir of Flaming Fists [Consumable]
The viscous liquid inside this cut glass bottle is red-orange and roils like the heart of an inferno. When you drink this elixir, your hands immediately burst into flame, allowing you to deal an extra 1d5 points of fire damage with your unarmed attack. These flames do not harm you. This effect lasts for 3 rounds. One Use.
[Worth: 1000gp]
M A G I C
(Sapphire: 10 + INT5 spells a day=15 / 5 + INT5 per quest (half due to flaw))
15 spells per day / 5 spells per quest
(36 spells allowed)
Magic Focus: Chronomancy (Primary), Radiance (Secondary)
DC18
(11 + 5 + 2)
Topaz Quirk: Stillness
The chronomancer has developed the strange ability to sit or stand perfectly still when not involved in physical movement. The chronomancer has no idea he is doing it, and doesn't even seem to be breathing.
Amber Quirk: Forlorn
You cannot call a familiar, or call any summons.
Sapphire Quirk: Temporal Disjunction
The chronomancer finds it difficult to keep time, and is always 10-15 minutes late to any deadline set. Each time this quirk is taken, the time increases by 10 minutes that the chronomancer is late by.
Emerald Quirk:
NON-REGGED ATTACKS
1. Chronoplasm Orbs
2. Radiant Bolts
INVOCATIONS
Temporal Bolt (1d6)
A bolt of shimmering crystalline frozen time tears into the target, ripping a hole into their body.
*ATTACK
Amber: +8 or Constant +2
Sapphire & Emerald: +12 or Constant +3
Ruby: +16 or Constant +4 or 1d Extra
Obsidian: +20 or Constant +5 or Double Roll
Aging Ray
A beam of grey brilliance bursts from your finger immediately aging the target, doing one-time damage.
Corrode Construct
This spell exposes construct to decades of time in an instant. If a creature is destroyed with this spell, it crumbles to dust under the exposure of eons. This attack spell can be one-time or be done as a constant.
Prismatic Arch
This spell creates a glimmering rainbow arch of light between the caster's open palms. Once the rainbow takes form, the caster can choose to fire a ray one foot wide from the rainbow, aimed at a creature up to 10 feet away. The ray takes the form of one of the seven colors of the rainbow. Only one colored ray can be shot out per round if used as a constant, or one chosen round for a one-time attack.
Vocal: Seven colors across the sky, seven colors before me lie.
Seven rays of light I call, seven rays of power befall.
Somatic-Motion: Hands, palm up, held before the spellcaster, crystal prism in one palm.
Material: Crystal prism that shatters at the dispelling of the spell.
Red: Cold Energy
Orange: Heat Energy
Yellow: Acid Damage
Green: Electrical
Blue: Water
Violet: Undead Disruption
Pink: Radiance
AoE ATTACK
Amber: +4 [3 NPCs]
Sapphire & Emerald: +6 [4 NPCs]
Ruby: +8 [5 NPC's]
Obsidian: +10 [6 NPCs]
Deja Vu
In an instant, the subjects of this spell experience the ravages of the previous round over again. Those chosen for this AoE attack find themselves with the damage inflicted by all allies in the previous round.
Wither
This horrendous spell ages every living thing in the area.
Domino Effect
Like a row of dominos, when you target your enemies, you are able to hit more than
one opponent with your attack, each taking the same damage you've rolled.
*WEAKEN: Hit Points / Combat
Amber: -8 or Constant -4
Emerald: Lose 10 Hit Points
Ruby: Lose 12 Hit Points
Obsidian: Lose 14 Hit Points
Younger Self
This spell's target becomes a slightly younger version that does
not have quite as much skill or hardiness, losing hit points.
*WEAKEN: Hit Points / Combat
Amber : Lose 6 Hit Points
Sapphire & Emerald: Lose 6 Hit Points [4 NPCs]
Ruby: Lose 8 Hit Points [5 NPCs]
Obsidian: Lose 10 Hit Points [6 NPCs]
Mass Younger Self
This is a mass version of Younger Self, able to target as many as directed by rank,
causing all to become a younger version of themselves with less hit points.
*STRENGTHEN: Dice Sides / One Round or Constant
Amber: 8 or Constant 4
Sapphire & Emerald: 12 or Constant 6
Ruby: 16 or Constant 8
Obsidian: 20 or Constant 10
(Alternate) Obsidian: Gain 1d of Dice 1 Round
Chronoplasmic Weapon
The chronomancer can weave time itself around her weapon, causing the weapon to be coated with what appears to be rough, sharp crystal shards. This causes her attacks with that weapon to be more powerful.
STRENGTHEN: Hit Points / Adventure
Amber : 6 Hit Points
Emerald: 10 Hit Points
Ruby: 12 Hit Points
Obsidian: 14 Hit Points
Chronoplasmic Cocoon
The chronomancer can weave time physically around himself to strengthen his body.
This cocoon looks like rough prismatic crystal.
*GROUP STRENGTHEN: Dice Sides / One Round
Sapphire & Emerald: 6 [6 PCs]
Ruby: 8 [8 PCs]
Obsidian: 10 [10 PC's]
--////
GROUP STRENGTHEN: Hit Points / Adventure
Sapphire & Emerald: Gain 6 Hit Points [6 PCs]
Ruby: Gain 8 Hit Points [8 PCs]
Obsidian: Gain 10 Hit Points [10 PCs]
--///
*STRIKE BOOST/LESSEN
Amber and Sapphire: Constant +2 / -2
Emerald and Ruby: Constant +3 / -3
Obsidian: Constant +4 / -4
Temporal Agitation
The Chronomancer using this ability is able to wrap time around himself/herself. As a result, the character’s speed is so fast that they gain a boost to their Strike for the remainder of combat.
*AoE STRIKE BOOST/LESSEN / One Round
Crystal, Topaz, Amber: +1 / -1 to All
Sapphire, Emerald: +2 / -2 to All
Ruby, Obsidian: +3 / -3 to All
Enlightened Storm
This arcane storm manifests as a bright, warm, sunny day. The sun shines even at night, helping to drive evil and undead creatures into their dark homes or underground. The air has a slight scent of cinnamon, which serves to hearten good creatures and give them strength and confidence to stand strong in battle. While in the area of this storm, allied creatures gain a morale bonus to their strike for one round of combat.
*DEFENSE
Amber: +6 or Constant +4
Emerald and Ruby: +10 or Constant +8
Obsidian: +12 or Constant +10
Delay Image
The recipient of this spell is surrounded by a thin magical aura that bends time slightly, causing the person's image to appear one second behind actual motion, enabling them to gain a boost to defense throughout combat.
*AoE DEFENSE
Amber: +4 or Constant +2 [3 Allies + Self]
Emerald and Ruby: +8 or Constant +4 [5 Allies + Self]
Obsidian: +10 or Constant +5 [All Allies]
Prism Shield
This spell envelopes the targets in a glowing aura of shifting colors. Though the hues are ever-shifting, the overall color corresponds to the target's mood. (Purple for despair, yellow for illness, red for anger, black for pain, blue for sadness, green for jealousy, white for happiness, etc.) This can be used simply for impressing an audience, though in combat it's protective quality causes constant defense.
DEFENSE - ABSORB
Amber: Absorbs 7 Dmg
Emerald and Ruby: Absorbs 11 Dmg
Obsidian: Absorbs 15 Dmg
Temporal Shell
This spell creates a bubble of temporal energy around the target, that absorbs damage per rank.
When it has absorbed the allowed amount of damage, it disappears.
*NEGATE DEFENSE
Amber and Sapphire: 2 rounds
Emerald and Ruby: 3 rounds
Obsidian: 4 rounds
Recall Agony
You can use your chronomantic powers to cause one creature to recall a heart-rending
agony from their past, which causes them to break down in tears and be unable to use their defenses to the best of their abilities, effectively negating their bonuses.
*AoE NEGATE DEFENSE
Amber and Sapphire: 1 round / 2 NPCs
Emerald and Ruby: 2 rounds / 3 NPCs
Obsidian: 3 rounds / 4 NPCs
--////
*HOLDS
Amber and Sapphire: 2 rounds
Emerald and Ruby: 3 rounds
Obsidian: 4 rounds
Future Banishment
This spell transmits any single creature as many rounds into the future as allowed, they disappear and do not appear again until the time has passed and they appear in the exact same spot. The downfall of this spell is that the target is unavailable to be attacked by others during the hold rounds, so this must be used with caution and with individuals that the team wishes to wait and fight later as a whole.
Congeal Time
The chronomancer is able to slow down the temporal fabric of a target, causing them to
slow down so much that they cannot make an attack for as many rounds as indicated by rank.
*AoE HOLDS
Amber and Sapphire: 1 round [3 NPCs]
Emerald and Ruby: 1 rounds [4 NPCs]
Obsidian: 2 rounds [5 NPCs]
Temporal Wall
This wall of temporal energy can be shaped however the caster wishes it, and everyone who passes through is slowed so much that they are unable to make any other actions until they completely pass through the wall within the given time by rank. The target cannot see this wall of temporal energy therefore does not know to not continue moving through it.
*REFLECTS
Emerald, Ruby: Reflect 1/2 Dmg
Obsidian: Full Reflect
Switch Fate
Using the chronomancer's ability to alter the tapestry of time,
the attack meant for the chronomancer is instead switched to the attacker.
*EVADE
Amber & Sapphire: Evade 1/2 Dmg
Emerald, Ruby & Obsidian: Evade Full Dmg
Temporal Buffer
The chronomancer can remove himself from the timestream, only to reappear later in the same state and location. To outsiders, the mage appears to vanish into thin air
for a few seconds to a few minutes, enabling them to evade an attack.
Slow Magic
If the chronomancer knows that a spell is being cast at her, she can use this spell to "catch" the incoming spell in a web of temporal energy, slowing the spell down enough that she can evade the spell. Casters using any type of concealed spellcasting skill cannot have this used on them.
HEALS
Amber: Heal up to 15hp
Emerald: Heal 1/2 Dmg or 25hp
Ruby & Obsidian: Heal Full Dmg
Time Heal
Her basic healing magic is simply reverting the wound back to a
time when there was no wound upon the body.
HEALING EFFECTS
Life Tether
If a creature is within 1 point of death, then this spell can be cast at any time during combat even if it is not the caster's turn, and she can reach out and tether the target's soul to her own,
using her own healing points to heal them.
Iron Womb
This spell forms a protective barrier around the baby/babies, so that illness, wounds, disease, harm of any type cannot come to the child including from combat wounds. It is self-sufficient, meaning if the mother dies, the child can survive for the entire 9 months in the iron womb, outside of the body.
TACTIC & TALENT BUFFS
Amber & Sapphire: +2
Emerald: +3
Ruby: +4
Obsidian: +5
Alacritious Stride
This spell allows its caster to move with agility along almost any surface.
This boosts the caster's Acrobatics.
Non-Detection
This spell creates a temporal field around the caster, shrouding her from detection by scrying, vision, scent, magic items, locate creature, etc. It gives the caster a boost to stealth.
Gift of the Fallen Library
This gives the caster a boost to Knowledge.
Temporal Hiccup
The Chronomancer using this ability is able to jump backwards in time enabling them to gain a boost to Escape as they unfasten ropes, unlock cages, or simply are in a different position when someone attempts to capture them.
TRAIT BUFF
Crystal, Topaz, Amber: +1
Sapphire, Emerald, Ruby: +2
Obsidian: +3
Temporal Haste
This spell concentrates time, releasing it in a single burst allowing the
chronomancer or target to gain a boost to their Quickness.
Zorcan Strength
Just by her very birthright, she can center herself with her beloved Alzorc, pulling strength from the rocks and ice, the wind and sea, and the deities themselves as they bless her. This boosts Strength.
Lore of the Fallen Library
She has spent nearly all of her life exploring the ruined library near her home village of Valbein, finding hidden tomes and rooms no one had ever found before. She taught herself numerous languages in order to read all the tomes and scrolls she found. She can call upon that Knowledge even if she is not at the library.
This boosts Intelligence.
TRAIT DEBUFF
Crystal, Topaz, Amber: +1
Sapphire, Emerald, Ruby: +2
Obsidian: +3
Temporal Disjunction
This spell causes the subject’s own perceptions to lag moments behind actual events,
causing them react a little too late for things. This debuffs their Quickness.
COMBAT EFFECTS
Temporal Shock
By charging a weapon with pure time energy, the chronomancer is able to
add electrical damage to any non-ranged weapon they are wielding,
SKILL EFFECTS
Timewalk
The chronomancer has learned how to travel through use of the timestream. By stepping out of reality into the continuum, they are able to follow the strings of time to any place, at any time in accordance with their rank.
Crystal & Topaz: 5 x INT years
Amber: 10 x INT years
Sapphire: 15 x INT years
Emerald: 20 x INT years
Ruby: 25 x INT years
Obsidian: 50 x INT years
Ethereal Blur
You cause a chosen weapon to become ethereal, existing on the Ethereal Plane
instead of the Material Plane, enabling that weapon to hit incorporeal or ethereal creatures.
Filter
This spell creates an invisible bubble of protection around the recipient's body
that filters out all noxious and toxic elements in the air
Kiss of Peace
A kiss given by the caster sends a warm, peaceful feeling into the creature kissed. Depressed feelings are temporarily replaced by a feeling of euphoric bliss. Much safer than drugs and alcohol that do the same thing, this effect lasts for an hour before fading. Her kiss gives them a respite from the stress and pain of life.
It is usually placed upon the forehead.
Prismatic Revelations
This spell reveals hidden, concealed or invisible creatures within the area of effect, a radius of 60 feet. The concealed creature is surrounded by an aura of golden light, shining out in a diameter of 1 foot from the creature, making it easily seen. The spell could reveal a thief hiding in the shadows, a barbarian concealed in natural terrain, or a creature behind an obstacle. Saves should be given, and duration is by gemstone rank.
The spell creates a glow around invisible, out-of-phase, ethereal, duo-dimensional or astral beings in the area as well as creatures using a cloak of hiding, etc.
Lucent Wings
This spell creates a pair of bright, ethereal-looking wings of prismatic light upon the caster's back,
allowing them the ability to fly. The light is bright enough to light up the area around the caster.
Voice of Paradox
She may call upon the powers of the paradox, asking advice and guidance on one particular issue. This can be used to gain a hint for riddles during quests, or even guidance on where to go next if no one is sure. Work with the DM for aid using this spell.
FLAVOR EFFECTS
Tempus Fugit
This is a "wrinkle" in time. One can manipulate the very fabric of time, causing the caster and/or the group they are in to move at extremely fast speeds, the distance between point A and point B shortening substantially. Something that normally would take a day of travel, can be traveled in less than a half hour.
24 Hours
This spell greatly accelerates time for a single creature. In an instant, the creature experiences a single day’s worth of rest and relaxation. The target receives all the benefits of a single day of rest,
including any recovery that the DM states takes at least a day to recover from.
Oracle
The chronomancer has fine-tuned the ability to use her magic to see into the near future. Working with the player of the character, she can see into the future of at most a month ahead of time for the target, catching sight of one particular incident using this spell.
Glimpse Past the Barrier
This spell allows the caster to see through any barrier or boundary within 60 ft. so long as the barrier or obstruction was clear at some time in the past. Essentially, the caster sees through the door or barrier when it was open, shifting his senses back to the present on the other side.
Echo of Past State
This spell allows the caster to sense the previous ‘whole’ form of an object or creature as it was before its destruction or death. The chronomancer only needs a small remnant of the object or creature to use this spell. The chronomancer receives an impression of the object or creature as it was at the height of its existence. For living creatures, the spell gives an impression of the creature in full health. For objects, the newly crafted item in full splendor. This does not bring that object or creature back, it merely allows a glimpse into the
past of what it used to look like.
Temporal Stasis
The Chronomancer using this ability is able to slow down his/her body functions without affecting the character’s surroundings. The character can slow down his/her internal body functions to the extent that for every 3 hours that pass in real time, only one round passes for that character. This ability functions only in regards to the character’s internal body. For game purposes, the character can hold his/her breath for a miraculously long duration, can last long periods of time without food and water, or does not need to sleep.
Sent from Beyond
The caster can send an object to a person they have scryed, the object cannot be larger than something the caster can pick up. The caster may also cast a spell that is sent to the scryed person or object. The spell can only be something that affects another creature. This is an out of combat flavor spell.
Prismatic Eye
The caster creates a visible orb that resembles an eye, that floats above the shoulder of the caster.
The caster can see through the eye, and can move the eye 30 yards in any direction if needed.
The eye can see in the dark for 20 yards, and normal vision up to 60 feet in good light.
The caster can choose to have the eye emit light , which can be as bright as the caster chooses.
DUAL SPELLS
--////
(Sapphire: 10 + INT5 spells a day=15 / 5 + INT5 per quest (half due to flaw))
15 spells per day / 5 spells per quest
(36 spells allowed)
Magic Focus: Chronomancy (Primary), Radiance (Secondary)
DC18
(11 + 5 + 2)
Topaz Quirk: Stillness
The chronomancer has developed the strange ability to sit or stand perfectly still when not involved in physical movement. The chronomancer has no idea he is doing it, and doesn't even seem to be breathing.
Amber Quirk: Forlorn
You cannot call a familiar, or call any summons.
Sapphire Quirk: Temporal Disjunction
The chronomancer finds it difficult to keep time, and is always 10-15 minutes late to any deadline set. Each time this quirk is taken, the time increases by 10 minutes that the chronomancer is late by.
Emerald Quirk:
NON-REGGED ATTACKS
1. Chronoplasm Orbs
2. Radiant Bolts
INVOCATIONS
Temporal Bolt (1d6)
A bolt of shimmering crystalline frozen time tears into the target, ripping a hole into their body.
*ATTACK
Amber: +8 or Constant +2
Sapphire & Emerald: +12 or Constant +3
Ruby: +16 or Constant +4 or 1d Extra
Obsidian: +20 or Constant +5 or Double Roll
Aging Ray
A beam of grey brilliance bursts from your finger immediately aging the target, doing one-time damage.
Corrode Construct
This spell exposes construct to decades of time in an instant. If a creature is destroyed with this spell, it crumbles to dust under the exposure of eons. This attack spell can be one-time or be done as a constant.
Prismatic Arch
This spell creates a glimmering rainbow arch of light between the caster's open palms. Once the rainbow takes form, the caster can choose to fire a ray one foot wide from the rainbow, aimed at a creature up to 10 feet away. The ray takes the form of one of the seven colors of the rainbow. Only one colored ray can be shot out per round if used as a constant, or one chosen round for a one-time attack.
Vocal: Seven colors across the sky, seven colors before me lie.
Seven rays of light I call, seven rays of power befall.
Somatic-Motion: Hands, palm up, held before the spellcaster, crystal prism in one palm.
Material: Crystal prism that shatters at the dispelling of the spell.
Red: Cold Energy
Orange: Heat Energy
Yellow: Acid Damage
Green: Electrical
Blue: Water
Violet: Undead Disruption
Pink: Radiance
AoE ATTACK
Amber: +4 [3 NPCs]
Sapphire & Emerald: +6 [4 NPCs]
Ruby: +8 [5 NPC's]
Obsidian: +10 [6 NPCs]
Deja Vu
In an instant, the subjects of this spell experience the ravages of the previous round over again. Those chosen for this AoE attack find themselves with the damage inflicted by all allies in the previous round.
Wither
This horrendous spell ages every living thing in the area.
Domino Effect
Like a row of dominos, when you target your enemies, you are able to hit more than
one opponent with your attack, each taking the same damage you've rolled.
*WEAKEN: Hit Points / Combat
Amber: -8 or Constant -4
Emerald: Lose 10 Hit Points
Ruby: Lose 12 Hit Points
Obsidian: Lose 14 Hit Points
Younger Self
This spell's target becomes a slightly younger version that does
not have quite as much skill or hardiness, losing hit points.
*WEAKEN: Hit Points / Combat
Amber : Lose 6 Hit Points
Sapphire & Emerald: Lose 6 Hit Points [4 NPCs]
Ruby: Lose 8 Hit Points [5 NPCs]
Obsidian: Lose 10 Hit Points [6 NPCs]
Mass Younger Self
This is a mass version of Younger Self, able to target as many as directed by rank,
causing all to become a younger version of themselves with less hit points.
*STRENGTHEN: Dice Sides / One Round or Constant
Amber: 8 or Constant 4
Sapphire & Emerald: 12 or Constant 6
Ruby: 16 or Constant 8
Obsidian: 20 or Constant 10
(Alternate) Obsidian: Gain 1d of Dice 1 Round
Chronoplasmic Weapon
The chronomancer can weave time itself around her weapon, causing the weapon to be coated with what appears to be rough, sharp crystal shards. This causes her attacks with that weapon to be more powerful.
STRENGTHEN: Hit Points / Adventure
Amber : 6 Hit Points
Emerald: 10 Hit Points
Ruby: 12 Hit Points
Obsidian: 14 Hit Points
Chronoplasmic Cocoon
The chronomancer can weave time physically around himself to strengthen his body.
This cocoon looks like rough prismatic crystal.
*GROUP STRENGTHEN: Dice Sides / One Round
Sapphire & Emerald: 6 [6 PCs]
Ruby: 8 [8 PCs]
Obsidian: 10 [10 PC's]
--////
GROUP STRENGTHEN: Hit Points / Adventure
Sapphire & Emerald: Gain 6 Hit Points [6 PCs]
Ruby: Gain 8 Hit Points [8 PCs]
Obsidian: Gain 10 Hit Points [10 PCs]
--///
*STRIKE BOOST/LESSEN
Amber and Sapphire: Constant +2 / -2
Emerald and Ruby: Constant +3 / -3
Obsidian: Constant +4 / -4
Temporal Agitation
The Chronomancer using this ability is able to wrap time around himself/herself. As a result, the character’s speed is so fast that they gain a boost to their Strike for the remainder of combat.
*AoE STRIKE BOOST/LESSEN / One Round
Crystal, Topaz, Amber: +1 / -1 to All
Sapphire, Emerald: +2 / -2 to All
Ruby, Obsidian: +3 / -3 to All
Enlightened Storm
This arcane storm manifests as a bright, warm, sunny day. The sun shines even at night, helping to drive evil and undead creatures into their dark homes or underground. The air has a slight scent of cinnamon, which serves to hearten good creatures and give them strength and confidence to stand strong in battle. While in the area of this storm, allied creatures gain a morale bonus to their strike for one round of combat.
*DEFENSE
Amber: +6 or Constant +4
Emerald and Ruby: +10 or Constant +8
Obsidian: +12 or Constant +10
Delay Image
The recipient of this spell is surrounded by a thin magical aura that bends time slightly, causing the person's image to appear one second behind actual motion, enabling them to gain a boost to defense throughout combat.
*AoE DEFENSE
Amber: +4 or Constant +2 [3 Allies + Self]
Emerald and Ruby: +8 or Constant +4 [5 Allies + Self]
Obsidian: +10 or Constant +5 [All Allies]
Prism Shield
This spell envelopes the targets in a glowing aura of shifting colors. Though the hues are ever-shifting, the overall color corresponds to the target's mood. (Purple for despair, yellow for illness, red for anger, black for pain, blue for sadness, green for jealousy, white for happiness, etc.) This can be used simply for impressing an audience, though in combat it's protective quality causes constant defense.
DEFENSE - ABSORB
Amber: Absorbs 7 Dmg
Emerald and Ruby: Absorbs 11 Dmg
Obsidian: Absorbs 15 Dmg
Temporal Shell
This spell creates a bubble of temporal energy around the target, that absorbs damage per rank.
When it has absorbed the allowed amount of damage, it disappears.
*NEGATE DEFENSE
Amber and Sapphire: 2 rounds
Emerald and Ruby: 3 rounds
Obsidian: 4 rounds
Recall Agony
You can use your chronomantic powers to cause one creature to recall a heart-rending
agony from their past, which causes them to break down in tears and be unable to use their defenses to the best of their abilities, effectively negating their bonuses.
*AoE NEGATE DEFENSE
Amber and Sapphire: 1 round / 2 NPCs
Emerald and Ruby: 2 rounds / 3 NPCs
Obsidian: 3 rounds / 4 NPCs
--////
*HOLDS
Amber and Sapphire: 2 rounds
Emerald and Ruby: 3 rounds
Obsidian: 4 rounds
Future Banishment
This spell transmits any single creature as many rounds into the future as allowed, they disappear and do not appear again until the time has passed and they appear in the exact same spot. The downfall of this spell is that the target is unavailable to be attacked by others during the hold rounds, so this must be used with caution and with individuals that the team wishes to wait and fight later as a whole.
Congeal Time
The chronomancer is able to slow down the temporal fabric of a target, causing them to
slow down so much that they cannot make an attack for as many rounds as indicated by rank.
*AoE HOLDS
Amber and Sapphire: 1 round [3 NPCs]
Emerald and Ruby: 1 rounds [4 NPCs]
Obsidian: 2 rounds [5 NPCs]
Temporal Wall
This wall of temporal energy can be shaped however the caster wishes it, and everyone who passes through is slowed so much that they are unable to make any other actions until they completely pass through the wall within the given time by rank. The target cannot see this wall of temporal energy therefore does not know to not continue moving through it.
*REFLECTS
Emerald, Ruby: Reflect 1/2 Dmg
Obsidian: Full Reflect
Switch Fate
Using the chronomancer's ability to alter the tapestry of time,
the attack meant for the chronomancer is instead switched to the attacker.
*EVADE
Amber & Sapphire: Evade 1/2 Dmg
Emerald, Ruby & Obsidian: Evade Full Dmg
Temporal Buffer
The chronomancer can remove himself from the timestream, only to reappear later in the same state and location. To outsiders, the mage appears to vanish into thin air
for a few seconds to a few minutes, enabling them to evade an attack.
Slow Magic
If the chronomancer knows that a spell is being cast at her, she can use this spell to "catch" the incoming spell in a web of temporal energy, slowing the spell down enough that she can evade the spell. Casters using any type of concealed spellcasting skill cannot have this used on them.
HEALS
Amber: Heal up to 15hp
Emerald: Heal 1/2 Dmg or 25hp
Ruby & Obsidian: Heal Full Dmg
Time Heal
Her basic healing magic is simply reverting the wound back to a
time when there was no wound upon the body.
HEALING EFFECTS
Life Tether
If a creature is within 1 point of death, then this spell can be cast at any time during combat even if it is not the caster's turn, and she can reach out and tether the target's soul to her own,
using her own healing points to heal them.
Iron Womb
This spell forms a protective barrier around the baby/babies, so that illness, wounds, disease, harm of any type cannot come to the child including from combat wounds. It is self-sufficient, meaning if the mother dies, the child can survive for the entire 9 months in the iron womb, outside of the body.
TACTIC & TALENT BUFFS
Amber & Sapphire: +2
Emerald: +3
Ruby: +4
Obsidian: +5
Alacritious Stride
This spell allows its caster to move with agility along almost any surface.
This boosts the caster's Acrobatics.
Non-Detection
This spell creates a temporal field around the caster, shrouding her from detection by scrying, vision, scent, magic items, locate creature, etc. It gives the caster a boost to stealth.
Gift of the Fallen Library
This gives the caster a boost to Knowledge.
Temporal Hiccup
The Chronomancer using this ability is able to jump backwards in time enabling them to gain a boost to Escape as they unfasten ropes, unlock cages, or simply are in a different position when someone attempts to capture them.
TRAIT BUFF
Crystal, Topaz, Amber: +1
Sapphire, Emerald, Ruby: +2
Obsidian: +3
Temporal Haste
This spell concentrates time, releasing it in a single burst allowing the
chronomancer or target to gain a boost to their Quickness.
Zorcan Strength
Just by her very birthright, she can center herself with her beloved Alzorc, pulling strength from the rocks and ice, the wind and sea, and the deities themselves as they bless her. This boosts Strength.
Lore of the Fallen Library
She has spent nearly all of her life exploring the ruined library near her home village of Valbein, finding hidden tomes and rooms no one had ever found before. She taught herself numerous languages in order to read all the tomes and scrolls she found. She can call upon that Knowledge even if she is not at the library.
This boosts Intelligence.
TRAIT DEBUFF
Crystal, Topaz, Amber: +1
Sapphire, Emerald, Ruby: +2
Obsidian: +3
Temporal Disjunction
This spell causes the subject’s own perceptions to lag moments behind actual events,
causing them react a little too late for things. This debuffs their Quickness.
COMBAT EFFECTS
Temporal Shock
By charging a weapon with pure time energy, the chronomancer is able to
add electrical damage to any non-ranged weapon they are wielding,
SKILL EFFECTS
Timewalk
The chronomancer has learned how to travel through use of the timestream. By stepping out of reality into the continuum, they are able to follow the strings of time to any place, at any time in accordance with their rank.
Crystal & Topaz: 5 x INT years
Amber: 10 x INT years
Sapphire: 15 x INT years
Emerald: 20 x INT years
Ruby: 25 x INT years
Obsidian: 50 x INT years
Ethereal Blur
You cause a chosen weapon to become ethereal, existing on the Ethereal Plane
instead of the Material Plane, enabling that weapon to hit incorporeal or ethereal creatures.
Filter
This spell creates an invisible bubble of protection around the recipient's body
that filters out all noxious and toxic elements in the air
Kiss of Peace
A kiss given by the caster sends a warm, peaceful feeling into the creature kissed. Depressed feelings are temporarily replaced by a feeling of euphoric bliss. Much safer than drugs and alcohol that do the same thing, this effect lasts for an hour before fading. Her kiss gives them a respite from the stress and pain of life.
It is usually placed upon the forehead.
Prismatic Revelations
This spell reveals hidden, concealed or invisible creatures within the area of effect, a radius of 60 feet. The concealed creature is surrounded by an aura of golden light, shining out in a diameter of 1 foot from the creature, making it easily seen. The spell could reveal a thief hiding in the shadows, a barbarian concealed in natural terrain, or a creature behind an obstacle. Saves should be given, and duration is by gemstone rank.
The spell creates a glow around invisible, out-of-phase, ethereal, duo-dimensional or astral beings in the area as well as creatures using a cloak of hiding, etc.
Lucent Wings
This spell creates a pair of bright, ethereal-looking wings of prismatic light upon the caster's back,
allowing them the ability to fly. The light is bright enough to light up the area around the caster.
Voice of Paradox
She may call upon the powers of the paradox, asking advice and guidance on one particular issue. This can be used to gain a hint for riddles during quests, or even guidance on where to go next if no one is sure. Work with the DM for aid using this spell.
FLAVOR EFFECTS
Tempus Fugit
This is a "wrinkle" in time. One can manipulate the very fabric of time, causing the caster and/or the group they are in to move at extremely fast speeds, the distance between point A and point B shortening substantially. Something that normally would take a day of travel, can be traveled in less than a half hour.
24 Hours
This spell greatly accelerates time for a single creature. In an instant, the creature experiences a single day’s worth of rest and relaxation. The target receives all the benefits of a single day of rest,
including any recovery that the DM states takes at least a day to recover from.
Oracle
The chronomancer has fine-tuned the ability to use her magic to see into the near future. Working with the player of the character, she can see into the future of at most a month ahead of time for the target, catching sight of one particular incident using this spell.
Glimpse Past the Barrier
This spell allows the caster to see through any barrier or boundary within 60 ft. so long as the barrier or obstruction was clear at some time in the past. Essentially, the caster sees through the door or barrier when it was open, shifting his senses back to the present on the other side.
Echo of Past State
This spell allows the caster to sense the previous ‘whole’ form of an object or creature as it was before its destruction or death. The chronomancer only needs a small remnant of the object or creature to use this spell. The chronomancer receives an impression of the object or creature as it was at the height of its existence. For living creatures, the spell gives an impression of the creature in full health. For objects, the newly crafted item in full splendor. This does not bring that object or creature back, it merely allows a glimpse into the
past of what it used to look like.
Temporal Stasis
The Chronomancer using this ability is able to slow down his/her body functions without affecting the character’s surroundings. The character can slow down his/her internal body functions to the extent that for every 3 hours that pass in real time, only one round passes for that character. This ability functions only in regards to the character’s internal body. For game purposes, the character can hold his/her breath for a miraculously long duration, can last long periods of time without food and water, or does not need to sleep.
Sent from Beyond
The caster can send an object to a person they have scryed, the object cannot be larger than something the caster can pick up. The caster may also cast a spell that is sent to the scryed person or object. The spell can only be something that affects another creature. This is an out of combat flavor spell.
Prismatic Eye
The caster creates a visible orb that resembles an eye, that floats above the shoulder of the caster.
The caster can see through the eye, and can move the eye 30 yards in any direction if needed.
The eye can see in the dark for 20 yards, and normal vision up to 60 feet in good light.
The caster can choose to have the eye emit light , which can be as bright as the caster chooses.
DUAL SPELLS
--////