Post by kathryn on Aug 23, 2016 20:40:11 GMT -5
"The world is an apparition. All creation is a dream in which we, all life, as a collective whole, have chosen to immerse ourselves. The truth is a timeless void where distance, memory and sanity are nothing and raw unmanageable power courses through all creation. Peel away the veneer that protects our sensibilities and this force will break through into the world, washing away everything we hold dear."
- On Paradox and Creation
C H A R A C T E R S T A T S
Name: Kathryn Kuldair
Alignment: Neutral Good
Race: Kh'ronen
Languages: Common, Kh'ronish, Planar Common, Ancient
Chosen Deity: Kh'ronos and Lileander
Height: 5'11"
Body Type: Slender, Willowy, Lissome
Hair: Wild, Curly, Red
Eyes: Viridian (Blue-Green)
Birthday: December 3 (Kanesh's Veil)
Sign of the Chimera - Pass 1 Diplomacy // Setting Sun - +1 Knowledge
Age: Shattered, Not Yet Balanced
Title: Temporal Defender
G A M E S T A T S
Primary Class: Arcane
Class Bonus: +2 to DC of Spells
Primary Profession: Mage
Bonus: "Surge of Power" Mages are given a +5 DMG to all magical attacks they make in combat outside of your official spells per combat. Mages may also register 1 extra spell per gemstone rank.
Secondary Class: Support
Class Bonus: 2 Free Skills
Rank: Sapphire Champion
Dice: 2d64
Defense DC: 15
(10 + Quickness)
Hit Points: 47
(Half Dice = 32 , Mind over Body = 11, Willpower = 4)
Initiative: +5
Kathryn Kuldair | Arcane-Mage | Sapphire Champion | 2d64 | DDC15 | 47HP [Mind over Body] | Absent-Minded // Easygoing // Intolerance Dragons | 18 Heal Points | TW: Spellcasters Unite
T R A I T S • T A L E N T S • T A C T I CS
Strength [0]
Quickness [5]
Endurance [0]
Willpower [4]
Intelligence [11]
Perception [1]
Charisma [0]
Strength [0]
Quickness [5]
Endurance [0]
Willpower [4]
Intelligence [11]
Perception [1]
Charisma [0]
Spot (PER 1, Alert 5, Absentminded -1) = +5
Listen (PER 1, Alert 5, Absentminded -1) = +5
Search (PER 1, Absentminded -1) = +0
Insight: (Incredible Insight 5, CHA 0, Absentminded -1) = +4
Knowledge (INT 11, Knowledge 10) = +21
Acrobatics (QCK 5, :
Athletics (STR 0:
Intimidate (STR 0, Easygoing -2) = -2
Bluff (Easygoing -2) = -2
Diplomacy (CHA 0) = 0
Willpower Magic Save = (WLP 4, Magic resistance 2) +6
S K I L L S
(racial) Kh'ronen Focus (Nature) [Extra 1d]
Depending on what subrace of kh'ron you are, you gain the ability to infuse one attack per combat with the element you are associated with, giving you an extra 1d to your attack dice (so a 2d would use 3d).
(racial) Reincarnation
You are of a race or religion that causes your soul to be reincarnated when you die. After using up all five of your OH rezzes, you are allowed to reincarnate into a new body of whatever age, race, alignment or sex that you wish. It is up to you how much your character remembers from his past life. You lose all xp, and skills, and crafting points, and must begin again as if starting over though you retain all gold, weapons, armor, and belongings but you must rebuild your character for race, class, profession and xp. You must write up a short story of the reincarnation, and claiming your items and send to the Class Moderator and tesarikone. You must take this skill every time you reincarnate to be able to use it again.
(racial) Chronomancy Focus
You focus much if not all of your magic spells on chronomancy - the magic of time. You gain a +2 to your spell save DC to all spells with the chronomancy type, as well as +2 to all saves against chronomancy magic targeted against you.
(flaw) Dexterous Fighter
(arcane) Magical Affinity
(flavor crystal) Mind Over Body
(flavor crystal) Knowledge (c: Planes, t: Arcane, a: Dragons, s: Monster Lore)
(flavor crystal) Clairvoyant
You have visions, of past and of things to come. You know things. Things most people would not. Whether a person, an animal or an object or weapon.. you can see the past or the future. [DM's discretion of what you learn.]
(crystal) Dual-Wield
(crystal) Dual Wield Focus
You have become a master of using dual one-handed weapons or techs, and your strikes hit with more damage, allowing you to add in half your damage trait bonus to every attack you make. This is an constant skill.
(crystal) Selective Spell
(crystal) Arcane Image [EVADE]
(crystal) Healing Affinity [18]
Sapphire - 18
Emerald - 22
Ruby - 26
Obsidian - 30
(mage) Magical Resistance [+2]
You are resistant to magics and gain a +1 to all magical saves against registered spells at the time of skill selection. This skill grows as you do; +2 at Amber Rank, +3 at Ruby. This is an innate skill.
(flavor topaz) Incredible Insight
+5 Insight
(topaz) Alert
+5 Spot, Listen
(topaz) Innate Spell
You have mastered one spell so well, that you may cast it once per combat, and it does not count towards your one registered spell per combat. You still must give a save if such applies. You MUST choose your spell at the time of taking this skill, and it MUST be posted on your sheet!! You cannot change it out until you reach the next gemstone level. You may only take this skill one time!
TEMPORAL AGITATION +2 Strike
(topaz) Boon
A mage can select one boon per gemstone rank beginning at Topaz, please mark this clearly on your dossier. You may only use each of your boons once per adventure, on yourself or a target. You may choose from the following boons, the rank needed for each is marked:
Remove Stun (Topaz) - This removes one round of any stun / lose turn effect.
Healing Boon (Amber) - Up to 10 hit points of damage is instantly healed from the target.
Remove Disease Boon (Sapphire) - Any one disease the target is inflicted with is cured.
(flavor amber) Stitch in Time
You are able to return damaged or otherwise altered objects to its prior state. The object must have been broken or had its condition changed within 5 minutes (per level of chronomancer) of the spell for it to work. Uses for Stitch in Time include "unbreaking" a window, unlocking a door that someone just locked, mending a broken weapon in combat or otherwise.
(amber) Eldritch Focus
This skill allows a spellcaster to increase their magic trait bonus for damage when casting an attack-based spell of any sort, including unregged, regged, wands and 'vocations. If your spell does damage then you may add in 1/2 of your damage trait to every attack you make. This is a constant skill.
(amber) Point Blank Spells
You are adept at using your magic in close melee combat. In close combat your non-registered spells gain a +1 to damage. At Amber, it is now +2, at Emerald +3, at Ruby +4 and at Obsidian +5. This is a constant skill.
(amber) Hex
A witchy mage can select one hex per gemstone rank beginning at Topaz, please mark this clearly on your dossier. You may only use each of your hexes once per adventure. Your target gets a willpower save against DC10 + the mage's Intelligence, if they fail the hex lasts as many rounds as the mage's Charisma, unless a Remove Curse is used on them.
Cackling Hex (Topaz) Cackling Hex (Topaz) - This causes the target to begin laughing, and leaves them unable to cast any spells.
Agonizing Hex (Amber) - This puts the target under the effects of "Nausea".
Cowardice Hex (Sapphire) - The target becomes cowardly, and is always placed last in the scoreboard.
(flavor sapphire) Magical Appraisal
You can judge the usefulness of magical items with ease, allowing you to know it's worth and properties. If asked to roll for information, this gives you a +5 on Appraise checks for magical items.
(sapphire) Just Desserts
Once per combat, a mage or black mage can cause terrible wounds to rip open across a target's flesh if they have dealt damage to the mage. This is similar to a reflect, but both the mage and the target take the full damage of the incoming attack. Only magical defense is allowed from the target, it bypasses any mundane armor they may be wearing.
(sapphire) Arcane Lucubration
This skill allows a spellcaster to recall a spell they have already cast in combat, and cast it once more in the same combat without it taking up one of their allowed spells. This can be used once per adventure.
(sapphire) Tactician's Sense
(support) Healing Run
When your allies need healing, you are able to help them and then get back into position. You may heal up to three allies, and then make a normal attack for your turn.
(support) Ioun Master
This skill allows you to gain, and use ioun stones without the need for any of them to take up a loot slot. At Crystal rank you may use 1 ioun stone freely, at Topaz two, Amber three, and so on - adding 1 stone per gemstone rank you are allowed to freely use. Ioun stones can be gained through adventuring (loot) and special sales. This is a constant skill.
(teamwork) Spellcasters Unite
At the beginning of a quest or mission, during the initial state, you must choose whether you are going to add to all magical damage of teammates with this teamwork skill, or add to your Defense DC. Choose +5 to all magical damage, or a +1 to Defense DC (not to exceed limits). Both cannot be in use during the same quest, so it would be a good idea to discuss in IM with anyone else that has this skill to decide whether you want damage, or ddc boost because the first person that states this teamwork skill and chooses, that is what everyone who has this teamwork skill gets for the rest of the quest!
F L A W S
1. Absent-Minded
You are preoccupied to the extent of being unaware of one's immediate surroundings. Abstracted, daydreaming, inattentive, oblivious, forgetful.
Penalty: Take a -1 to all Spot, Listen, Search, Insight and Knowledge Rolls
2. Easygoing
You are naturally friendly. Others feel comfortable around you, but this trait also makes it more difficult for you to be pushy or suspicious.
Penalty: You gain a -2 penalty on Intimidate and Bluff Checks.
3. Intolerance (Dragons)
You have an irrational dislike, perhaps even a hatred of ONE certain thing. It may be an animal, a class of person, a situation, a race, or just about anything at all. You find it extremely difficult to even be in the same area or room with your intolerance choice, and working together is nigh impossible.
Penalty: You suffer a -2 penalty on all social and Charisma based rolls and checks involving the object of your dislike.
O F F E N S E
-][-Hateeri's Dragonbone Falchion 1d8
Acid / Cannot be Disarmed / Phantom
This is a 1d8 falchion made from a bone from Hateeri, the black dragon. It is considered naturally"acid". It was purchased from Maria.
w/ Dragonskin Grips ☼ ☼ ☼
Made using the choicest, most malleable skin from a red dragon's underbelly, this specialized weapon grip can be added to any weapon with a hilt or handle. Dragonskin grips may be added to an existing weapon, or incorporated into a new weapon during crafting and take up three points. The skin provides extra grip, granting the wielder immunity against being disarmed by another creature. This does not protect against critical fail drops of any kind.w/ Phantom ☼
-][-Bladed Fan 2d3
w/ Razor Edge ☼ ☼
Extra 1d3
w/ Compression ☼
w/ Phantom ☼
Melee Strike: (Tactician's Sense INT 11, Innate Spell 2) +13
Melee DMG: (Dex Fighter 5, Dual Wield Focus 2) +7
Magic Strike: (INT 11, Innate Spell 2) +13
Magic DMG (Point Blank, Unregged Magic): (INT 11, PBS 2, Eldritch Focus 4, Ioun 2) = +19
Magic DMG (All): (INT 11, Eldritch Focus 4, Ioun 2) = +17
D E F E N S E
-][-Pale Green Spidersilk Shirt +12 DEF
Ioun Armor ☼ ☼
Small divets created in armor can allow for those mystical ioun stones to sit snugly, affecting you without the need for them circling around your head. Only one ioun stone per enchant point spent, but this enchantment can be taken multiple times.
1- Ioun Stone (iridescent spindle)-][-Thancred's Dark Green Spidersilk Leggings +3 DEF
This stone sustains the wearer without air.
2- Ioun Stone (crimson sphere)
This stone grants you a +2 bonus to un-regged magical damage.
-][-Maria's Ring of Armor +5 DEF
-][-Mantle of Wrinestii +5 DEF Acid
+20 DEF / +5 DEF ACID
Neck: (Maria's) Dragon Foe Amulet
This amulet consists of a cracked green dragon scale set in a disk of gold. Most are slightly damaged, bearing the scars of draconic breath weapons. The dragonfoe amulet is a powerful, specialized tool for those who oppose dragons, improving the protection and attacks of the wearer in a number of ways. The wearer of a dragonfoe amulet ignores the damage reduction of dragons. This only affects actual dragons, not all creatures of the dragon type such as dragonborn. Once per combat, the wearer can takes half damage from a dragon's breath weapon attack.
[Worth: 6,500gp]
Arms: Hex Bands
(Hex Skill Focus)
These hexagonal, cold iron bands are sized to fit over the biceps and bear various arcane runes. Wearing these bands enables you to use a Hex a second time in combat even if you have already used it.
[Worth: 8,000gp]
Cloak: Mantle of Wrinestii
A dragonskin mantle gives defense against the element of the dragon the cloak was created from. It gives a +5 DEF against that certain element. This can be worn with any armor. This mantle is from the scales of the green dragon Wrinestii, and gives +5 DEF against acid attacks.
Armor: Pale Green & White Spidersilk Shirt
Torso: Corset of Dire Hexing
(Hex Skill Needed)
This slimming garment is fastened with laces, buckles, and buttons and reinforced with ribs of leather or bone. A corset of dire hexing allows you to re-use any one of your hexes during the adventure that you've already used. Normally, you may only use your hex once per adventure.
[Worth: 7,000gp]
Waist: Beruto of the Carp Dragon
This hemp belt is decorated with seashells and features a yu lung dragon scale fashioned into a buckle. This allows the wearer to breathe under water, salt or fresh, gives a swim speed as fast as your land speed, and a +5 to Swim Checks. It does NOT allow you to breathe air when worn, and if it is donned on land you can suffocate. [Worth: 2000 gp]
Legs:
Feet: Boots of the Agile Cat
These high-soled black boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal. The boot’s wearer always takes the minimum possible damage from falls (as if the DM had rolled a 1 on each die of damage incurred by the fall, so 2d6 dmg would give 2dmg to the wearer) and at the end of a fall always lands on his feet.
[Worth: 2500gp]
Ioun Master Skill
(Crystal) Ioun Stone (pale lavender ellipsoid) [Magic Item]
This ioun stone is very special and has a rune cut lightly into it, allowing you to transfer the enchantment/s of one magic item you own into this ioun stone, which then holds that magic and is usable when it orbits around your head. You may only transfer it once, when it has been transferred it loses it's transfer ability and the rune fades.
[Worth: 2000gp][Yule Gift from Behr 2016]
(Topaz) Ioun Stone (western star) [Magic Item]
This blue crystal is cut in the shape of a five-pointed star. When the user desires, it renders the western star and all other ioun stones in his possession invisible. It still orbits around the user's head, but it is invisible.
[Worth: 1,500gp][Yule Gift from Behr 2016]
(Amber) Ioun Stone (blue sphere) [Magic Item]
This gives a +3 to all knowledge checks. Ioun stones orbit around your head while in use.
[Worth: 1,500gp]
(Sapphire) Ioun Stone (eastern star) [Magic Item]
This red crystal is cut in the shape of a five-pointed star. Its user understands spoken and written languages as if under the effects of polylingual. Ioun stones orbit around the user's head.
[Worth: 2000gp]
(Emerald) Ioun Stone (pale lavender ellipsoid) [Magic Item]
This ioun stone is very special and has a rune cut lightly into it, allowing you to transfer the enchantment/s of one magic item you own into this ioun stone, which then holds that magic and is usable when it orbits around your head. You may only transfer it once, when it has been transferred it loses it's transfer ability and the rune fades.
[Worth: 2000gp]
Rings
1--Ring of Armor +5
2--
Free-- Obsidian Heart Ring
Magic Items
1--(Maria's) Rod of Hidden Light
2--Hourglass of Last Chances [Magic Item]
This hourglass is filled with sand. The sand flows only one way and turning it to start the flow activates its magic. It suspends any and all of the following conditions: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, insanity, nauseated, poisoned, sickened, and stunned for self and allies within 30 feet radius. These effects are suspended rather than dispelled; they resume when the hourglass is deactivated or expended. This lasts 1d5 rounds.
[Worth: 12,000gp]
3--Orb of Desperation [Magic Item]
This small dark brown orb seems unremarkable except for it's smoothness and solidity. It cannot be broken, by no means, magical or mundane, and always finds a way to return to the one who owns it. This orb seems to do nothing, however, when the holders life is in danger, it will activate, automatically passing one save that would greatly harm (severe poison, immobilized paralysis). After this use, the orb breaks and cannot be fixed.
4--Ioun Stone (amber spindle) [Magic Item]
This stone grants you a +1 bonus to all saving throws. Ioun stones orbit around the user's head.
[Worth: 4,500gp]
5--
Free- OH Insignia
Consumables
Rune of Forced Quiet [Consumable]
Ever have that party member that just cannot stay quiet? This rune causes one full party and it's accoutrements (horses, wagons, pets, etc) to be forced to remain quiet for 1 hour. Save required if resistant.
Bekkler's Magical Elixir [Consumable]
This pink elixer has three different uses. First, it can act as a full heal potion. Second, it can give a person a +3 bonus to saves versus spells and effects that influence the mind and body. (Charm, Compulsion, Poison, Paralysis) Third, this potion can add +3 to either Diplomacy or Intimidation for one full quest. One use can be selected at a time.
3/3 Uses
Box of Pep Chocolates [Consumable]
There are seven chocolates in this box. Each one has it's own special slot and corresponds to one of the seven traits. Eating one will add a +1 to that particular trait (Max 16) for a whole quest or mission, but consumes the chocolate. At the start, each slot is filled, but once a slot is empty, any other chocolate can be placed in that slot, and becomes that type after 24 hours. (I.e. if you eat the red chocolate for Str, you can move the Orange chocolate to that slot, and a day later, it's red. But you lose the orange chocolate)
Red = Strength
Green = Quickness
Brown = Endurance
Blue = Willpower
Orange = Intelligence
Yellow = Perception
Pink = Charisma
4th Anniversary Bottle-Rocket [Consumable]
When you aim and light this small, silver and black bottle rocket, it streaks forward in a straight line for 100 feet or until it strikes an object (DC15 Acrobatics to avoid) and explodes as a 2d3 burst of black flames, whose smoke billows into a massive black heart.
Sweetest Day Treat [Consumable]
This bag of hard candies are sinfully sweet without the curse they had when you found them in the store. Each piece grants you a bonus of +1 to all saving throws and talent/ tactic checks for an entire adventure. Eating more than one piece will cause the effect to end and the character becomes sickened until they rest (no spars, quests, missions) for 24 hours. (5 pieces)
[ Not For Sale / Can Be Traded ] -- This is not available for use during the second half of this quest chain.
[Gift from Behr]
WANDS (AT HOME)
Wand of Major Healing
Wand of Force
Wand of Poison Cure
Wand of Weapon Alignment
Wand of Holy Light
S P E L L S
Emerald: 14 + INT spells a day / 7 + INT per quest
Ruby: 16 + INT spells a day / 8 + INT per quest
Obsidian: 20 + INT spells a day / 10 + INT per quest
Diamond: 24 + INT spells a day / 12 + INT per quest
DC: 25
(INT 11, Base 12, Arcane 2)
Chronomancy DC: 27
(INT 11, Base 12, Arcane 2, Chronomancy Focus 2)
Sapphire: 12
Emerald: 13
Ruby: 14
Obsidian: 15
Diamond: 16
38 Spells
Magic Focus: Chronomancy (Primary),
Topaz Quirk: Unseeing Eyes
The chronomancer’s eyes can become lost in some past moment and cease to reflect the scenery around them. Once a week the chronomancer can become lost in their past. A Willpower Save at DC 15 returns them to the present, this save may only be made once per turn. Whilst lost in the past the chronomancer is effectively blind, as their eyes reveal nothing to them but a past memory. An observer can notice this peculiar facet by succeeding a spot check of DC20.
Amber 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.
Sapphire Quirk: Forgetfulness
A quirk that her grandmother had as well, it is from extended exposure to temporal energy.
Emerald Quirk: Insomnia
The chronomancer suffers from a mild form of insomnia. Time seems to fly by without giving the character any rest.
_________________________
*ATTACK
Sapphire & Emerald: +12 or Constant +3
Ruby: +16 or Constant +4 or 1d Extra
Obsidian: +20 or Constant +5 or Double Roll
Chronoplasmic Weapon
The chronomancer can weave time itself around her weapons, causing the weapons to be coated with what appears to be rough, sharp crystal shards. This causes her attacks with those weapons to be more powerful.
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.
_________________________
AoE ATTACK
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.
Glass Storm: (Evocation [air, earth]) A cyclone rises from the ground, whirling up sand and silt. Tiny crystal shards are separated from the particles, and they
are propelled by the howling wind towards your targets doing damage.
Wither
This horrendous spell ages every living thing in the area.
_________________________
*WEAKEN: Hit Points / Combat
Sapphire & 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.
_________________________
*AoE WEAKEN: Hit Points / Combat
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
Sapphire & Emerald: 12 or Constant 6
Ruby: 16 or Constant 8
Obsidian: 20 or Constant 10
(Alternate) Obsidian: Gain 1d of Dice 1 Round
_________________________
STRENGTHEN: Hit Points / Adventure
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.
INNATE SPELL
_________________________
*AoE STRIKE BOOST/LESSEN / One Round
Sapphire, Emerald: +2 / -2 to All
Ruby, Obsidian: +3 / -3 to All
_________________________
*DEFENSE
Sapphire: +8 or Constant +6
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
Sapphire:
Emerald and Ruby: +8 or Constant +4 [5 Allies + Self]
Obsidian: +10 or Constant +5 [All Allies]
_________________________
DEFENSE - ABSORB
Sapphire:
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
Sapphire:
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
Cleanse
A casting of this spell removes the blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, or sickened condition from a target.
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. This was taught to her by grandmother, Emmarie.
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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.
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.
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TRAIT BUFF
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.
Fox's Cunning:
(Transmutation: Boosts Intelligence.
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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.
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COMBAT EFFECTS
Spell Turn: This spell stops a non-damaging regged spell (such as a Hold, or a Weaken) in its tracks, and turns the arcane energy right back to the caster, causing them to be hit with the spell instead. The new target must pass the spell save of the original caster or suffer the 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,
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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
Alchemical Allocation: This spell causes a pale aura to emanate from your mouth. If you consume a potion or elixir following the casting of this spell, you can spit it back into its container immediately so that it can be used again. You gain all the benefits of the potion or elixir, but it is not consumed. You can only gain the benefits of one potion or elixir at a time, per each casting of this spell. If this is used in combat, the casting of this spell and drinking of the potion uses your turn of combat even if you have a skill that says otherwise.
Darkvision: (Transmutation) This grants you or your target darkvision up to 60 feet for the duration allowed.
Endure Elements: (Abjuration) A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Endurance saves. The creature's equipment is likewise protected. Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
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.
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.
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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.
Bliss
This probes the memories of a single creature, allowing it to relive in complete detail a time in its life no longer than one hour long.
Material Component: A stem of a rose bud. The petals are removed. During the casting of the spell, the bud reforms and blossoms only to fade into dust as the casting is completed.
(Skill Effect) Rekindle Youth: Takes away unnatural aging effects.