11.8 Chronomancy

PIC

Manipulate the passage of time to inhibit foes and aid allies.

Special Rules: Some spells from this mystic sphere can create a time lock on creatures.

time lock: A time lock causes an aspect of a creature to be frozen in time. It always locks a specific statistic or status, such as a creature’s current hit points or location.

Some effects can unseal the time lock. This restores the creature to match the state it was in when the time lock was created. For example, the creature’s hit points might be restored to their original value. Only the specific aspect of the creature sealed by the time lock is changed. Everything else about the creature remains the same unless otherwise stated. Unsealing a time lock ends the effect.

If a time locked creature dies, the time lock ends without being unsealed.

11.8.1 Cantrips

Instant Reversal Attack

Standard action

Tags: Attune

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Whenever you make an attack roll, you can reroll it. After you do, this ability is dismissed.

You can decide to activate this effect after you learn whether the original roll hit or missed. However, you must use it before you learn what the effects of a hit would be, such as the damage it would deal on a hit.

11.8.2 Rank 1 Spells

Accelerated Dodge

Standard action

Rank 1

Cost: You briefly can’t use this ability again.

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You are briefly braced (+2 defenses). In addition, you add half your speed to your available movement.

Accelerated Draw

Standard action

Rank 1

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This spell has no somatic components.

You draw one or two weapons into your free hands. Then, you can make a mundane strike.

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The attack’s accuracy increases by +1 for each rank beyond 1.

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This spell seeks to mimic with time-altering magic what some skilled warriors can do naturally.

Accelerated Legerdemain

Standard action

Tags: Attune

Rank 1

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If you have Sleight of Hand as a trained skill, you gain a +3 enhancement bonus to it. Otherwise, you are treated as being trained in that skill.

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Rank 3: The bonus increases to +4.

Rank 5: The bonus increases to +5.

Rank 7: The bonus increases to +6.

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You speed up your fine motions, allowing you to lift pockets and perform subtle feats with ease.

Burst of Speed

Standard action

Tags: Attune

Rank 1

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When you use the sprint ability as a move action, you can choose not to increase your fatigue level. After you sprint in this way, this ability is dismissed.

Time Lock Location

Standard action

Tags: Sustain (minor)

Rank 1

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Choose yourself or an ally within Medium (60 ft.) range. You create a time lock for the target’s current location. You can unseal the time lock as a standard action.

Unsealing the time lock causes the creature to disappear from its current location and reappear in the locked location. This looks and behaves similarly to teleportation, but it is not a teleportation effect and does not require line of sight or line of effect. If the locked location is occupied, the creature reappears in the closest open space. When the time lock is unsealed, this effect ends.

Unstable Aging

Standard action

Rank 1

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Make an attack vs. Fortitude with a -4 accuracy penalty against one living creature within Medium (60 ft.) range. You gain a +2 accuracy bonus against creatures that are too young or too old to be ordinary adults.

Hit: 1d8 damage + power.

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The damage increases by 1d6 for each rank beyond 1.

11.8.3 Rank 2 Spells

Accelerated Evasion

Standard action

Tags: Attune

Rank 2

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You take no damage when an area ability attacks and misses your Armor or Reflex defense. This does not protect you from any non-damaging effects of those abilities, or from abilities that affect multiple specific targets without affecting an area.

Pour Time Sideways

Standard action

Rank 2

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You are briefly locked in stasis. While in stasis, you are unconscious and cannot be targeted, moved, damaged, or otherwise affected in any way. During your next turn after the stasis ends, you can take an extra minor action during your turn, and you add your speed to your available movement.

Quickchange

Standard action

Rank 2

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You can change your appearance or equipment with superhuman speed. This has no effect on any creatures other than yourself. This can have any one of the following effects, which are completed at the end of your turn regardless of the time they would normally take:

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Rank 4: You can perform any two of the listed actions.

Rank 6: You can perform any combination of the listed actions.

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You become a blur of motion as you quickly don your armor, readying yourself against an unexpected attack.

Quicksilver Sweep

Standard action

Rank 2

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This spell has no somatic components.

Make a mundane melee strike. The strike gains the Sweeping (8) weapon tag, allowing you to hit up to 8 additional targets (see Weapon Tags).

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The attack’s accuracy increases by +1 for each rank beyond 2.

Rewind Damage

Standard action

Rank 2

Cost: One fatigue level from the target.

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Chose yourself or one ally within Short (30 ft.) range. The target regains 1d8 hit points +1 per power. This recovery is doubled for each consecutive turn that you have cast this spell on the same target.

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The recovery increases by +2 for each rank beyond 2.

Slowing Grasp

Standard action

Rank 2

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You must have a free hand to cast this spell.

Make an attack vs. Mental against one creature you touch.

Hit: The target is briefly slowed (-10 speed, -2 Armor and Ref). If it is injured, is also slowed as a condition.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 2.

Stutterstop

Standard action

Rank 2

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Make an attack vs. Mental against up to two creatures in Short (30 ft.) range.

Hit: As a condition, the target randomly slows down. At the start of its turn, if the target is injured, it has a 50% chance to be slowed (-10 speed, -2 Armor and Ref) until its next turn.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 2.

Time Ebbs and Flows

Standard action

Rank 2

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You are briefly braced (+2 defenses). When that effect ends, you become briefly focused (roll attacks twice).

Timeseal

Standard action

Rank 2

Cost: You can increase your fatigue level by one to use this ability as a minor action.

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Choose yourself or one Medium or smaller ally within Medium (60 ft.) range. The target becomes briefly frozen in time. It becomes completely immune to all damage, attacks, and effects of any kind. In addition, it cannot act in any way, and the duration of other effects on it does not expire. If you choose yourself, you still track your turn in combat.

At the end of your next turn, the target returns to normal, with no awareness of the intervening time. After it returns to normal, it becomes immune to this effect until it finishes a short rest.

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Rank 4: The maximum size increases to Large.

Rank 6: The maximum size increases to Huge.

11.8.4 Rank 3 Spells

Haste

Standard action

Tags: Attune

Rank 3

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You gain a +10 foot enhancement bonus to your speed.

Instant Analysis

Minor action

Rank 3

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You accelerate your mind to incredible speed, allowing you to process information quickly. From your perspective, you freeze time for five turns. During this time, all creatures and objects are fixed in time, and cannot be targeted, moved, damaged, or otherwise affected by outside forces in any way. Your mind remains active during this time, and you are the only one aware of the stoppage of time. You cannot move or take any actions other than to observe your surroundings. In addition, you can release the time freeze as a free action. When this spell ends, time resumes in the same moment that it was originally frozen.

After casting this spell, you cannot cast it again until you finish a short rest.

Quicksilver Ambush

Standard action

Rank 3

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This spell has no somatic components.

Move up to your speed, then make a mundane melee strike. If the target was partially unaware (-2 defenses) or unaware (-5 defenses) of you before your movement, they remain so until after your strike. From an observer’s perspective, the movement and the strike happen simultaneously in a blur of motion.

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The attack’s accuracy increases by +1 for each rank beyond 3.

Temporal Stasis

Minor action

Tags: Sustain (minor)

Rank 3

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Choose either yourself or one Medium or smaller ally or unattended object within Medium (60 ft.) range. The target is placed into stasis. While in stasis, it cannot be targeted, moved, damaged, or otherwise affected in any way, and a creature is unconscious.

This effect normally lasts as long as you sustain it. If you use this ability on yourself, it instead lasts for a number of turns you choose when you cast the spell, up to a maximum of five turns.

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Rank 5: The maximum size of the target increases to Large.

Rank 7: The maximum size of the target increases to Huge.

Wave of Senescence

Standard action

Tags: Auditory, Visual

Rank 3

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Make an attack vs. Fortitude against each enemy in a Large (60 ft.) cone. You gain a +2 accuracy bonus against creatures that are too young or too old to be ordinary adults.

Hit: The target is briefly deafened (20% verbal spell failure) and dazzled (20% miss chance, no special vision). If it is injured, it is also deafened and dazzled as a single condition.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 3.

11.8.5 Rank 4 Spells

Hostile Timeseal

Standard action

Rank 4

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Make an attack vs. Mental against all enemies in a Small (15 ft.) radius within Short (30 ft.) range.

Hit: If the target is injured, it becomes briefly frozen in time. It becomes completely immune to all damage, attacks, and effects of any kind. In addition, it cannot act in any way, and the duration of other effects on it does not expire. At the end of your next turn, it returns to normal, with no awareness of the intervening time. After it returns to normal, it becomes immune to this effect until it finishes a short rest.

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The attack’s accuracy increases by +1 for each rank beyond 4.

Mighty Unstable Aging

Standard action

Rank 4

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Make an attack vs. Fortitude with a -4 accuracy penalty against one living creature within Medium (60 ft.) range. You gain a +2 accuracy bonus against creatures that are too young or too old to be ordinary adults.

Hit: 1d8 damage plus 1d8 per 2 power, and any extra damage is doubled.

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The damage increases by 2d8 for each rank beyond 4.

Quicksilver Perfection

Standard action

Rank 4

Cost: You briefly can’t use this ability again.

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This spell has no somatic components.

Make a mundane melee strike. You can reroll the attack roll up to four times, keeping the highest result.

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The attack’s accuracy increases by +1 for each rank beyond 4.

Slow

Standard action

Rank 4

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Make an attack vs. Mental against all enemies in a Small (15 ft.) radius within Short (30 ft.) range.

Hit: If the target is injured, it is slowed (-10 speed, -2 Armor and Ref) as a condition.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 4.

Time Lock Mind

Standard action

Tags: Sustain (minor)

Rank 4

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Choose yourself or an ally within Medium (60 ft.) range. You create a time lock for the target’s current conditions. You can unseal the time lock as a standard action.

Unsealing the time lock causes the creature’s conditions to become identical to the locked conditions. This removes any excess conditions and reapplies any missing conditions. In addition, the creature increases its fatigue level by one.

Weapon Haste

Standard action

Tags: Attune (deep)

Rank 4

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As a minor action, you can make a mundane strike with a -2 accuracy penalty. All extra damage does not apply to this strike.

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The attack’s accuracy increases by +1 for each rank beyond 4.

11.8.6 Rank 5 Spells

Distant Accelerated Dodge

Standard action

Rank 5

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You are briefly braced (+2 defenses). In addition, you add twice your speed to your available movement.

Greater Accelerated Evasion

Standard action

Tags: Attune

Rank 5

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You take no damage when an area ability attacks and misses any of your defenses. This does not protect you from any non-damaging effects of those abilities, or from abilities that affect multiple specific targets without affecting an area.

Greater Rewind Damage

Standard action

Rank 5

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This spell functions like the rewind damage spell, except that the recovery increases to 1d8 plus 1d8 per 3 power.

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The recovery increases by 1d8 for each rank beyond 5.

Instant Reversal Decision

Standard action

Tags: Attune

Rank 5

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Whenever you make an attack during your action and learn whether you hit or missed, you can use this ability to rewind time to the start of your action. You must use this ability before determining any damage dealt or any other effects of the attack. All effects of your action are undone, except that you keep any fatigue levels you gained during your original action. You can use an different ability on your new action, or simply make a new attack roll with the same ability and hope it succeeds this time. After you rewind time in this way, this ability is dismissed.

Quicksilver Flurry

Standard action

Rank 5

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This spell has no somatic components.

Make two mundane strikes.

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The attack’s accuracy increases by +1 for each rank beyond 5.

11.8.7 Rank 6 Spells

Greater Pour Time Sideways

Standard action

Rank 6

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You are briefly locked in stasis. While in stasis, you are unconscious and cannot be targeted, moved, damaged, or otherwise affected in any way. During your next turn after the stasis ends, you cannot take any move actions, and your available movement is zero. However, you can take an extra standard action that turn.

Quicksilver Assassination

Standard action

Rank 6

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This spell functions like the quicksilver ambush spell, except that the strike deals double damage.

Slowtime Field

Standard action

Tags: Sustain (minor)

Rank 6

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You create a field of slowed time in a Medium (30 ft.) radius zone within Medium (60 ft.) range. All injured creatures are slowed (-10 speed, -2 Armor and Ref) while they are in the area.

Time Lock Health

Standard action

Tags: Sustain (minor)

Rank 6

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Choose yourself or an ally within Medium (60 ft.) range. You create a time lock for the target’s current hit points. You can unseal the time lock as a standard action.

Unsealing the time lock causes the creature’s hit points to become identical to the locked hit points. In addition, the creature increases its fatigue level by one.

11.8.8 Rank 7 Spells

Efficient Slowing Grasp

Standard action

Rank 7

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You must have a free hand to cast this spell.

Make an attack vs. Mental against one creature you touch.

Hit: The target is slowed (-10 speed, -2 Armor and Ref) as a condition.

Critical hit: The condition must be removed an additional time before the effect ends.

Greater Haste

Standard action

Tags: Attune (deep)

Rank 7

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You gain a +10 foot enhancement bonus to your speed. You can also take an additional minor action each turn.

Massive Wave of Senescence

Standard action

Tags: Auditory, Visual

Rank 7

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Make an attack vs. Fortitude against each enemy in a Large (60 ft.) cone. You gain a +2 accuracy bonus against creatures that are too young or too old to be ordinary adults.

Hit: The target is dazzled (20% miss chance, no special vision) and deafened (20% verbal spell failure) as a single condition.

Critical hit: The condition must be removed an additional time before the effect ends.

Mighty Weapon Haste

Standard action

Tags: Attune (deep)

Rank 7

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As a minor action, you can make a mundane strike that deals double damage. All extra damage does not apply to this strike.

Quicksilver Infinity

Standard action

Rank 7

Cost: One fatigue level.

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This spell has no somatic components.

When you cast this spell, time begins to visibly twist and warp around you. During your next turn, you can spend a standard action to make two mundane melee strikes. Each strike deals double damage. You can reroll the attack roll for the strike up to four times, keeping the highest result.

Temporal Duplicate

Minor action

Rank 7

Cost: One fatigue level, and you briefly can’t use this ability again.

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Choose one ally within Medium (60 ft.) range. You reach into a possible future and create a duplicate of the target. The duplicate is identical in all ways to the target when the spell resolves.

Until your next turn, the duplicate can act during the target’s turn. At the start of your next turn, the target and its duplicate briefly cease to exist. During that time, time does not pass for the target. It reappears in the closest unoccupied space to the location where it disappeared. The target’s condition is unchanged from when it left. Its hit points, conditions, and all other statistics are unaffected, regardless of any damage or other negative effects suffered by the duplicate.

The duplicate is fragile, and its actions are limited. It cannot use abilities that have additional costs or limitations on their usage, such as only being usable once per short rest. It cannot use abilities that would increase its fatigue level, cause it to lose hit points, or otherwise directly suffer negative consequences as a cost of the action. If it loses any hit points, it ceases to exist.

Time Bends and Twists

Standard action

Rank 7

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You are briefly braced (+2 defenses). When that effect ends, you become briefly primed (always explode).

Time Lock Vitality

Standard action

Tags: Sustain (minor)

Rank 7

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Choose yourself or an ally within Medium (60 ft.) range. You create a time lock for the target’s current vital wounds. You can unseal the time lock as a standard action.

Unsealing the time lock causes the creature’s vital wounds to become identical to the locked vital wounds. This removes any excess vital wounds and reapplies any missing vital wounds. The creature increases its fatigue level by three for each vital wound removed in this way.

Time Stop

Standard action

Rank 7

Cost: One fatigue level, and you are stunned (-2 defenses) as a condition. You also cannot cast this spell again until you finish a short rest.

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You can take two turns of actions immediately. During this time, all other creatures and objects are fixed in time, and cannot be targeted, moved, damaged, or otherwise affected by outside forces in any way. You can still affect yourself and create areas or new effects. When this effect ends, you are stunned (-2 defenses) as a condition.

You are still vulnerable to danger, such as from heat or dangerous gases. However, you cannot be detected by any means while you travel.

After you cast this spell, you cannot cast it again until you finish a short rest.