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

Usage time: Standard action.

Attune (deep)

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Whenever you make an attack or check, you can reroll it. After you do, this ability ends.

You can decide to activate this effect after you learn whether the original roll succeeded or failed. You can even use it after you learn what the effects of a successful attack or check would be, if that is information you could normally learn if it succeeded. However, you must use it before using any other abilities or ending your turn.

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Rank 2: You gain a +2 bonus to the reroll.

Rank 4: The bonus increases to +3.

Rank 6: The bonus increases to +4.

Timeseal

Usage time: Standard 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. At the end of the next round, it returns to normal, with no awareness of the intervening time. After it returns to normal, it briefly becomes immune to this effect.

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Rank 2: The maximum size increases to Large.

Rank 4: The maximum size increases to Huge.

Rank 6: The maximum size increases to Gargantuan.

11.8.2 Rank 1 Spells

Accelerated Dodge

Rank 1

Usage time: Standard action.

Swift (see text)

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You gain a +2 bonus to your Armor and Reflex defenses this round. In addition, you can move up to half your land speed. This defense bonus is Swift, so it protects you against attacks during the current phase, but the movement is not Swift.

Accelerated Legerdemain

Rank 1

Usage time: Standard action.

Attune

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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

Rank 1

Usage time: Standard action.

Attune

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When you use the sprint ability as a movement, you can choose not to increase your fatigue level. After you sprint in this way, this ability ends.

Instant Reversal Movement

Rank 1

Usage time: Standard action.

Attune

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At the end of each movement phase, you can use this ability to rewind time to the start of the movement phase. All other creatures make the same movements, but you can change your movement based on your knowledge of their previous movements. After you rewind time in this way, this ability ends.

Slow

Rank 1

Usage time: Standard action.

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Make an attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: The target’s local time stream is disturbed as a condition. While it is below its maximum hit points, it is slowed (half speed, -2 Armor and Ref).

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 1.

Time Lock Location

Rank 1

Usage time: Standard action.

Sustain (minor)

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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.

Wave of Senescence

Rank 1

Usage time: Standard action.

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Make an attack vs. Fortitude against each creature in a Small (15 ft.) cone. In addition, you choose to focus the aging effects of the cone on either sight or hearing. This ability has the Visual tag if you focus on sight, and the Auditory tag if you focus on hearing. You gain a +2 accuracy bonus against creatures that are too young or too old to be ordinary adults.

Hit: As a condition, each target is dazzled (20% miss chance, no special vision) if you focused on sight or deafened (20% verbal spell failure) if you focused on hearing.

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 1.

11.8.3 Rank 2 Spells

Accelerated Draw

Rank 2

Usage time: Standard action.

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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 strike. You use the higher of your magical power and your mundane power to determine your damage with this ability (see Power).

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

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

Accelerated Evasion

Rank 2

Usage time: Standard action.

Attune (deep)

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You take no damage from glancing blows or misses caused by abilities that affect an area and attack 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.

Quickchange

Rank 2

Usage time: Standard action.

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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 the current round 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 Flurry

Rank 2

Usage time: Standard action.

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This spell has no somatic components.

Make a mundane strike with a -1 accuracy penalty using a single weapon. You may reroll the accuracy roll and take the highest result.

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

Quicksilver Sweep

Rank 2

Usage time: Standard action.

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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

Rank 2

Usage time: Standard action.

Swift

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 damage resistance +1 per power. This recovery is doubled for each consecutive round that you have cast this spell on the same target.

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

Slowtime Field

Rank 2

Usage time: Standard action.

Sustain (minor)

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You create a field of slowed time in a Small (15 ft.) radius zone within Short (30 ft.) range. All creatures with no remaining damage resistance are slowed (half speed, -2 Armor and Ref) while they are in the area.

Time Hop

Rank 2

Casting time: Minor action.

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Choose either yourself or one Medium or smaller ally or unattended object within Medium (60 ft.) range. You send the target into the future, causing it to temporarily cease to exist. When you cast this spell, you choose how many rounds the target ceases to exist for, up to a maximum of five rounds. At the end of the last round, it reappears in the same location where it disappeared.

The area the target occupied can be physically crossed, but it is treated as an invalid destination for teleportation and other similar magic. When the target reappears, all of its surroundings are adjusted as if the object had retroactively always existed in its space. For example, if the location is occupied by a creature that walked into the area, the creature is relocated to the closest unoccupied space along the path it took to reach the target.

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Rank 4: The maximum size of the target increases to Large.

Rank 6: The maximum size of the target increases to Huge.

Unstable Aging

Rank 2

Usage time: Standard action.

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Make an attack vs. Fortitude 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+1d6 damage.

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The damage increases by 1d8 for each rank beyond 2.

11.8.4 Rank 3 Spells

Haste

Rank 3

Usage time: Standard action.

Attune

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

Hostile Timeseal

Rank 3

Usage time: Standard action.

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Make an attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: If the target has no remaining damage resistance, 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 the next round, it returns to normal, with no awareness of the intervening time. After it returns to normal, it briefly becomes immune to this effect.

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

Instant Analysis

Rank 3

Usage time: Standard action.

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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 rounds. 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 phase that it was originally frozen.

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

Mass Slow

Rank 3

Usage time: Standard action.

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This spell functions like the slow spell, except that it affects all creatures in a Medium (30 ft.) radius within Medium (60 ft.) range.

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

Quicksilver Ambush

Rank 3

Usage time: Standard action.

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This spell has no somatic components.

Move up to half your speed, then make a mundane melee strike. If the target was partially unaware (50% miss chance, -2 Armor and Ref) or unaware (-6 Armor and Ref) 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.

Slowing Grasp

Rank 3

Usage time: Standard action.

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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 (half 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 3.

11.8.5 Rank 4 Spells

Accelerated Expiration

Rank 4

Usage time: Standard action.

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You remove a condition of your choice.

Massive Wave of Senescence

Rank 4

Usage time: Standard action.

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Make an attack vs. Fortitude against each creature in a Large (60 ft.) cone. This ability has the Visual tag if you focus on sight, and the Auditory tag if you focus on hearing. You gain a +2 accuracy bonus against creatures that are too young or too old to be ordinary adults.

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

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.

Quicksilver Blitz

Rank 4

Usage time: Standard action.

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This spell has no somatic components.

Move up to your speed. At the end of your movement, you can make a mundane strike. If the strike is a melee strike, you gain a +2 accuracy bonus. Otherwise, you take a -2 accuracy penalty.

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

Temporal Stasis

Rank 4

Casting time: Minor action.

Attune

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Choose yourself or one Medium or smaller ally within Medium (60 ft.) range. The target is placed into stasis, rendering it unconscious. While in stasis, it cannot take any actions and cannot be targeted, moved, damaged, or otherwise affected by outside forces in any way.

This effect normally lasts as long as you attune to it, and until the end of the round when you release the attunement. If you use this ability on yourself, it instead lasts for a number of rounds you choose when you cast the spell, up to a maximum of five rounds.

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Rank 6: The maximum size of the target increases to Large.

Time Lock Health

Rank 4

Usage time: Standard action.

Sustain (minor)

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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 two.

Time Lock Mind

Rank 4

Usage time: Standard action.

Sustain (minor)

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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

Rank 4

Usage time: Standard action.

Attune (deep)

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As a minor action, you can make a strike with a -2 accuracy penalty using a single weapon. This strike cannot be a dual strike. You use the higher of your magical power and your mundane power to determine your damage with this ability (see Power).

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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

Rank 5

Usage time: Standard action.

Swift (see text)

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You gain a +3 bonus to your Armor and Reflex defenses this round. In addition, you can move up to your land speed. This defense bonus is Swift, so it protects you against attacks during the current phase, but the movement is not Swift.

Efficient Slow

Rank 5

Usage time: Standard action.

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Make an attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: The target is slowed (half 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 5.

Efficient Time Lock Location

Rank 5

Usage time: Standard action.

Attune (target)

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This spell functions like the time lock – location spell, except that the target attunes to the effect, so you don’t have to sustain it. When you cast this spell, you can choose whether the lock unseals automatically when the target ends its attunement. If you do, you can still dismiss the effect to end it without unsealing the lock.

Empowered Rewind Damage

Rank 5

Usage time: Standard action.

Swift

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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

Rank 5

Usage time: Standard action.

Attune

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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 ends.

Quicksilver Double Flurry

Rank 5

Usage time: Standard action.

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This spell has no somatic components.

Make two mundane strikes with a -1 accuracy penalty using a single weapon.

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

11.8.7 Rank 6 Spells

Efficient Accelerated Evasion

Rank 6

Usage time: Standard action.

Attune

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This spell functions like the accelerated evasion spell, except that it has the Attune tag instead of Attune (deep).

Efficient Slowtime Field

Rank 6

Usage time: Standard action.

Sustain (minor)

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You create a field of slowed time in a Small (15 ft.) radius zone within Short (30 ft.) range. All creatures are slowed (half speed, -2 Armor and Ref) while they are in the area.

Mighty Unstable Aging

Rank 6

Usage time: Standard action.

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

Hit: 7d8 damage.

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The damage increases by 3d8 for each rank beyond 6.

Quicksilver Perfection

Rank 6

Usage time: Standard action.

Cost: After you use this ability, you briefly cannot use it again.

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This spell has no somatic components.

Make a mundane melee strike using a single weapon. You can reroll the attack roll up to five times, keeping the highest result. Before rerolling, you can learn whether your result would be a hit or critical hit, but not the damage you would deal. When you finish rolling, you gain an accuracy bonus with the strike equal to the number of unused rerolls.

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Rank 7: You can reroll six times instead of five.

Temporal Duplicate

Rank 6

Casting time: Minor action.

Cost: One fatigue level, and you briefly cannot cast this spell again.

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Choose yourself or 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.

The target and its duplicate can act during the next round. At the end of that round, the target and its duplicate cease to exist. During that round, time does not pass for the target. At the end of the following round, the target reappears in the place where it ceased to exist. If that space is occupied, it appears in the closest unoccupied space. When the target reappears, its 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 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.

11.8.8 Rank 7 Spells

Greater Haste

Rank 7

Usage time: Standard action.

Attune (deep)

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You gain a +10 foot enhancement bonus to speed with all movement modes. In addition, you can take two minor actions each round instead of one.

Quicksilver Assassination

Rank 7

Usage time: Standard action.

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

Stutterstop

Rank 7

Usage time: Standard action.

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Make an attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: As a condition, the target is slowed (half speed, -2 Armor and Ref) and randomly immobilized. At the start of each round, if it is below its maximum hit points, it has a 50% chance to be immobilized (-4 Armor and Ref, cannot use movement speeds) during that round.

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

Time Lock Vitality

Rank 7

Usage time: Standard action.

Sustain (minor)

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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. In addition, the creature increases its fatigue level by four.

Time Stop

Rank 7

Usage time: Standard action.

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You can take two full rounds 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.