11.7 Chronomancy
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.
11.7.1 Cantrips
Accelerated Reading |
Usage time: Standard action. | Sustain (attuneable, minor) |
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You can read at twice your normal speed. However, the mental effort imposes a -4 penalty to your Mental defense.
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Rank 2: You can read at three times your normal speed.
Rank 4: You can read at five times your normal speed.
Rank 6: You can read at ten times your normal speed.
Rapid Aging |
Usage time: Standard action. | Sustain (minor) |
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Choose one Large or smaller unattended, nonmagical object within Medium (60 ft.) range. In addition, choose any number of hours, up to 24 hours. The target ages as if that much time had passed. When this spell ends, the object returns to its original state.
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Rank 2: You can choose to age the target by up to a week.
Rank 4: You can choose to age the target by up to a month.
Rank 6: You can choose to age the target by up to three months.
Rewind |
Usage time: Standard action. | Attune (deep) |
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Whenever you make an attack or check, you can reroll it. If you do, this effect 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.
11.7.2 Spells
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.
Expeditious Retreat | Rank 1 |
Usage time: Standard action.
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This spell functions like the sprint ability, except that you gain a +10 foot bonus to your land speed for the duration of the movement.
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Rank 3: The speed bonus increases to +20 feet.
Rank 5: The speed bonus increases to +30 feet.
Rank 7: The speed bonus increases to +40 feet.
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You accelerate your body to flee from combat with incredible alacrity.
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.
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.
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 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.
Accelerated Flurry | Rank 2 |
Usage time: Standard action.
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This spell has no somatic components.
Make a strike with a minus1 accuracy penalty using a single weapon. You may reroll the accuracy roll and take the highest result. In addition, 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.
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:
- You can take off your body armor or clothing, along with any weapons or shields you have equipped. You can leave the items on the ground in your square or stow them in an available location, such as in a backpack you wear.
- You can don a new set of body armor or clothing and equip any weapons or shields. All of the items you equip this way must be unattended and in your square, but they can be in a hidden location, such as in a backpack.
- You can use the change appearance ability to affect yourself with a -2 penalty (see Change Appearance.
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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.
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.
Time Lock – Location | Rank 2 |
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.
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.
Haste |
Rank 3 |
Usage time: Standard action. | Attune |
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You gain a +10 foot enhancement bonus to your land speed.
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.
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. Reflex against one creature you touch.
Hit: 1d8 damage +1 per power. If the target loses hit points, it 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.
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.
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.
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.
Accelerated Double Flurry | Rank 5 |
Usage time: Standard action.
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This spell has no somatic components.
Make two strikes using a single weapon. 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 5.
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.
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.
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.
Accelerated Triple Flurry | Rank 7 |
Usage time: Standard action.
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This spell has no somatic components.
Make three strikes using a single weapon. You use the higher of your magical power and your mundane power to determine your damage with this ability (see Power).
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.
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.
11.7.3 Rituals
Gentle Repose | Rank 1 |
Casting time: One minute. | Attune |
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Choose one unattended, nonmagical object within Short (30 ft.) range. Time does not pass for the target, preventing it from decaying or spoiling. This can extend the time a poison or similar item lasts before becoming inert. The target can still be attacked and damaged normally.
If used on a corpse, this effectively extends the time limit for effects that require a fresh or intact body. Additionally, this can make transporting a fallen comrade more pleasant.
This ritual requires one fatigue level from its participants.
Reverse Breakage | Rank 1 |
Casting time: 24 hours.
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Choose one Large or smaller broken object within Short (30 ft.) range. The object is repaired as if it had never been broken.
This ritual requires 2 fatigue levels from its participants.
Ripen | Rank 1 |
Casting time: One minute.
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Choose up to one cubic feet of fruit or other food within Short (30 ft.) range that is capable of ripening or spoiling. The target becomes ripe and ready to eat. This accelerates time for food that is not yet ripe, and rewinds time for food that has already spoiled.
This ritual requires one fatigue level from its participants.
Observe the Future | Rank 3 |
Casting time: One hour.
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You receive a limited insight into your immediate future. When you perform this ritual, you specify a course of action that you could hypothetically take during the next hour. At the end of the ritual, a version of yourself from an hour into the future appears. That person is a version of yourself who took your described course of action. You can visibly observe any changes in their appearance, and they can briefly gesture to indicate whether they recommend following that action, but no words can be exchanged.
If no version of yourself appears, it is likely that you would not survive taking your proposed course of action. The future is variable and chaotic, so making the same decisions does not guarantee the same results as your future self, but it should be likely to have a similar outcome.
This ritual requires one fatigue level from its participants.
Overland Haste | Rank 3 |
Casting time: One minute. | Attune (target) |
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Choose up to six ritual participants. Each target gains a +30 foot enhancement bonus to its land speed. If it attacks or is dealt damage, this effect ends, and it is briefly unable to take any actions.
This ritual requires one fatigue level from its participants.
Persistent Gentle Repose | Rank 3 |
Casting time: One minute.
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This ritual functions like the gentle repose ritual, except that the effect lasts for one year.
This ritual requires one fatigue level from its participants.
Stasis Chamber | Rank 3 |
Casting time: One hour. | Attune |
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Choose one Medium or smaller container. Any inanimate, unattended object placed into the container enters a state of temporal stasis at the end of the round. While in stasis, an object cannot be targeted, moved, damaged, or otherwise affected by outside forces in any way. If the container is destroyed, this effect ends.
This ritual requires one fatigue level from its participants.
Reverse Death | Rank 4 |
Casting time: 24 hours.
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Choose one corpse within Short (30 ft.) range. The corpse is resurrected. It must have died no more than 48 hours before this ritual is completed.
This ritual requires 32 fatigue levels from its participants and the consumption of diamond dust with the equivalent value of a rank 4 item (5,000 gp).
Reverse Destruction | Rank 4 |
Casting time: 24 hours.
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Choose one Large or smaller destroyed object within Short (30 ft.) range. The object is repaired as if it had never been destroyed.
This ritual requires 32 fatigue levels from its participants.
Interrogate the Future | Rank 5 |
Casting time: One hour.
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This ritual functions like the question the future ritual, except that the duplicate can answer up to three yes or no questions before disappearing.
This ritual requires one fatigue level from its participants and the consumption of diamond dust with the equivalent value of a rank 5 item (25,000 gp).
Persistent Stasis Chamber | Rank 5 |
Casting time: 24 hours.
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This ritual functions like the stasis chamber ritual, except that the effect lasts for one year.
This ritual requires 50 fatigue levels from its participants.
Rapid Overland Haste | Rank 5 |
Casting time: One hour. | Attune (target) |
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This ritual functions like the overland haste ritual, except that the bonus increases to +60 feet.
This ritual requires one fatigue level from its participants.
Greater Reverse Death | Rank 6 |
Casting time: 24 hours.
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Choose one Diminutive or larger piece of a corpse. It must have been part of the original creature’s body at the time of death. The creature the corpse belongs to is resurrected. The corpse is completely restored to a healthy state, so it does not need to be fully intact. It must have died no more than 48 hours before this ritual is completed.
This ritual requires 72 fatigue levels from its participants and the consumption of diamond dust with the equivalent value of a rank 6 item (125,000 gp).