Violet Octopus
2008-10-11, 11:24 AM
Time Mage
As the name implies, the time mage's magic focuses on influencing the flow of time in combat e.g. haste, slow, time stop. However, they also have control over teleportation, gravitation, extraplanar travel and summoning, entropy effects and the power to see through space and time. Their focus on a particular area of magic affords them extra insight and subtlety with magic, allowing them to use various time-related supernatural abilities and metamagic-like effects.
Class Skills
The time mage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (the planes), (Int), Perform (any music-related) (Cha), Profession (Wis) and Spellcraft (Int).
Skills Points at Each Level: 2 + Int modifier (x4 at 1st level)
Hit Dice: d4
Time Mage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|
+0|
+0|
+2|
+2|Eddies of Time, Spacetime Distortion|5|3
2nd|
+1|
+0|
+3|
+3|Manipulate Entropy|6|4
3rd|
+1|
+1|
+3|
+3|Advanced Learning|6|5
4th|
+2|
+1|
+4|
+4|Time Shunt|6|6|3
5th|
+2|
+1|
+4|
+4|Spell Symmetry (time dilation)|6|6|4
6th|
+3|
+2|
+5|
+5||6|6|5|3
7th|
+3|
+2|
+5|
+5|Advanced Learning|6|6|6|4
8th|
+4|
+2|
+6|
+6||6|6|6|5|3
9th|
+4|
+3|
+6|
+6|Spell Symmetry (time contraction)|6|6|6|6|4
10th|
+5|
+3|
+7|
+7||6|6|6|5|3
11th|
+5|
+3|
+7|
+7|Advanced Learning|6|6|6|6|6|4
12th|
+6/+1|
+4|
+8|
+8|Time Shunt (area spells)|6|6|6|6|5|3
13th|
+6/+1|
+4|
+8|
+8|Spell Symmetry (space extension)|6|6|6|6|6|6|4
14th|
+7/+2|
+4|
+9|
+9||6|6|6|6|6|5|3
15th|
+7/+2|
+5|
+9|
+9|Advanced Learning|6|6|6|6|6|6|6|4
16th|
+8/+3|
+5|
+10|
+10||6|6|6|6|6|6|5|3
17th|
+8/+3|
+5|
+10|
+10|Spell Symmetry (space expansion)|6|6|6|6|6|6|6|6|4
18th|
+9/+4|
+6|
+11|
+11||6|6|6|6|6|6|6|6|5|3
19th|
+9/+4|
+6|
+11|
+11|Advanced Learning|6|6|6|6|6|6|6|6|6|4
20th|
+10/+5|
+6|
+12|
+12|Time Shunt (any spell), Eternal Life|6|6|6|6|6|6|6|6|6|5[/table]
Weapon and Armor Proficiencies: Time mages are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a time mage's arcane gestures, which can cause their spels with somatic components to fail.
Spells: A time mage casts arcane spells, which are drawn from the time mage spell list below. When they gain access to a new level of spells, thet automatically know all the spells for that level on the time mage spell list. They can cast any spell they know without preparing it ahead of time. Essentially their spell list is the same as their spells known list. They also have the option of adding to their existing spell list through their advances learning class feature (see below) as they increase in level.
To cast a time mage spell, a time mage must have an Intelligence score of 10+the spell's level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a time mage's spell is 10 + the spell's level + the time mage's Int modifier. Like other spellcasters, a time mage can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on the table above. In addition, they receive bonus spells for a high Intelligence (see Table 1-1, page 8 of the Player's Handbook).
A time mage need not prepare spells in advance. They can cast any spell they know at any time, assuming they have not yet used up all their spells per day for that spell level.
Eddies of Time (Su): A time mage is adept at reusing the residual time energy from their spells to subtly change the flow of time in combat. Whenever they cast a time mage spell during an encounter, they may add or subtract a number to the initiative count of any other creature involved in the encounter. This number exactly equals (spell level/2 + 1), rounded down. Spells with metamagic applied count as their new level. For example, Pelenar the time mage is fighting a dire platypus. He uses a 3rd level slot to cast an extended summon monster II. He chooses to lower its initiative count from 13 to 11, so his fighter friend (initiative count 12) gets to act before it.
Spacetime Distortion: Time mages They gain a special pool of distortion points which they can spend to power their class abilities. The maximum size of their distortion point pool is equal to their class level. This pool is replenished when a time mage rests to regain spells.
Manipulate Entropy (Su): At 2nd level a time mage learns to create entropy with just a thought. Whenever a creature within 30 ft and with line of effect to the time mage makes an attack roll, skill or ability check, the time mage may use this ability as an immediate action. This involves spending up to five entropy points to apply a chance of failure (regardless of the d20 result) equal to 10% times no. of entropy points spent. This doesn't stack with other effects that apply a percentage chance of failure, such as concealment or entropic shield.
Advanced Learning (Ex): At 3rd, 7th, 11th, 15th, and 19th level, a time mage can add a new spell to his list, representing the result of personal study and experimentation. The spell must be must be a wizard spell from the conjuration (calling, summoning or teleportation) or divination schools/subschools, and must be of a level no higher than that of the highest-level spell the time mage already knows. Once a new spell is selected, it is forever added to that time mage's spell list and can be cast just like any other spell on the time mage's list.
Time Shunt (Su): At 4th level a time mage can spend distortion points and project a bubble of time to intercept with an oncoming spell, effectively sending it into the future. As an immediate action in response to a spell or spell-like ability cast with them as a target (but before any attack roll is made), they can delay it by one round. If the time mage (or any other targets) are no longer valid targets when the spell or SLA resolves, it fails. If the spell involves an attack roll, and a target moves to a different square before its resolution, it fails to hit them. This ability improves as the time mage gains more levels, for every 4 time mage levels beyond 4 they may delay the spell/SLA for an additional round. To use this ability a time mage must spend distortion points equal to (spell or SLA level/2 + 1), rounded down. If the spell has had metamagic applied to it, use its new level, not the base one.
At 12th level a time mage may affect area spells/SLAs with this, provided they are within its target area upon casting. The spell/SLA affects those within the area upon resolution.
At 20th level a time mage may affect any spell/SLA with this ability, regardless of whether it affects them.
Spell Symmetry: As a time mage progresses in their understanding of magic, they recognise correspondences between the way a spell is cast and its effects. When they cast a time mage spell, they may spontaneously apply any one of the following effects they know. Each use of Spell Symmetry costs one distortion point. Unlike metamagic these effects do not increase casting time unless they explicitly say so.
Time dilation: At 5th level a time mage may add one round to the casting time of a spell to double its duration, as if they had applied the Extend Spell feat to it, but without using a higher level spell slot.
Time contraction: At 9th level a time mage may choose to cast a spell as a swift action, however its duration is lowered to 1 round. The spell must only target themself and normally have a casting time of 1 standard action and a duration greater than 1 round.
Space extension: At 13th level a time mage can increase the casting time of a spell by one round to apply the effects of the Enlarge Spell metamagic feat to it without using a higher level spell slot. The target or location of the spell is chosen upon the conclusion of casting. Immediately before they finish casting the time mage must move 10 feet in either direction along the line of effect between them and where the spell will have its effect (if an area effect, the center of the spread, if a chain spell, the primary target, in a spell with multiple equal targets, the average location). This movement does not take a separate action, but incurs attacks of opportunity as normal.
Space expansion: At 17th level a time mage can add 3 rounds to the casting time of a spell to apply the effects of the Widen Spell metamagic feat to it without increasing casting time. The area of effect of the spell is chosen upon the conclusion of casting. During the casting of the spell the time mage must move 30 ft, incurring attacks of opportunity as normal. This movement may be split over multiple turns, and may be in any direction.
Eternal Life (Su): A 20th level time mage has perfect control over aging. As long as they are in a place where magic functions, they can influence their body not to decay and age, giving them an unlimited lifespan.
Time Mage Spell List
0 Level: arcane mark, detect magic, know direction, mage hand, mending, read magic, stick (SC)
1st Level: benign transposition (SC), lesser deflect (PHB2), entropic shield, expeditious retreat, swift expeditious retreat (SC), feather fall, greater mage hand (SC), nerveskitter (SC), portal beacon (SC), ray of enfeeblement, scatterspray (SC), slide (SC), summon monster I, true strike
2nd level: baleful transposition (SC), curse of ill fortune (SC), curse of impending blades (SC), lesser celerity (PHB2), deflect (PHB2), dimension hop (PHB2), swift fly (SC), insight of good fortune (PHB2), levitate, lively step (SC), locate object, make whole, portal alarm (SC), rope trick, shatter, greater slide (SC), snake's swiftness (SC), summon monster II, sure strike (PHB2)
3rd level: alter fortune (PHB2), analyse portal (SC), anticipate teleportation (SC), blink, clairaudience/clairvoyance, crumble (SC), mass curse of impending blades (SC), dimension step (PHB2), dispel magic, false gravity (SC), fly, halt (PHB2), haste, ray of exhaustion, regroup, rust ray (SC), scattering trap (PHB2), sepia snake sigil, slow, mass snake's swiftness (SC), summon monster III, unluck (SC)
4th Level: baleful blink (PHB2), celerity (PHB2), detect scrying, dimension door, dimensional anchor, dismissal, forcewave (SC), locate creature, make manifest (SC), miasma of entropy (SC), improved portal alarm (SC), rusting grasp, scramble portal (SC), scrying, summon monster IV, wingbind (SC)
5th Level: greater blink (SC), greater dimension door (SC), dimension shuffle (PHB2), fabricate, mass fly (SC), leomund's secret chest, overland flight, plane shift, summon monster V, swift etherealness (PHB2), telekinesis, teleport, waves of fatigue, zone of respite (SC)
6th Level: banishment, greater anticipate teleportation (SC), greater dispel magic, find the path, mass make manifest (SC), ray of entropy (SC), seal portal (SC), summon monster VI
7th Level: drawmij's instant summons, ethereal jaunt, phase door, planar bubble (SC), greater plane shift (SC), reverse gravity, greater scrying, summon monster VII, greater teleport, teleport object, waves of exhaustion
8th Level: greater celerity (PHB2), discern location, dimensional lock, maze, moment of prescience, summon monster VIII, temporal stasis
9th Level: etherealness, foresight, gate, hindsight, instant refuge (SC), reality maelstrom (SC), replicate casting (SC), summon monster IX, teleport through time (WotC website (http://www.wizards.com/default.asp?x=dnd/pg/20030409b)), teleportation circle, time stop
As the name implies, the time mage's magic focuses on influencing the flow of time in combat e.g. haste, slow, time stop. However, they also have control over teleportation, gravitation, extraplanar travel and summoning, entropy effects and the power to see through space and time. Their focus on a particular area of magic affords them extra insight and subtlety with magic, allowing them to use various time-related supernatural abilities and metamagic-like effects.
Class Skills
The time mage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (the planes), (Int), Perform (any music-related) (Cha), Profession (Wis) and Spellcraft (Int).
Skills Points at Each Level: 2 + Int modifier (x4 at 1st level)
Hit Dice: d4
Time Mage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|
+0|
+0|
+2|
+2|Eddies of Time, Spacetime Distortion|5|3
2nd|
+1|
+0|
+3|
+3|Manipulate Entropy|6|4
3rd|
+1|
+1|
+3|
+3|Advanced Learning|6|5
4th|
+2|
+1|
+4|
+4|Time Shunt|6|6|3
5th|
+2|
+1|
+4|
+4|Spell Symmetry (time dilation)|6|6|4
6th|
+3|
+2|
+5|
+5||6|6|5|3
7th|
+3|
+2|
+5|
+5|Advanced Learning|6|6|6|4
8th|
+4|
+2|
+6|
+6||6|6|6|5|3
9th|
+4|
+3|
+6|
+6|Spell Symmetry (time contraction)|6|6|6|6|4
10th|
+5|
+3|
+7|
+7||6|6|6|5|3
11th|
+5|
+3|
+7|
+7|Advanced Learning|6|6|6|6|6|4
12th|
+6/+1|
+4|
+8|
+8|Time Shunt (area spells)|6|6|6|6|5|3
13th|
+6/+1|
+4|
+8|
+8|Spell Symmetry (space extension)|6|6|6|6|6|6|4
14th|
+7/+2|
+4|
+9|
+9||6|6|6|6|6|5|3
15th|
+7/+2|
+5|
+9|
+9|Advanced Learning|6|6|6|6|6|6|6|4
16th|
+8/+3|
+5|
+10|
+10||6|6|6|6|6|6|5|3
17th|
+8/+3|
+5|
+10|
+10|Spell Symmetry (space expansion)|6|6|6|6|6|6|6|6|4
18th|
+9/+4|
+6|
+11|
+11||6|6|6|6|6|6|6|6|5|3
19th|
+9/+4|
+6|
+11|
+11|Advanced Learning|6|6|6|6|6|6|6|6|6|4
20th|
+10/+5|
+6|
+12|
+12|Time Shunt (any spell), Eternal Life|6|6|6|6|6|6|6|6|6|5[/table]
Weapon and Armor Proficiencies: Time mages are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a time mage's arcane gestures, which can cause their spels with somatic components to fail.
Spells: A time mage casts arcane spells, which are drawn from the time mage spell list below. When they gain access to a new level of spells, thet automatically know all the spells for that level on the time mage spell list. They can cast any spell they know without preparing it ahead of time. Essentially their spell list is the same as their spells known list. They also have the option of adding to their existing spell list through their advances learning class feature (see below) as they increase in level.
To cast a time mage spell, a time mage must have an Intelligence score of 10+the spell's level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a time mage's spell is 10 + the spell's level + the time mage's Int modifier. Like other spellcasters, a time mage can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on the table above. In addition, they receive bonus spells for a high Intelligence (see Table 1-1, page 8 of the Player's Handbook).
A time mage need not prepare spells in advance. They can cast any spell they know at any time, assuming they have not yet used up all their spells per day for that spell level.
Eddies of Time (Su): A time mage is adept at reusing the residual time energy from their spells to subtly change the flow of time in combat. Whenever they cast a time mage spell during an encounter, they may add or subtract a number to the initiative count of any other creature involved in the encounter. This number exactly equals (spell level/2 + 1), rounded down. Spells with metamagic applied count as their new level. For example, Pelenar the time mage is fighting a dire platypus. He uses a 3rd level slot to cast an extended summon monster II. He chooses to lower its initiative count from 13 to 11, so his fighter friend (initiative count 12) gets to act before it.
Spacetime Distortion: Time mages They gain a special pool of distortion points which they can spend to power their class abilities. The maximum size of their distortion point pool is equal to their class level. This pool is replenished when a time mage rests to regain spells.
Manipulate Entropy (Su): At 2nd level a time mage learns to create entropy with just a thought. Whenever a creature within 30 ft and with line of effect to the time mage makes an attack roll, skill or ability check, the time mage may use this ability as an immediate action. This involves spending up to five entropy points to apply a chance of failure (regardless of the d20 result) equal to 10% times no. of entropy points spent. This doesn't stack with other effects that apply a percentage chance of failure, such as concealment or entropic shield.
Advanced Learning (Ex): At 3rd, 7th, 11th, 15th, and 19th level, a time mage can add a new spell to his list, representing the result of personal study and experimentation. The spell must be must be a wizard spell from the conjuration (calling, summoning or teleportation) or divination schools/subschools, and must be of a level no higher than that of the highest-level spell the time mage already knows. Once a new spell is selected, it is forever added to that time mage's spell list and can be cast just like any other spell on the time mage's list.
Time Shunt (Su): At 4th level a time mage can spend distortion points and project a bubble of time to intercept with an oncoming spell, effectively sending it into the future. As an immediate action in response to a spell or spell-like ability cast with them as a target (but before any attack roll is made), they can delay it by one round. If the time mage (or any other targets) are no longer valid targets when the spell or SLA resolves, it fails. If the spell involves an attack roll, and a target moves to a different square before its resolution, it fails to hit them. This ability improves as the time mage gains more levels, for every 4 time mage levels beyond 4 they may delay the spell/SLA for an additional round. To use this ability a time mage must spend distortion points equal to (spell or SLA level/2 + 1), rounded down. If the spell has had metamagic applied to it, use its new level, not the base one.
At 12th level a time mage may affect area spells/SLAs with this, provided they are within its target area upon casting. The spell/SLA affects those within the area upon resolution.
At 20th level a time mage may affect any spell/SLA with this ability, regardless of whether it affects them.
Spell Symmetry: As a time mage progresses in their understanding of magic, they recognise correspondences between the way a spell is cast and its effects. When they cast a time mage spell, they may spontaneously apply any one of the following effects they know. Each use of Spell Symmetry costs one distortion point. Unlike metamagic these effects do not increase casting time unless they explicitly say so.
Time dilation: At 5th level a time mage may add one round to the casting time of a spell to double its duration, as if they had applied the Extend Spell feat to it, but without using a higher level spell slot.
Time contraction: At 9th level a time mage may choose to cast a spell as a swift action, however its duration is lowered to 1 round. The spell must only target themself and normally have a casting time of 1 standard action and a duration greater than 1 round.
Space extension: At 13th level a time mage can increase the casting time of a spell by one round to apply the effects of the Enlarge Spell metamagic feat to it without using a higher level spell slot. The target or location of the spell is chosen upon the conclusion of casting. Immediately before they finish casting the time mage must move 10 feet in either direction along the line of effect between them and where the spell will have its effect (if an area effect, the center of the spread, if a chain spell, the primary target, in a spell with multiple equal targets, the average location). This movement does not take a separate action, but incurs attacks of opportunity as normal.
Space expansion: At 17th level a time mage can add 3 rounds to the casting time of a spell to apply the effects of the Widen Spell metamagic feat to it without increasing casting time. The area of effect of the spell is chosen upon the conclusion of casting. During the casting of the spell the time mage must move 30 ft, incurring attacks of opportunity as normal. This movement may be split over multiple turns, and may be in any direction.
Eternal Life (Su): A 20th level time mage has perfect control over aging. As long as they are in a place where magic functions, they can influence their body not to decay and age, giving them an unlimited lifespan.
Time Mage Spell List
0 Level: arcane mark, detect magic, know direction, mage hand, mending, read magic, stick (SC)
1st Level: benign transposition (SC), lesser deflect (PHB2), entropic shield, expeditious retreat, swift expeditious retreat (SC), feather fall, greater mage hand (SC), nerveskitter (SC), portal beacon (SC), ray of enfeeblement, scatterspray (SC), slide (SC), summon monster I, true strike
2nd level: baleful transposition (SC), curse of ill fortune (SC), curse of impending blades (SC), lesser celerity (PHB2), deflect (PHB2), dimension hop (PHB2), swift fly (SC), insight of good fortune (PHB2), levitate, lively step (SC), locate object, make whole, portal alarm (SC), rope trick, shatter, greater slide (SC), snake's swiftness (SC), summon monster II, sure strike (PHB2)
3rd level: alter fortune (PHB2), analyse portal (SC), anticipate teleportation (SC), blink, clairaudience/clairvoyance, crumble (SC), mass curse of impending blades (SC), dimension step (PHB2), dispel magic, false gravity (SC), fly, halt (PHB2), haste, ray of exhaustion, regroup, rust ray (SC), scattering trap (PHB2), sepia snake sigil, slow, mass snake's swiftness (SC), summon monster III, unluck (SC)
4th Level: baleful blink (PHB2), celerity (PHB2), detect scrying, dimension door, dimensional anchor, dismissal, forcewave (SC), locate creature, make manifest (SC), miasma of entropy (SC), improved portal alarm (SC), rusting grasp, scramble portal (SC), scrying, summon monster IV, wingbind (SC)
5th Level: greater blink (SC), greater dimension door (SC), dimension shuffle (PHB2), fabricate, mass fly (SC), leomund's secret chest, overland flight, plane shift, summon monster V, swift etherealness (PHB2), telekinesis, teleport, waves of fatigue, zone of respite (SC)
6th Level: banishment, greater anticipate teleportation (SC), greater dispel magic, find the path, mass make manifest (SC), ray of entropy (SC), seal portal (SC), summon monster VI
7th Level: drawmij's instant summons, ethereal jaunt, phase door, planar bubble (SC), greater plane shift (SC), reverse gravity, greater scrying, summon monster VII, greater teleport, teleport object, waves of exhaustion
8th Level: greater celerity (PHB2), discern location, dimensional lock, maze, moment of prescience, summon monster VIII, temporal stasis
9th Level: etherealness, foresight, gate, hindsight, instant refuge (SC), reality maelstrom (SC), replicate casting (SC), summon monster IX, teleport through time (WotC website (http://www.wizards.com/default.asp?x=dnd/pg/20030409b)), teleportation circle, time stop