The College of
TIME MAGIC
Of the Branch of Entities
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This is the first draft of this college and will therefore be far from perfect.
Comments from readers will be welcome.
Mark Sheppard.
(Mark can be contacted via the Internet address:
dallbutt@st.nepean.uws.edu.au )
The college of Time Magic deals with altering the flow of time, changing its
effects on objects and entities, moving to different times, and viewing
different times, and viewing different times.
Obviously, an adept of the college of time deals with the past and the
future, and has gained a general affinity to time and timing (ie. a Time mage
will always know what time of the day or night it is, will never forget an
appointment or special event etc.)
At first glance, the adept of Time Magic seems to be an extremely powerful
character. However, he or she is actually severely limited by the very nature
of time. The adept is particularly limited when dealing with the future. This
is because the future is not yet fixed. There are always an infinite number of
possible 'futures', only one of which will actually come to pass (This lets the
GM off the hook if things don't go how s/he expected them). This also makes
it IMPOSSIBLE to travel into the future.
The past, on the other hand, is a much surer thing. The past has already
happened, and is therefore fixed. This means that an adept can look into (or
travel to) the past with certainty. However, this does impose one very
important limitation: IT IS IMPOSSIBLE TO CHANGE THE PAST. Consider an
adept who looks 100 years into the past and decides to go back and change
it. The problem is, that just before the time that the adept was viewing, the
adept appeared on the scene out of nowhere, influenced the events of the
time and then dissapeared. So that the view of the past that the adept is
viewing NOW, is actually the results of his actions 100 years ago. Thus, if any
characters attempt to change history, various events must occur such that
they fail or actually cause that 'history' to occur. This may call for some very
quick and ingenious thinking on the part of the GM.
Manipulating time requires a fairly substantial effort. As such, a large
percentage of the abilities of this college come in the form of rituals.
Except where stated otherwise, rituals last for one hour and require D10
fatigue points.
TALENTS
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T-1. Determine Aspect.
The adept has a base chance of 2xPerception% (plus 4/rank) of
determining the exact aspect of an entity. The adept must observe the entity
for 11-Rank minutes. The experience multiple for this talent is 75.
T-2. Forewarning.
The adept always has a (very) vague sense of what is just about to happen.
The result is that the adept can never be surprised.
GENERAL KNOWLEDGE SPELLS
------------------------
G-1. Determining Age.
RANGE: 10 feet + 10/Rank
DURATION: Immediate
EXPERIENCE MULTIPLE: 175
BASE CHANCE: 35%
RESIST: Active only.
EFFECT: This spell tells the adept teh exact age of an entity or object, even if
the target's age has been magically disguised or hidden (or has been the
object of ritual R-1 of this college).
G-2. Slowness.
This spell is identical in all respects to the spelll of the same name in the
college of Ensorcelments and Enchantments.
G-3. Quickness.
This spell is identical in all respects to the spelll of the same name in the
college of Ensorcelments and Enchantments.
G-4. Lightning Reflexes.
RANGE: 15 feet + 15/rank
DURATION: 1 minute + 1/rank
EXPERIENCE MULTIPLE: 175
BASE CHANCE: 35%
RESIST: Active and Passive
EFFECT: This spell enables the target to react faster. The target's initiative
value is increased by 1 (plus 1/rank).
G-5. Remember.
RANGE: 10 feet + 10/rank
DURATION: 1 minute + 1/rank
EXPERIENCE MULTIPLE: 125
BASE CHANCE: 40%
RESIST: Active and Passive.
EFFECT: This spell enables the target to remember anything s/he has
experienced or seen, no matter how long ago, as if it has just happened.
G-6. Enhance Enchantment.
RANGE: 15 feet + 15/rank
DURATION: 10 seconds + 5/rank
EXPERIENCE MULTIPLE: 175
BASE CHANCE: 35%
RESIST: Passive only.
EFFECT: This spell has the same effect as spell S-7 of the college of
Ensorcelments and Enchantments, except that it only effects DURATION.
GENERAL KNOWLEDGE RITUALS
-------------------------
Q-1. Simple Prediction.
This ritual gives that adept an idea of what is going to happen in the near
future. The adept will be unable to get any exact details (ie. s/he may be
able to determine that a message will arrive on the third day from now, but
not the exact time of arrival, or what the messenger will be wearing). The
base chance of the ritual is 30% (plus 4/rank), but subtract 11 for each day
into the future that the event the adept wants to know about is.
When the ritual is used, the adept asks the GM a question about the future
(eg. 'When will the messenger arrive?'). The GM may answer truthfully or
not (using the excuse that the adept saw the wrong 'future'), or s/he may roll
percentile dice to determine how accurate the 'prediction' is (the closer to
100, the more incorrect the information given).
The experience multiple for the ritual is 200.
Q-2. Relive the Present.
This ritual allows the adept to see and hear what is happening at another
location. The adept must have visited that location at some time in the past.
The adept will see and hear things as if s/he was there right now, doing
exactly what s/he was doing when s/he was at that location before. Thus, if
the adept was sleeping, s/he would see nothing at all. THe effects continue
until the adept stops concentrating. While the adept continues concentrating,
s/he cannot 'freeze' what she was doing in the past: if the adept 'leaves' the
room she is seeing before seeing what s/he wants, s/he will have to perform
the ritual all over again (s/he will otherwise continue seeing things from the
view of what s/he did after leaving the room).
The adept begins viewing at the end of one hour of performing the ritual.
The base chance of the ritual is 20% (plus 3/rank) and the experience
multiple is 200.
Q-3. View Past.
This ritual enables the adept to see into the past. The adept can specify
exactly how far into the past s/he wishes to view, and can change which
point in time s/he is viewing, whenever s/he wants. The ritual can employ
an object or person (which must be present throughout the ritual), in which
case the adept will see events that happened to the object or person.
Alternatively, it can employ a location (in which the adept must perform the
ritual), in which case the adept sees events that happened within the area.
Note that the adept will be able to see and hear what happened.
The base chance is 15% (plus 4/rank). The cast chance is reduced by 1% for
every 50 years in the past that the time the adept wishes to view is.
The experience multiple is 300.
The adept begins viewing the past after performing the ritual for 1 hour,
and expends 1 fatigue point (in addition to the D10 points used to perform
the ritual) for every 10 minutes spent viewing the past.
Q-4. View Future.
This is the same as Q-3, except that the adept views the future. The base
chance is 10%, and the adept expends 1 fatigue point for every 5 minutes
s/he views the future. (The GM does not have to be entirely truthful when
describing the future that the adept sees.)
Q-5. Talk to Predecessors.
This ritual allows the adept to talk to the people who used to live in the
area where s/he performs the ritual. S/He may talk to people who lived up
to 200xRank years ago. The people the adept speaks to must be able to
understand him/her (which means that if they lived too long ago, the adept
will need to be at rank 10 in the language being used). The adept may only
ask questions that can be answered with a yes/no answer. The people being
spoken to may only answer about things which they know at the point in
their lives at which they have been contacted (eg. they will not be able to
tell the adept how they died).
The base chance for the ritual is 20% (plus 4/rank) and the experience
multiple is 400.
SPECIAL KNOWLEDGE SPELLS
------------------------
S-1. Age.
RANGE: 15 feet + 15/rank
DURATION: 30 seconds + 30/rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 20%
RESIST: Active and Passive.
EFFECT: The adept temporarily ages the target of the spell (living entities
only) by Rankx5% of the lifespan of the target. If this takes the age of the
taget past the age of death, the target dies. Otherwise, the target's abilities
are affected according to the degree of aging (ie, reducing agility, strength,
loss of memory).
S-2. Youth.
RANGE: 15 feet +15/rank
DURATION: 30 seconds + 30/rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 20%
RESIST: Active and Passive.
EFFECT: The adept temporarily reduces the age of the target (living entities
only) by (Rank x 5)% of the target's current APPARENT age (thus it can be
used to negate the Age spell). At rank 20, the target dies. If the target's age
is reduced enough, it will lose agility, strength etc (or may gain them if the
target is already old).
S-3. Sense Future (Limited Precognition).
RANGE: Self only.
DURATION: 5 minutes + 2/rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 25%
RESIST: Cannot be resisted.
EFFECT: This spell is a more effective version of T-2. It allows the adept to
gain a clearer indication of what may be about to happen to him/her in the
next 10 or so seconds. Rather that just keeping the adept from being
surprised, it gives the adept enough time and enought information to be able
to act before teh event occurse. The adept doesn't know any exact details.
For example, if the adept is about to set off a trap, s/he will get the
impression that s/he is about to come to harm; if s/he is about to walk into
an ambush, s/he will feel as if she is about to be attacked.
S-4. No Wait.
RANGE: 15 feet + 15/rank
DURATION: 5 minutes + 5/rank
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 20%
RESIST: Cannot be resisted.
EFFECT: This spell reduces the time it takes for any spell (or ritual) cast
within range to take effect. For example, the time it takes for a summoned
creature to arrive. At ranks 0-9 it reduces the time by one-half, at ranks 10-
19 by three-quarters, and at rank 20 by seven-eighths.
S-5. Time Web.
RANGE: 20 feet + 10/rank
DURATION: Concentration/Max: 15 minutes + 15/rank
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 20%
RESIST: Passive only.
EFFECT: This spell entangles all entities between the adept's fingertips and
the target in a temporal web. Any entity caught in the web can do nothing
(s/he becomes TOTALLY disoriented as his/her view of the world becomes
flashes of past and future) until someon ELSE breaks the web (by inflicting
10 or more damage points with a B class weapon in a single strike). When an
entity is released from the web, if any combat is continuing, s/he may have
seen glimpses of the future combat and so may act on knowledge that s/he
ordinarily would not have (eg. that reinforcements are hiding in the bushes).
S-6. Temporal Displacement.
RANGE: 5 feet + 1/rank
DURATION: 1 hour + 1/rank
EXPERIENCE MULTIPLE: 350
BASE CHANCE: 15%
RESIST: Cannot be resisted.
EFFECT: This spell causes everything within range to be slightly displaced in
time. Nothing from the outside can see or hear or communicate with
anything within the displacement area, and vice-versa. Anything trying to
pass into the displacement area (or out of it) is disintegrated.
S-7. Negate the Passage of Time.
RANGE: 15 feet + 15/rank
DURATION: 5 minutes + 5/rank
EXPERIENCE MULTIPLE: 325
BASE CHANCE: 15%
RESIST: Cannot be resisted.
EFFECT: Any spell cast within range that normally is limited due to the
passage of time (such as Magic Divination), is no longer limited by the
passage of time (cast chances receive no minuses).
S-8. Hyperquickness.
RANGE: 10 feet + 10/rank
DURATION: 1 second + 1 additional for every 2(or fraction) ranks.
EXPERIENCE MULTIPLE: 550
BASE CHANCE: 10%
RESIST: Can be actively and Passively resisted.
EFFECT: The target of the spell moves at (virtually) the speed of light. To the
target, the rest of the world will apear to be in suspended animation. To the
rest of the world, the actions of the target take place in an instant. The target
can NOT cast spells (mana doesn't flow at the speed of light). If the target
attacks anyone, the 'defender' has no defense (other than magical defenses),
and the attacker adds 20 to his strike chance (for the 'defender' being
prone). An assasin ALWAYS scores a grievous injury. A Warrior (see the
warrior skill) ALWAYS scores an endurance hit. If the attacker doesn't have
a full 5 seconds for his attack, (due to the Time Mage not having enough
rank with this spell), his strike chance is multiplied by the number of
seconds he does have divided by 5. Thus if a mage is hyperquickened for 3
seconds and his normal strike chance is 67%, his actual strike chance is:
(67 + 20) x 3/5 - defender's magical defense. This, of course, doesn't affect
Assasins, and only affect Warriors in their chance of scoring a grievous
injury.
SPECIAL KNOWLEDGE RITUALS
-------------------------
R-1. Preservation.
This ritual causes any object of the adept's choice (which must be present
during the ritual) to be unaffected by the passage of time (ie. it will not
decay, weather etc). This effect lasts indefinitely. Thi ritual is usually used to
preserve items in tombs, but can also be used to preserve the dead (in which
case it will only be effective for a number of days equal to the adept's rank
with the ritual - and it must be cast within a number of hours equal to the
healer's rank). This ritual can be used to preserve writing or engravings on
walls etc, and can be used to preserve an entire building if it is cast enough
times.
The base chance of the ritual is 30% (plus 4/rank), and the experience
multiple is 200.
R-2. Renew.
This ritual causes any object of the adept's choice (which must be present
during the ritual) that has been damaged by the passage of time (ie, decay,
weathering etc) to be restored to pristine condition.
The base chance is 20% (plus 4/rank), and the experience multiple is 250.
R-3. Prolong Life.
This ritual can be used to lengthen the life span of an entity. It lengthens
the life span of th entity by Rankx5% of the average life span of an entity of
that race. At rank 20, the entity's life is prolonged indefinetely. The spell can
be broken by casting a special knowledge counterspell of the college of Time
Magic onto the entity. If the spell is broken, the entity will revert to it's real
age. If this age is past the age of death, the entity dies. An entity can be
under the effect of only one prolong life ritual at an time. if a new prolong
life ritual is cast on an entity, the one with the greater rank takes effect.
The base chance is 20% (plus 3/rank) and the experience multiple is 325.
R-4. Suspended Animation.
This ritual causes everything within 5 feet (plus 5/rank) to be held in a
state of suspended animation for 10 years (plus 10/rank; indefinitely at
rank 20). The only way to break the spell is for a namer to perform a Ritual
of Dissipation. Any entity entering the suspended area after the ritual is in
effect will be caught up in the suspension. Whilst casting, the adept remains
at the location that s/he wants to be the centre of the suspended area, and,
just before completing the ritual, moves outside the area (otherwise s/he
will be caught in suspended animation).
The base chance of the ritual is 10% (plus 4/rank), and the experience
multiple is 350.
R-5. Slow Time.
This ritual causes time outside of an area around the adept (at the time of
performing the ritual only) of radius 5 feet (plus 1/rank) to slow down to
one quarter of it's normal rate.
R-6. Time Travel.
This ritual is used to travel through time. The adept can only travel into
and back from, the past. Attempting to travel into the adept's future will
result in the adept (and everything or everyone travelling with him/her) to
cease to exist (this is because the future does not yet actually exist). All
items on the adept's person travel with the adept, as do any entities (and
their items) that are in physical contact with the adept or some item or
entity that is in contact with the entity. All entities (except the adept)
travelling through time will suffer 2D10 fatigue points and D10 endurance
points of damage. The adept, however will use up all his/her fatigue points
and suffer D10 endurance points of damage. The adept can travel through
time a number of years equal to 200 times his/her rank. Travel is very
accurate: the adept will appear within a week of the desired time. Travelling
back to the present from the past is perfectly accurate (because the adept
will be naturally drawn to the time in which s/he belongs. Note that only
time is traversed: the adept will appear in the same location, but at a
different time.
The base chance is 5% (plus 3/rank - add 30% if the adept is returning to
his/her real time) and the experience multiple is 400.
A backfire results in the adept ending up at the wrong time (but may still
return to his/her own time).
R-7. Summon Hero.
This ritual is used to summon a hero out of the past. The adept must know
the exact time and location at which the hero exists. The hero may try to
passively resist. Once the hero arrives, there is no guarantee that s/he will
help (or even be civil towards) the adept. The adept can only reach back a
number of years equal to 200 times his/her rank. The hero remains until
sent back by the adept or a Namer in the same manner as any other
summoned entity.
The base chance is 15% (plus 3/rank) and the experience multiple is 400.
R-8. Summon Father Time.
This ritual is used to summon Father Time.
Father Time's appearance is that of a human male, but his age seems to
change from very young to ancient. Father Time knows the past, present and
future like the back of his hand, and is extremely wise. The adept may ask
Father Time any question he wants, but whether or not Father Time will
answer (or answer truthfully) is up to the GM. Father Time will leave the
adept when he jolly well pleases, although he is very patient. Father Time is
immune to all time-related magic, and can do just about anything he wants
with time as well (ie. uses all spells and rituals of this college as if they are
talents and at a higher rank than any character ever could).
The base chance is 10% (plus 3/rank) and the experience mutliple is 450.
holwinkle@oocities.com