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Time Magic

Sometimes referred to as ‘Cosmic Magic’ or ‘Effect Magic’, Time Magic derives its power from the manipulation and distortion of both space and time.

Level 1

Burn Ray 7 MP
Target Single Type Arcane (Magical) R

The air around the target condenses, compressing into a tight ball until it explodes. Burn Ray inflicts (4 × MAG) + d8, M. Armor Magical damage.

Hold 7 MP
Target Single Type Status (Time) R

At the caster’s command, a globe of dull gray energy encloses the target, freezing it in time for a split-second. Hold has a (M. ACC – 50), M. Evasion *chance of reducing the target’s Initiative by *50%.

Sprint 5 MP
Target Single Type Status (Strengthen) NR

A series of red rings materialize around the target’s legs or equivalent anatomy, glowing with suffused power before fading away again, bestowing the Status Condition Accelerate (6).

Escape 8 MP
Target Self Type Support NR

The caster winks out of existence, rematerializing a short distance away a split-second later. Escape allows the caster to immediately move (MAG × 2) meters in any direction of their choosing, passing through any solid objects—such as walls—without ill effects. However, the Escape will fail if the caster’s destination is inside a solid structure or occupied by another person or object; in this case, MP and time are still spent as normal. If used in combat, a successful casting of Escape has effects equal to a successful Escape Action.

Tractor 10 MP
Target Single Type Support NR

Ruby rings of gravitational force shower down on the target, dragging it back down to earth. Tractor cancels the Status Conditions Float and Flight where applicable; they also cancel out natural Float and Flight for a limited period of time (6).

Yawn 6 MP
Target Single Type Status (Weak) R

A series of gray circles spiral around the target’s legs or equivalent anatomy, briefly flaring up before disappearing once again. Yawn has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Agility Down (6).

Level 2

Float 15 MP
Target Party Type Status (Strengthen) R

Shining motes sparkle around the caster’s allies as they are buoyed into the air on golden rings of anti-gravitational energy, bestowing the Status Condition Float (6).

Gravity 25 MP
Target Single Type Status (Fatal) NR

The caster launches a dark bubble of energy, wholly enclosing the target before subjecting it to a brief burst of crushing gravitational force. Gravity has a CoS of (M. ACC – 50), M. Evasion of reducing the target to 75% of its current HP. This damage is not modified for ARM or M. ARM, but is still subject to the Damage Cap.

Meteorite 18 MP
Target Single Type Arcane (Magical) NR

The caster tears a small meteorite free from the cosmos to crash into the target. Meteorite inflicts (8 × MAG) + 2d8 Magical damage.

Slow 12 MP
Target Single Type Status (Time) R

A ghostly clock appears behind the target, hands counting time as normal before suddenly slowing down. Slow has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Slow (6).

Speed 13 MP
Target Single Type Status (Strengthen) R

Expanding circles of glowing red energy surround the target, speeding reaction time and impulses to grant the Status Condition Agility Up (6).

Level 3

Immobilize 20 MP
Target Single Type Status (Time) R

The target is encased in a bubble of reddish-orange light, freezing time for the target’s legs or equivalent anatomy. Immobilize has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Immobilize (6).

Ray Bomb 22 MP
Target Single/Group Type Arcane (Magical) R

Brilliant spheres of energy appear before the caster, joining together into a single searing burst of destruction. Ray Bomb inflicts (12 × MAG) + 3d8, M. Armor Magical damage.

Prerequisite: Burn Ray

Regen 25 MP
Target Single Type Status (Strengthen) R

Green motes shower down on the target, speeding up its natural healing processes to grant the Status Condition Regen (6).

Reset 30 MP
Target Single Type Support NR

A glittering globe of barely-suppressed temporal energy appears over the target, capturing a few precious seconds of time ready to be released at the caster’s beckoning. Until the end of the battle, the target’s player may re-roll any one die roll once, keeping the more favorable result of the two rolls. After this has been done, _Reset_’s effects expire. The effects also expire if no reroll is made before the end of combat, or if the combatant is targeted by Dispel or Temporal Shift.

If cast on an opponent, the caster may choose which roll to ‘reset’. Multiple castings of Reset do not increase the number of rerolls available; the Spell will only have an effect if the target is not already eligible for a reroll.

Teleport 10 MP
Target Party Type Support NR

The air ripples, beginning to glow as the party dematerializes, reappearing a distance away just seconds later. Targets affected by Teleport immediately move (MAG × 5) meters in a direction of the caster’s choosing, passing through any solid objects—such as walls—without ill effects. However, the Teleport will fail if the caster’s destination is inside a solid structure or occupied by another person or object; in this case, MP and time are still spent as normal. If cast in a multi-level or -story structure, Teleport will automatically move the Party one level up or down; if used in combat, a successful casting of Teleport has effects equal to a successful Escape Action for all Party members.

Prerequisite: Escape

Level 4

Comet 44 MP
Target Special Type Arcane (Magical) R

The caster reaches towards the heavens, pulling a comet out of time to crash down in a shower of fire and molten rock. When casting Comet, roll a d% for each opponent on the battlefield twice; the combatants with the highest rolls in each instance will be targeted by the Spell. Make standard M. ACC rolls against both opponents’ M. EVA scores to determine whether the Spell hits; each successful strike inflicts (8 × MAG) + 2d8 Magical damage. If there is only one eligible target, it will be struck twice for the listed damage.

Prerequisite: Meteorite

Demi 50 MP
Target Single Type Status (Fatal) NR

An opaque gray sphere encloses the target; seconds later, crushing gravitational forces compress, releasing the target only once the sphere has shrunk to a speck of its former self. Demi has a CoS of (M. ACC – 50), M. Evasion of reducing the target to 50% of its current HP. This damage is not modified for ARM or M. ARM, but is still subject to the Damage Cap.

Prerequisite: Gravity

Flight 40 MP
Target Single Type Status (Strengthen) NR

A shower of amber lights sparkles around the target, revealing the faint outline of an angelic pair of wings before disappearing
again, bestowing the Status Condition Flight (6).

Prerequisite: Float

Haste 35 MP
Target Single Type Status (Strengthen) R

The ground beneath the target glows with brilliant light as the outline of a ghostly red clock materializes around them, hands accelerating before the magic fades away, bestowing the Status Condition Haste (4).

Prerequisite: Speed

Slowga 50 MP
Target Group Type Status (Time) R

A giant, hazy silver clock appears over the battlefield, spinning lazily as it slows down by the second. Slowga has a CoS of (M. ACC – 50), M. Evasion of afflicting all eligible targets with the Status Condition Slow (6).

Prerequisite: Slow

Level 5

Disable 50 MP
Target Single Type Status (Time) R

The target is encased in a bubble of turquoise light, freezing time for the target’s arms or equivalent anatomy. Disable has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Disable (6).

Exit 55 MP
Target Party Type Support NR

A wave of yellow light engulfs the party, dematerializing them to reappear a distance away just seconds later. Targets affected by Exit immediately move (MAG × 20) meters in a direction of the caster’s choosing, passing through any solid objects—such as walls—without ill effects. However, the Exit will fail if the caster’s destination is inside a solid structure or occupied by another person or object; in this case, MP and time are still spent as normal. If cast in a dungeon or other large enclosed structure, Exit will automatically move the Party to its entrance; if used in combat, a successful casting of Exit has effects equal to a successful Escape Action for all Party members.

Prerequisite: Teleport

Flare Star 65 MP
Target Group Type Arcane (Magical) R

Drawing on the forces of the cosmos, the caster bathes the battlefield in the light of a dying star, searing all opponents with pure stellar energy. Flare Star inflicts (18 × MAG + 5d8), M. Armor Magical damage on all targets.

Prerequisite: Ray Bomb

Remove 50 MP
Target Single Type Status (Fatal) NR

The fabric of reality ripples and twists around the target, trying to tear them free of time and space entirely. Remove has a CoS of (M. ACC – 50), M. Evasion of instantly Ejecting the target from the battle.

Time Slip 45 MP
Target Single Type Status (Time) R

Hazy lights encircle the target as wavers and fades, body suddenly out of synch with time around it. Time Slip has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Sap (6).

Level 6

Hastega 80 MP
Target Party Type Status (Strengthen) R

A glowing red clock materializes below the caster’s allies, hands spinning at normal speed but increasing by the second before it fades in a flash, bestowing the Status Condition Haste (4) on all targets.

Prerequisite: Haste

Quarter 75 MP
Target Group Type Status (Fatal) NR

Spheres of black and violet surge out to enclose all opponents, crackling with audible force as the gravity inside the bubbles increases a hundredfold. Quarter has a CoS of (M. ACC – 50), M. Evasion of reducing the target to 25% of its current HP. This damage is not modified for ARM or M. ARM, but is still subject to the Damage Cap.

Prerequisite: Demi

Quasar 82 MP
Target Group Type Arcane (Magical) NR

The skies part, drawing down a searing shower of celestial debris and radiation to bombard the battlefield. When casting Quasar, roll a d% for each opponent on the battlefield four times; the combatants with the highest rolls in each instance will be targeted by the Spell. Make standard M. ACC rolls against all affected opponents’ M. EVA scores to determine whether the Spell hits; each successful strike inflicts (8 × MAG) + 2d8 Magical damage. If there is only one eligible target, it will be struck four times for the listed damage.

Prerequisite: Comet

Stop 67 MP
Target Single Type Status (Time) R

A ghostly metallic clock shimmers into existence over the target, enveloping it in a dull pink glow as its hands slow, then stop completely, shattering the clock. Stop has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Stop (4).

Prerequisite: Slowga

Temporal Shift 75 MP
Target All Type Support NR

In an instant, the caster is surrounded by ring after ring of translucent clocks, circling in a slow pattern before speeding up and shattering. The glittering debris hovers in mid-air for a moment, drawing the lines of an ethereal clock face before winking out of existence. Temporal Shift cancels all Time-type Status Conditions currently active on the battlefield, negative or otherwise.

Level 7

Warp 100 MP
Target Party Type Support NR

Energy ripples around the caster and their allies as they wink out of existence, reappearing an instant later many miles away. Warp must be cast twice in order to be effective; the first time it is cast, an arcane circle of energy forms around the caster, marking the immediate area before fading away—this is the Time Mage’s Home Point, whose location should be noted at the time the Spell is cast. The second time Warp is cast, the caster—and all allies in the immediate area—are teleported back to the Home Point, regardless of how much distance separates their current location with the Home Point. If this effect is used in combat, it has effects equal to a successful Escape Action for all Party members. Once the Party arrives back at the Home Point, the arcane circle winks out of existence; to set a new Home Point, Warp must be cast again.

Prerequisite: Exit

Quicken 103 MP
Target Single Type Support NR

The target blurs as it slides sideways in time, seeing the battlefield frozen in its tracks for a brief moment. _Quicken_’s target may make an Action as soon as the Spell is cast, even if they have already used their allotment of Actions for the Round or are currently resolving an Action with a Charge Time. Taking this Action will not count towards their limit of Actions for the Round; if the chosen Action has a Charge Time, resolve it immediately and subtract the Charge Time from the combatant’s current Initiative count.

Return 85 MP
Target Party Type Support NR

The battlefield seems to fold up as time is compressed and enclosed in a glowing globe that continually replays captured moments on its rippling surface. Until the end of combat, the caster and all allies on the battlefield may each re-roll any one die roll they make, keeping the more favorable of the two; after this has been done, _Return_’s effects expire for them. The effects also expire if no reroll is made before end of the battle, or if a combatant under the effects of Return is targeted by Temporal Shift or Dispel.

Prerequisite: Reset

Shockwave Pulsar 100 MP
Target Group Type Arcane (Magical) R

Gravity suddenly ceases to function as a glowing sphere of stellar energy and gases materializes above the battlefield, drawing the targets into its embrace before exploding in a violent burst of light and heat. Shockwave Pulsar inflicts (27 × MAG) + 4d12, M. Armor Magical damage on all targets.

Prerequisite: Flare Star

X-Zone 125 MP
Target Group Type Status (Fatal) NR

The fabric of reality splits open in a flash of white light, revealing the alien stars beyond for brief instant. X-Zone has a CoS of (M. ACC – 50), M. Evasion of Ejecting all eligible targets into the Cleft of Dimensions, a space outside the realm of human comprehension; roll separately for each target. Anything targeted by the Spell may voluntarily choose to travel to the Cleft; if so, no roll is necessary.

Prerequisite: Remove

Level 8

Black Hole 150 MP
Target Single Type Status (Fatal) NR

A spinning vortexof gravitational energy forms above the battlefield, crackling as it begins to direct crushing pressure on the target. Black Hole has a CoS of (M. ACC – 50), M. Evasion of reducing the target to 10% of its current HP. This damage is not modified for ARM or M. ARM, and may exceed the Damage Cap.

Prerequisite: Quarter

Celestial Stasis 125 MP
Target Group Type Status (Time) R

A hazy clock face shimmers into existence across the battlefield, hands shuddering as they begin to slow, eventually stopping dead. For a moment, the second hand wavers, almost seeming to move backwards before the clock explodes in a shower of fragments. Celestial Stasis has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Stop (4) upon all targets.

Prerequisite: Stop

Meteor 200 MP
Target Group Type Arcane (Magical) NR

With a single motion, the caster splits the skies above the battlefield to reveal the stars and planets beyond—and a single fiery meteor hurtling towards the battlefield below, crashing down in a shower of rock and flame. When casting Meteor, roll a d% for each opponent on the battlefield six times; the combatants with the highest rolls in each instance will be targeted by the Spell. Make standard M. ACC rolls against all affected opponents’ M. EVA scores to determine whether the Spell hits; each successful strike inflicts (8 × MAG) + 2d8 Magical damage. If there is only one eligible target, it will be struck six times for the listed damage.

Prerequisite: Quasar

Old 100 MP
Target Single Type Status (Weak) R

A current of time swirls around the target, stirring up dust and decay as it pushes the unfortunate forward into old age and disability. Old has a CoS of (M. ACC – 50), M. Evasion of inflicting the conditions Agility Break (4), Armor Break (4), Magic Break (4), Mental Break (4), Power Break (4), and Spirit Break (4).

Prerequisite: Time Slip

Quick 200 MP
Target Self Type Support NR

A translucent clock encases the caster, creating a pocket of localized time for a few precious seconds before shattering. _Quick _ allows the caster to make two Actions as soon as the Spell is cast; if the Actions have a Charge Time, it is ignored. In addition, casting Quick a second time while under the influence of Quick brings the caster back into normal time, canceling the effects of both Spells. After the second Action has been taken, the caster’s Initiative drops to 0, regardless of whether or not the caster would normally be eligible to make additional Actions.

Prerequisite: Hastega