Table: 5th-Level Time Mage Spells Spell Name You may make a single skill check in the same round you cast the spell. Spells are consumed at double the normal rate in the area around you. Unstable time deals 1d6/two caster levels damage and destroys non-magical items. Subject is cast outside of time and space for 1 round/level.ĭelivers short message anywhere, instantly.Īs shield except it affects up to 5 creatures that grants an invisible disc that gives +4 to AC, negates an amount of ruin, ruinra, and ruinga damage. Liquid time, coating something in this renders a subject immobile and immune to time. Repairs 1d6 +1 points per caster level on a construct (maximum 10d6+10) and can fix destroyed magic items or technological items (items at 0 hit points or fewer), Items disintegrate under the stress of centuries. Summons 1d4 comets dealing 4d6 + casting modifier ice/earth damage each, 10-ft radius. Take a standard action immediately, but be dazed for a round. Subject has 50% chance of failure on attacks and spells. Table: 4th-Level Time Mage Spells Spell Name Restores an item to its original, undamaged state. square are instantly transferred to a temporary extradimensional space in which time does not pass. You create an imperfect replica of yourself that you can absorb into yourself, healing for 1d8 + 1 per caster level (max of 5).Īll creatures and objects within a 5 ft. You grant a target creature an immediate move action. You randomly vanish and reappear for 1 round/level.Īs deceleration, but all creatures within range.Īs delay poison, but you may divide the duration among creatures touched.Īllies can immediately teleport a distance equal to their speed. Touch attack that deals 1 point of strength, dexterity, and constitution damage.Ĭause one creature to reroll any die roll. Pull yourself towards an adjacent square to an ally within close range. Table: 3rd-Level Time Mage Spells Spell Name Nearby creatures are affected by haste or slow each round. Swap your initiative score with a targeted creature. Make a normal item into a masterwork one.įoe takes 4d6 points of non-elemental damage. On any d20 roll, roll two dice and takes the better result.
Target is shown a false future and is reposition 5 ft. You, touched objects, and your familiar or companion teleport to any spot within close range. Stops poison from harming target for 1 hour/level. Take a move action immediately, but be dazed for a round. Table: 2nd-Level Time Mage Spells Spell Name slowed for 1 round.Īdd +20 insight bonus to your next attack roll. Invisible disc gives +4 to AC, negates an amount of ruin damage.Ĭreatures of 5 HD or less within 20 ft. You know how dangerous the future will be.įoe takes 2d6 points of non-elemental damage. Subject gains +2 insight bonus on your damage rolls. Subject gains +2 insight bonus on a chosen combat maneuver. Subject gains +1 insight bonus on your attack rolls. Subject gains +1 insight bonus to AC and saving throws. Subject forgets events back to last turn. Target gains a +5 insight bonus on its next Craft skill check. Target gains a bonus on one initiative check. Table: 1st-Level Time Mage Spells Spell Name Sounds an audible alarm after a set time, up to 2 hours per caster level.
Increasingly difficult bosses guard entryway to further levels.Table: 0-Level Time Mage Spells Spell NameĪ single humanoid creature with 4 HD or less loses its next action.ĭetects all spells and magic items within 60 ft.Īble to grab an unattended object up to 5 pounds from close ramge.A shadowy mist slowly moves up the level, limiting how many side rooms you have time to explore and forcing you to always push forwards or end up devoured by darkness!.Rooms scale in difficulty and reward depending on the number of players near the room.Your mage can only know 3 spells at a time, forcing you to identify spell combinations, and make decisions about which spells to hold onto and which to forget.The more rooms you can explore, the more spell upgrades you will find! Rooms in each level are laid out in a grid and grow wider depending on the number of players.Each room you clear drops randomized spell upgrades resulting in different mage builds each playthrough.