Post by Dr. Doom III on Oct 5, 2003 16:33:46 GMT -5
Null Time Barrier
Range: 10’ per level of experience
Duration: 10 minutes per level of experience
Saving Throw: Not Applicable
P.P.E.: 100
Level: Considered a Level 11 spell
The Null Time Barrier creates an area of frozen time for the duration of the spell. The area covers a maximum size of a 10-foot cube per level to as little as a 1-foot cube. The size is determined by the caster upon completion of the spell and once set cannot be altered.
The barrier will freeze anything that fully enters the area of effect stopping it dead in space/time. The magic is such that any energy weapons fired into the area are instantly negated and when the spell wares off the momentum of any objects in the area (including projectiles) will be lost and fall harmlessly to the ground. Of course any explosive devices will then detonate as normal (on impact with the ground or when the timer runs out).
Any individuals caught in the barrier will feel disoriented when the effect wares of and if walking or running when entering will drop to their knees and be at half bonuses and attacks for one melee round.
This spell is often used to thwart pursuers and sometimes if the caster is feeling malicious he may toss grenades into the area for a nasty surprise when the duration elapses.
A mage using Time Slip can pass through this barrier like it was not even there.
Time Bomb
Range: Touch/Thrown
Damage: 1D4X10 plus 5 per level
Duration: Instant
Saving Throw: Not Applicable
P.P.E.: 40
Level: Considered a Level 9 spell
This spell is somewhat similar to the Annihilate spell. Only it is nowhere near as powerful and the orb is larger (the size of a bowling ball) and has a few different abilities.
The spell brings a tiny amount of anti-matter from another dimension and encases it in a magical orb. This orb can then be (by touch) set by the mage who created it to explode after a given time has elapsed. This time can be a maximum of one hour per level of experience to as little as a few seconds so the bomb can be used as a grenade. The time can be set or reset at any time by touch but only the caster can reset it. The bomb its self weighs about 5 pounds and the P.S. of the caster determines range.
The orb is sticky and will hold fast to any object it touches so the orb cannot be rolled into a room since it will stick to the floor on first contact. The only way to remove a stuck orb is to cut whatever it is stuck to off or a mage in Time Slip can move it. Only another Temporal Raider, Wizard or Warrior can touch a bomb and not stick. Therefore they can move a bomb cast by someone else but not change its time of detonation.
Youth Golem
Range: Unlimited
Duration: Permanent until destroyed
Saving Throw: Standard
P.P.E.: 8000 Plus 1000 if the mage does not himself make the statue. (Half for Temporal Wizards and Warriors)
Level: Spell of Legend
When asked about the existence of this spell Temporal Raiders will scoff and insist that this spell does not exist. After all they will say if there were such a Temporal Spell we would know it. But his spell does exist. It is the product of a Human Temporal Wizard whose name has been lost in the sands of time.
The legends speak of a spell in which the caster creates a great work of art, a painting or a sculpture, and infuses it with the ability to age for him so that the wizard will remain, as long as the artwork remains intact, forever youthful.
The reality of this spell is that it must be cast into a life size perfect statue of the caster. The statue is powered by the life force of a powerful supernatural creature that is bound to the statue and ages for him. The perfect creatures are elementals and of them the earth elemental is preferred.
The statue its self will have 1000 MDC and if powered by an earth elemental will be able to defend its self if attacked. Other then this act of self preservation the statue is for all intents and purposes just a statue and cannot act in any way and if not powered by an earth elemental cannot even do that.
If the statue is destroyed the years are instantly added to the caster and if they are more then the natural life span of his species will kill him instantly. As such these statues are usually well hidden and well guarded.
The magic of the statue will continue even if dimensional distances separate the mage and it.
A side effect of this magic is that the caster will always take on a personality trait of the being trapped in the statue. A fire elemental will give the mage a fiery temper for example.
Temporal Invulnerability
Range: Touch or 10’ per level (line of sight)
Duration: Five minutes plus one pre level of the caster
Saving Throw: Not Applicable
Limitations: One pound (.5 kg) per level of experience
P.P.E.: 25
Level: Considered a level seven spell
Temporal Invulnerability can make one small object for the duration of the spell impervious to all forms of damage. Objects under the influence of this spell cannot be bent, broken, burnt or harmed in any way but can be moved. A piece of paper cannot be crumpled. A glass cannot be shattered.
Temporal Invulnerability works by taking the object and effectively freezing it in time. The object will feel cold to the touch and the only way for anyone to interact fully with the object while the spell is in effect is through the use of the spell Time Slip.
The spell can be canceled at any time by the caster.
Temporal Reversal
Range: Others by touch only
Duration: Permanent (Reversal five minutes per level)
Saving Throw: Not Applicable
P.P.E.: 750 (Double for non-temporal O.C.C.s)
Level: Considered a fifteenth level spell
Temporal Reversal or Temporal Regeneration is the only know temporal healing magic in existence. This spell is both rare and powerful. It can even restore life to the recently deceased. It is one of the only known spells in the Megaverse that can revive and fully restore a recently slain individual who have lost major and vital portions of their body such as having the torso or head vaporized.
The spell works by reversing the flow of time on the body causing what looks like instant regeneration of even the most catastrophic wounds. The mage who is casting the spell must concentrate during the entire process of the reversal. If the person’s wounds to be healed were inflicted 15 minutes ago the mage must concentrate 15 minutes for the restoration to progress back that far. If the concentration is interrupted the reversal is stopped at that point with the P.P.E. spent and lost.
Chronometric Bolts
Range: 250 feet per level of experience
Duration: One melee per level of experience
Damage: 2D6 +1 M.D. per level of experience
Saving Throw: Dodge
P.P.E.: 35
Level: Considered a level eight spell
The spell allows the caster to summon forth bolts of pure temporal energy for the duration of the spell. The bolts are purple and have the same consistency as plasma and they are fired from the palms of the hand. Each blast counts as one melee attack/action and is limited by the character’s total number of attacks.
As a side effect of this spell any character struck and survives, even if in body or power armor will need to save versus magic or have their hair (if their species has hair) turned white. This white hair is permanent but will fall out normally and is replaced by hair of the characters normal color gradually over a few months.
Time warp: Rewind
Range: Self only
Duration: Instant
Saving Throw: Not applicable
P.P.E.: Special entire P.P.E. base. 150 minimum to avoid permanent losses or 50 P.P.E. minimum and a loss of 10 P.P.E and 1 P.E. point
Level: Considered a 12th level spell
Time warp: rewind is a spell of last resort that allows a second chance to perform an action that the caster deems critical. Since it burns all the remaining P.P.E. of the caster only one attempt can be made and can leave the caster nearly defenseless.
The effect of this spell is to place the caster one melee round in to the past (to the beginning of the last round). The caster will have full knowledge of the intended actions of all involved and will have the initiative. Once the caster does something that he did not do the original time, time becomes fluid again and the caster knows nothing of the actions of others.
Temporal Displacement
Range: Self only
Duration: One melee plus one per every 3 levels of the caster
Saving Throw: Not applicable
P.P.E.: 60
Level: Considered a 10th level spell
Temporal displacement puts the image seen of the caster one second into the past. Out of combat this spell does little more than make the caster look like he is in a poorly dubbed movie. In combat this spell is devastating. Granting the caster a +8 bonus to strike, parry, dodge and initiative. The spell is equally effective against electronic means of detection as normal sight. Only the psi power of Presence Sense will have any hope of detecting the casters true position and even then it only cuts the bonuses to S/P/D but not initiative by half.
Stipulation
Range: Self
Duration: 1 Year per level of experience or until activated and cannot be canceled
Saving Throw: None
P.P.E.: 50 plus linked spells and 5 P.P.E. per linked spell upon activation
Level: 8
This ritual spell is an add on spell that when cast can be linked to any spell that affects the caster and can be activated when the trigger that was decided upon when the spell is first cast happens. The trigger for the spell is only limited by the imagination of the caster. It can be set for when the mage is attacked, when the mage snaps his fingers, or when some one targets him/her with a gun. Virtually anything. A mage with the psi power sixth sense can set the trigger to go off when he/she senses danger if they want. The mage my cast one If…Then at level one and gains a additional casting at levels 5,10 and 15. The amounts of linked spells are one at first level and one more at levels 4,8,12 and 15.
Range: 10’ per level of experience
Duration: 10 minutes per level of experience
Saving Throw: Not Applicable
P.P.E.: 100
Level: Considered a Level 11 spell
The Null Time Barrier creates an area of frozen time for the duration of the spell. The area covers a maximum size of a 10-foot cube per level to as little as a 1-foot cube. The size is determined by the caster upon completion of the spell and once set cannot be altered.
The barrier will freeze anything that fully enters the area of effect stopping it dead in space/time. The magic is such that any energy weapons fired into the area are instantly negated and when the spell wares off the momentum of any objects in the area (including projectiles) will be lost and fall harmlessly to the ground. Of course any explosive devices will then detonate as normal (on impact with the ground or when the timer runs out).
Any individuals caught in the barrier will feel disoriented when the effect wares of and if walking or running when entering will drop to their knees and be at half bonuses and attacks for one melee round.
This spell is often used to thwart pursuers and sometimes if the caster is feeling malicious he may toss grenades into the area for a nasty surprise when the duration elapses.
A mage using Time Slip can pass through this barrier like it was not even there.
Time Bomb
Range: Touch/Thrown
Damage: 1D4X10 plus 5 per level
Duration: Instant
Saving Throw: Not Applicable
P.P.E.: 40
Level: Considered a Level 9 spell
This spell is somewhat similar to the Annihilate spell. Only it is nowhere near as powerful and the orb is larger (the size of a bowling ball) and has a few different abilities.
The spell brings a tiny amount of anti-matter from another dimension and encases it in a magical orb. This orb can then be (by touch) set by the mage who created it to explode after a given time has elapsed. This time can be a maximum of one hour per level of experience to as little as a few seconds so the bomb can be used as a grenade. The time can be set or reset at any time by touch but only the caster can reset it. The bomb its self weighs about 5 pounds and the P.S. of the caster determines range.
The orb is sticky and will hold fast to any object it touches so the orb cannot be rolled into a room since it will stick to the floor on first contact. The only way to remove a stuck orb is to cut whatever it is stuck to off or a mage in Time Slip can move it. Only another Temporal Raider, Wizard or Warrior can touch a bomb and not stick. Therefore they can move a bomb cast by someone else but not change its time of detonation.
Youth Golem
Range: Unlimited
Duration: Permanent until destroyed
Saving Throw: Standard
P.P.E.: 8000 Plus 1000 if the mage does not himself make the statue. (Half for Temporal Wizards and Warriors)
Level: Spell of Legend
When asked about the existence of this spell Temporal Raiders will scoff and insist that this spell does not exist. After all they will say if there were such a Temporal Spell we would know it. But his spell does exist. It is the product of a Human Temporal Wizard whose name has been lost in the sands of time.
The legends speak of a spell in which the caster creates a great work of art, a painting or a sculpture, and infuses it with the ability to age for him so that the wizard will remain, as long as the artwork remains intact, forever youthful.
The reality of this spell is that it must be cast into a life size perfect statue of the caster. The statue is powered by the life force of a powerful supernatural creature that is bound to the statue and ages for him. The perfect creatures are elementals and of them the earth elemental is preferred.
The statue its self will have 1000 MDC and if powered by an earth elemental will be able to defend its self if attacked. Other then this act of self preservation the statue is for all intents and purposes just a statue and cannot act in any way and if not powered by an earth elemental cannot even do that.
If the statue is destroyed the years are instantly added to the caster and if they are more then the natural life span of his species will kill him instantly. As such these statues are usually well hidden and well guarded.
The magic of the statue will continue even if dimensional distances separate the mage and it.
A side effect of this magic is that the caster will always take on a personality trait of the being trapped in the statue. A fire elemental will give the mage a fiery temper for example.
Temporal Invulnerability
Range: Touch or 10’ per level (line of sight)
Duration: Five minutes plus one pre level of the caster
Saving Throw: Not Applicable
Limitations: One pound (.5 kg) per level of experience
P.P.E.: 25
Level: Considered a level seven spell
Temporal Invulnerability can make one small object for the duration of the spell impervious to all forms of damage. Objects under the influence of this spell cannot be bent, broken, burnt or harmed in any way but can be moved. A piece of paper cannot be crumpled. A glass cannot be shattered.
Temporal Invulnerability works by taking the object and effectively freezing it in time. The object will feel cold to the touch and the only way for anyone to interact fully with the object while the spell is in effect is through the use of the spell Time Slip.
The spell can be canceled at any time by the caster.
Temporal Reversal
Range: Others by touch only
Duration: Permanent (Reversal five minutes per level)
Saving Throw: Not Applicable
P.P.E.: 750 (Double for non-temporal O.C.C.s)
Level: Considered a fifteenth level spell
Temporal Reversal or Temporal Regeneration is the only know temporal healing magic in existence. This spell is both rare and powerful. It can even restore life to the recently deceased. It is one of the only known spells in the Megaverse that can revive and fully restore a recently slain individual who have lost major and vital portions of their body such as having the torso or head vaporized.
The spell works by reversing the flow of time on the body causing what looks like instant regeneration of even the most catastrophic wounds. The mage who is casting the spell must concentrate during the entire process of the reversal. If the person’s wounds to be healed were inflicted 15 minutes ago the mage must concentrate 15 minutes for the restoration to progress back that far. If the concentration is interrupted the reversal is stopped at that point with the P.P.E. spent and lost.
Chronometric Bolts
Range: 250 feet per level of experience
Duration: One melee per level of experience
Damage: 2D6 +1 M.D. per level of experience
Saving Throw: Dodge
P.P.E.: 35
Level: Considered a level eight spell
The spell allows the caster to summon forth bolts of pure temporal energy for the duration of the spell. The bolts are purple and have the same consistency as plasma and they are fired from the palms of the hand. Each blast counts as one melee attack/action and is limited by the character’s total number of attacks.
As a side effect of this spell any character struck and survives, even if in body or power armor will need to save versus magic or have their hair (if their species has hair) turned white. This white hair is permanent but will fall out normally and is replaced by hair of the characters normal color gradually over a few months.
Time warp: Rewind
Range: Self only
Duration: Instant
Saving Throw: Not applicable
P.P.E.: Special entire P.P.E. base. 150 minimum to avoid permanent losses or 50 P.P.E. minimum and a loss of 10 P.P.E and 1 P.E. point
Level: Considered a 12th level spell
Time warp: rewind is a spell of last resort that allows a second chance to perform an action that the caster deems critical. Since it burns all the remaining P.P.E. of the caster only one attempt can be made and can leave the caster nearly defenseless.
The effect of this spell is to place the caster one melee round in to the past (to the beginning of the last round). The caster will have full knowledge of the intended actions of all involved and will have the initiative. Once the caster does something that he did not do the original time, time becomes fluid again and the caster knows nothing of the actions of others.
Temporal Displacement
Range: Self only
Duration: One melee plus one per every 3 levels of the caster
Saving Throw: Not applicable
P.P.E.: 60
Level: Considered a 10th level spell
Temporal displacement puts the image seen of the caster one second into the past. Out of combat this spell does little more than make the caster look like he is in a poorly dubbed movie. In combat this spell is devastating. Granting the caster a +8 bonus to strike, parry, dodge and initiative. The spell is equally effective against electronic means of detection as normal sight. Only the psi power of Presence Sense will have any hope of detecting the casters true position and even then it only cuts the bonuses to S/P/D but not initiative by half.
Stipulation
Range: Self
Duration: 1 Year per level of experience or until activated and cannot be canceled
Saving Throw: None
P.P.E.: 50 plus linked spells and 5 P.P.E. per linked spell upon activation
Level: 8
This ritual spell is an add on spell that when cast can be linked to any spell that affects the caster and can be activated when the trigger that was decided upon when the spell is first cast happens. The trigger for the spell is only limited by the imagination of the caster. It can be set for when the mage is attacked, when the mage snaps his fingers, or when some one targets him/her with a gun. Virtually anything. A mage with the psi power sixth sense can set the trigger to go off when he/she senses danger if they want. The mage my cast one If…Then at level one and gains a additional casting at levels 5,10 and 15. The amounts of linked spells are one at first level and one more at levels 4,8,12 and 15.