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| RavenDrake11-30-06, 11:15 AM | Circadian Resonance Divination Level:Brd 0, Sor/Wiz 0 Components: S, V, F Casting Time: 1 standard action Range: Personal Target: You Duration: 24 hours This simple cantrip allows the caster to be keenly aware of the passage of time if he or she needs to be. They can tell the current time precisely for the duration of this spell and mark off exact time in seconds and minutes for as long as they like, if they spend a standard action to concentrate each round. Additionally they can set one personal "alarm" time per caster level which will alert them of a specific point in time designated as they cast this spell. This alert will wake them from a normal sleep(but not from being unconscious or from a magicaly induced sleep) but will not break thier concentration. Focus: A small sundial Instant Accelleration Transmutation Level: Sor/Wiz 1 Components: V, S, F Casting Time: 1 Standard Action Range: Personal Target: You Duration: 1 min/ level or until discharged This spell imbues it's caster with a concentration of time energy, which they can expend as they see fit for single burst of incredible speed. If a character would normally be struck as a result of an attack roll in combat while this spell is active, as an immediate action before damage is rolled, they can choose to gain a +8 dodge bonus to AC against that one attack. Doing this, however, discharges the spell. Casting Instant Acceleration more than once without discharging it will dispel any prior casting of Instant Accleration with no effect. Dodge bonuses to armour class stack with all other bonuses, even themselves, but if you are flatfooted, helpless, held, or otherwise denied your dexterity bonus to AC against an attack you cannot benefit from a dodge bonus to armour class. Focus: A small vial of Quicksilver worn around the neck worth at least 10gp. Alacrity Transmutation Level: [COLOR="DarkRed"]Sor/Wiz 2 Components: V, S, F Casting Time: 1 Standard Action Range: Personal Target: You Duration: 1 round per 2 levels This spell warps time around you, allowing you to move as quickly as you can think for a short period. While Alacrity is in effect you may replace your Dexterity modifier with your relevent spellcasting ability modifier for the duration of the spell. Effects that increase or decrease dexterity do not improve this value, though being reduced to 0 dexterity will still paralyse the character. Focus: A copper figurine of a leaping hart worth 50gp. Inertial Reduction Transmutation Level: Brd 1. Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One weapon or fifty projectiles, all of which must be in contact with each other at the time of casting Duration: 10 minutes / level Saving Throw: Will Negates(harmless) Spell Resistance: Yes This spell causes objects to feel lighter and move swifter. This spell effectively halves the weapons weight, but still allows them to be launched or thrown with full effect. While it has no effect on melee weapons, thrown weapons and projectiles affected by this spell have thier range increment and maximum range increased by 50%. (1.5 times normal) Material Component: A few tufts of a Perigrine feathers Re-reaction Transmutation Level: Brd 2, Sor/Wiz 2 Components: V Casting Time: 1 Immediate action Range: Personal Target: You Duration: Instantaneous This spell allows you to briefly rewrite time, altering the outcome of an action or reaction. Any time you fail a saving throw, you may immediately cast this spell to attempt that same saving throw again. You must take the result of the second save even if it would be worse than the first. Cloak of Slow Time Transmutation Level: Sor/Wis 3, Brd 3 Components: V, S, M Casting Time: 1 Standard Action Range: Touch Target: 1 creature touched Duration: 1 minute / level Saving Throw: Will negates(harmless) Spell Resistance: Yes This spell causes a creature touched to radiate field of slowed time. Any object that enters the field is visibally slowed, making it difficult to strike the character. Melee and ranged weapons(includeing natural weapons and unarmed strikes) targeting the affected character suffer a -1 circumstance penalty to thier attack roll per three caster levels(maximum of -5 at 15th caster level). Time in a Bottle Transmutation Level: Sor/Wis 3, Brd 3 Components: V, S, F Casting Time: 10 Minutes Range: Personal Target: You Duration: 24 Hours or until discharged. This spell creates a small, personal ripple of time that can be unleashed to facilitate a single action. While this spell is active you may, as a full round action which discharges the spell, perform any one specific mundane action. This single action could include making any one skill check (such as Disguise or search, includeing takeing 20 on skill check which normally takes 1 round or less), performing any one basic activity(such as skimming through a book, donning or removing armour, or trying to trace a map) as long it would take no more than 5 minutes time, or another single specific activity as determined by your DM. You cannot use this ability to perform opposed skill checks, nor can you interact with other characters or attended objects. Skills which would involve a tremendous ammount of dedicated work(such as Craft and Profession checks) cannot be made even if you have the supplies on hand. You cannot move during this time period, but can interact with your square and any adjacent squares as long as they are unoccupied. This ripple of time causes whatever action you take to be condensed(or expanded) into a single full round action, regardless of the time it would normally take. Because this ripple of time effectively allows you to concentrate your full attention on the action, and as long as you do not perform the action in square threatened by an opponent you are never considered distracted and can take 10 on any skill you normally could. You may not cast spells, use spell trigger or spell completion items, or spell-like abilities or supernatural abilities during this special full-round activation. Additional castings of this spell dispell any prior casting. Focus: A small gold and crystal hourglass with powedered silver sand worth at least 100gp Rapid Refresment Transmutation Level: Brd 4, Clr 3, Drd 3, Sor/Wiz 4, Components: V, S, M Casting Time: 5 Minutes Range: Touch Target: Willing humanoid touched Duration: Instantaneous Saving Throw: Yes(Harmless) Spell Resistance: Yes(Harmless) This spell, when cast on a living humanoid creature, dramatically accelerates thier constitution while at the same time slowing their mental functions, giving them the physical benefits of a night's sleep. The target heals an ammount of hitpoints, non-lethal damage, and ability score damage equal to a full day's rest for that character, and fatigue and exhaustion are removed. They do not regain spell slots, spells per day, or any other daily uses of supernatural, spell-like, or extraordinary abilities. Material Component: Zest of a Lemon and camomile Changes and edits in blue.and Tentacle green. Most recent in dark red. I'm still debating on how to fix Time in a Bottle, or if it's even worth trying to fix. |
| Thiez11-30-06, 11:26 AM | I don't think it would be unbalanced to make Chronodex accurate, without the chance of getting the wrong time. It should also be in the Divination school. |
| User512711-30-06, 11:50 AM | I agree with thiez, divination is the correct school and it should be accurate time. atomic clock accurate :P since most ppl can already get time correct give or take about 30 min. with a clock in dnd. a cantrip for accurate time would be great. it would also lead to pocket watches and etc... great spells btw. |
| Radagast11-30-06, 12:14 PM | Looks good! In addition to the above: - Instant Accelleration, while a nice idea, is too weak right now. It's duration is very short for a 1-shot effect when compared to Mage Armor and Shield that give a similar AC bonus for a much longer time. I'd increase the duration to something like 1 minute per level (or maybe 10 minutes per level) AND increase the AC bonus to something like +8 or maybe even +10. Considering that this spell basically translates into "get a big AC bonus against 1 attack" it had better do that a lot better than things like Mage Armor and Shield, which grant a constant AC bonus much longer. Another additional idea is to perhaps make it more versatile and let the caster burn away the stored up time in a few ways: +8 AC against 1 attack, +8 to 1 attack roll, or +20 speed for 1 round. Not sure if that would be too good for a first level spell, but probably not since you can only do one of those things listed once, but it would make it very flexible, which, IMHO, is a hallmark of great spells. - Time in a Bottle: I like it, but I somehow suspect that a creative person could find some way to use this spell in a terribly overpowered combo, but I don't know what that would be... Hmmm... |
| Thiez11-30-06, 12:22 PM | Combine Time in a Bottle with some epic use of Craft(Trapmaking) or something equally cheesy. Like casting a spell that normally takes up to 5 minutes to cast. |
| kliate11-30-06, 01:48 PM | There are some other, more implicit elements to Instant Acceleration that I think the spell should clarify. First, Dodge bonuses stack with everything - even themselves. This is the one exception to stacking for AC. Since discharging the spell does not appear to take any action whatsoever, one could (theoretically) run around with half a dozen Instant Acceleration effects on them, discharging as many as needed to avoid being hit. Second, those people who roll damage alongside attack rolls are giving a little more edge to the spell. Does the beneficiary of the spell have to choose before damage is rolled? This is unclear. Also unclear is how this spell interacts with miss chances - does the caster get to see the results of their Blink spell before deciding they want to discharge their Dodge bonus? Lastly, the one downfall to this spell is that Dodge bonuses cannot be used if you're denied your Dex bonus to AC. Either a successful Feint or being caught flat-footed will render the spell ineffective. So, that in mind, I suggest the following changes: 1) It takes an immediate action to discharge the spell and take it's benefit. This limits you to benefiting from a single Instant Acceleration each round, although you could theoretically have multiple instances of the spell on you, to give you that one crucial bonus for several rounds. 2) Explicitly allow the acceleration to be used after damage is rolled. This gives it a bit of a power nudge, as the caster can save it for those situations that would really be painful, rather than burning it on a minimum result Scorching ray. 3) Include the standard disclaimers for dodge bonuses: That the bonus is lost if you lose your Dex modifier to AC, and that dodge bonuses stack with themselves. 4) Boost the AC bonus to +8. It's not quite an automatic avoid (you're still hit on a natural 20), but it's there for those critical moments when death is on the line. |
| Thiez11-30-06, 02:21 PM | Instant Accelleration should have a limit to its duration, even if it's 1 hour/level. But I don't like it being semi-permanent. If you don't limit the duration, then every character should put one or two skillpoints into Use Magic Device. That way they can all use a scroll of Instant Accelleration before they go adventuring. :D I know dodge bonuses stack with themselves, but bonuses from the same source usually don't, so I don't think you can stack a dodge bonus caused by spell X with the same dodge bonus from another casting of spell X. |
| User512711-30-06, 02:36 PM | bonuses from same source don't stack iirc (as thiez said) I'll look it up in a bit, but i actually have to go out now lol |
| Thiez11-30-06, 02:42 PM | Don't pretend you have a live. We will all understand if you don't. :P I'll look it up in the PHB. Edit: Page 171-172 of the PHB. Stuff from the same spell doesn't stack with itself. |
| RavenDrake11-30-06, 11:29 PM | I understand that, but I wanted to make sure that someone didn't invest in a pair of rings of Wizardry I and walk around with 20 castings of Instant Acceleration on. A couple of things to comment on from kliate though: Second, those people who roll damage alongside attack rolls are giving a little more edge to the spell. Does the beneficiary of the spell have to choose before damage is rolled? This is unclear. Also unclear is how this spell interacts with miss chances - does the caster get to see the results of their Blink spell before deciding they want to discharge their Dodge bonus? I always meant for the spell to be used before someone rolls damage(like most effects of it's type). As I mentioned earlier it's not re-writing history, merely affording the caster a chance to see an incomming blow then fling himself aside with a sudden burst of magic speed. Obviously, if he dosen't see the blow coming(flat-footed, flanked, feinted, blind, etc) then he can't dodge it. I've edited the spell to specify this. As for miss chances, the spell says "If a character would normally be struck as a result of an attack roll in combat". If they have a miss chance then that would have to be taken into account before you've determined whether or not they would be struck. Even if the roll would beat their armour class, if they attacker fails his miss percentage roll, then the attack misses. For the purposes of the spell I'm simply assuming that most adventurers can tell the difference between an incomming hit a near miss. If you(or anyone else) really feels that a clause specifically dealing with miss percentages needs to be added, I'll evaulate it and potentially modify it, but I think it's pretty clear as it stands. I think I've got the spells mostly clarified and codified now. If anyone else has any comments or suggestions, I'd love to hear them. |
| stabs12-01-06, 12:01 AM | I think they're great, and I'd say yes to a player wanting to use them. I'd probably leave out Time in a Bottle, just because my players are better than me at coming up with exploits for such things. |
| Sphyre12-01-06, 02:09 AM | Time in a Bottle Transmutation Level: Sor/Wis 3, Brd 3 Components: V, S, F Casting Time: 10 Minutes Range: Personal Target: You Duration: 24 Hours or until discharged. This spell creates a small, personal ripple of time that can be unleashed to facilitate a single action. While this spell is active you may, as a full round action which discharges the spell, perform any one action or skill-check that would normally take up to five minutes to complete. This includes using a skill (even takeing 20 on skill check with a time of 1 round or less), reading a scroll or book, casting a spell, or performing a complex action. You can not use this ability to perform opposed skill checks. Because this ripple of time effectively allows you to concentrate your full attention on the action, as long as you do not perform the action in square threatened by an opponent you are never considered distracted and can take 10 on any skill. Regardless of how long the action would normally take to perform, it is never completed in less than a full round action. Additional castings of this spell dispell any prior casting. Focus: A small gold and crystal hourglass with powedered silver sand worth at least 100gp As for time in a bottle, I know that there is some combo that will break it, even with the restrictions I've put on it, but until I find it I won't know how to fix it... so, everyone, msg your CharOp board friends and ask them to break that spell so I can fix it. :D Ok, I can think of about a thousand uses for this spell OVER using the 9th level timestop. You need to make some restrictions on it first of all. First, spell out exactly what can be done during the time. You say only one action, but it can take upto 5 minutes? What reading a book, while turning pages, is a single action, while casting a quickened spell is a single action too? Spell it out specifically, in a list what it can do. If it lets you have 5 minutes of time. Not to mention timestop makes it so you can't blast your enemies to peices without Delayed AoE spells, while this spell allows you, if you have 1 level in warlock, use your 1d6 eldritch blast 50 times on anyone not threatening you. Why? because of the shady wording of 'single complex action.' finally, there's something that needs to be done about this spell to make it 3rd level, not 9th level in quality. you get 1d4+1 rounds with a 9th level timestop. Here you're getting 50 rounds (5 minutes) for a 3rd level spell? One way to cut it down in power, may be if you are doing it in an area where a creature can see you, anyone who perceives you (as if time wasn't stopped) can attempt a will save, each "perceived" round you're time bottled, to end your spell. Even then 3rd level, and 50 rounds may be too long, because timestop, a 9th level spell, has a max of 5 rounds, and a min of 2 rounds. Perhaps you can even make it so you're stopping everyone elses time, that might make it more in line, so if everyone fails their saves they are frozen in time so you can leasurely go about your business... but even in that case, it can't be effectively a mass hold person at 3rd level, when hold person is 3rd level. Now I was thinking "one action" well maybe you want to read through some guy's book but he wants to fight you so you can't see that he's written down down some evil dark secret in his book. This spell would be good for doing that, right? Well what about 3rd level invisibility. You could cast that and do the same thing, but they have so so so many ways to stop you still. In general, this spell needs a complete revamp. There's no way you're going to be able to stop time, esspecially to that extent, at a 3rd level spell or even close to that. Timestop is 9th level for a reason! There's tons you can do with 1d4+1 rounds, much less 5 minutes! |
| RavenDrake12-01-06, 10:05 AM | Ok, I can think of about a thousand uses for this spell OVER using the 9th level timestop. You need to make some restrictions on it first of all. First, spell out exactly what can be done during the time. You say only one action, but it can take upto 5 minutes? What reading a book, while turning pages, is a single action, while casting a quickened spell is a single action too? Yes. ONE single action. That means if you cast a quickened spell it takes a full round to complete. If you reload a Repeating Crossbow it takes a full round to complete. If you take 20 to search check in a scrollrack beside you (in an adjacent square) it takes 1 full round. You get a single action in that warping of time, which can take up to 5 minutes in length. I count reading a book or map as a single action, which I spelled out in the spell's description. Spell it out specifically, in a list what it can do. If it lets you have 5 minutes of time. Not to mention timestop makes it so you can't blast your enemies to peices without Delayed AoE spells, while this spell allows you, if you have 1 level in warlock, use your 1d6 eldritch blast 50 times on anyone not threatening you. Why? because of the shady wording of 'single complex action.' It's not 'shady', it's an explaination of the basic tenet of ONE action. I wanted to make sure that a character would be able to make use of non-combat options during that time(such as skill checks). Using an Eldritch Blast is(as far as I'm aware, not being that conversant with Warlocks) a standard action, so you could, technically, cast it once. It would still take a full round to complete. finally, there's something that needs to be done about this spell to make it 3rd level, not 9th level in quality. you get 1d4+1 rounds with a 9th level timestop. Here you're getting 50 rounds (5 minutes) for a 3rd level spell? You're not getting 50 rounds. You're getting a single, specific action which can, possibly, take up to 5 minutes. If, for example, you take a regular disable device check it takes a full round action to complete, even though using the skill would normall take anywhere from 1 action to 2d4 rounds. You don't stand around for an extra 4 minutes after you've completed the task. The spell warps time so that watever you intend to accomplish takes place during that full round, whether it takes practically no time at all(swift or immediate action), just a bit of time(1 or more rounds) or quite a bit of time(say 2 minutes to take 20). One thing I didn't address is that you can take free actions, within reason, within the time frame if they are actions you could take while performing the action in question(such as drawing out thieves tools for an open lock attempt). Now, I AM going to think about what you've said, especially since it's a pretty far mis-interpretation of the intent of the spell, and make adjustments to the wording so that it clearly deliniates what can be done during the time so that there is no mistake. |
| User512712-01-06, 10:37 AM | Time in a Bottle Transmutation Level: Sor/Wis 3, Brd 3 Components: V, S, F Casting Time: 10 Minutes Range: Personal Target: You Duration: 24 Hours or until discharged. This spell creates a small, personal ripple of time that can be unleashed to facilitate a single action. While this spell is active you may, as a full round action which discharges the spell, perform any one action or skill-check that would normally take up to five minutes to complete. This includes using a skill (even takeing 20 on skill check with a time of 1 round or less), reading a scroll or book, casting a spell, or performing a complex action. You can not use this ability to perform opposed skill checks. Because this ripple of time effectively allows you to concentrate your full attention on the action, as long as you do not perform the action in square threatened by an opponent you are never considered distracted and can take 10 on any skill. Regardless of how long the action would normally take to perform, it is never completed in less than a full round action. Additional castings of this spell dispell any prior casting. Focus: A small gold and crystal hourglass with powedered silver sand worth at least 100gp change duration to 1hour/level, or until discharged This spell creates a small, personal ripple of time that can be unleashed to facilitate a single skill check.While this spell is active you may, as a full round action which discharges the spell, perform any one skill-check that would normally take up to five minutes to complete. This includes using a skill (even takeing 20 on skill check with a time of 1 round or less), and includes complex skill checks (such as trap making). You can not use this ability to perform opposed skill checks. You can't preform this skill check in a square that an enemy threatens,because this ripple of time effectively requires your concentration on the action. Regardless of how long the action would normally take to perform (as long as its less than five minutes), it is never completed in less than a full round action. Additional castings of this spell dispell any prior casting. there. a spell used for skill checks only, can't be used in threatened squares, can't make opposed skill checks with it. It'll allow you to take 20 as long as taking 20 doesn't exceed the 5 minute maximun of the skill check in question. good for things like searching an entire room in a single round, and trap making, disable device when time is of the essence, etc. I think that takes care of most of the ambiguity and possible breaking issues with the spell. |
| equilibrium1712-01-06, 01:58 PM | Just wanted to say thanks for these. I'm currently working on a homebrew campaign world, and I'm flavoring Gnomes as a kind of "Masters of Time" race (ties in with their whole mechanical aptitude thing). These spells are a great flavor addition for Gnomish Spellcasters. With these and a few more spells from other sources, I can probably create a "Time" domain for my Gnomish Clockmaker god. Thanks for saving me several hours' work! |
| Thiez12-01-06, 02:02 PM | I don't think the creation of the above would require more than a single hour :P equilibrium17's teh slow! |
| equilibrium1712-01-06, 02:21 PM | I don't think the creation of the above would require more than a single hour :P equilibrium17's teh slow! I guess I could use a "Time in a Bottle" spell myself, then. . .:P All kidding aside, creating a new spell takes five minutes. Tweaking it and making sure it's not overpowered, that the description is clear and unambiguious, etc. takes much longer. |
| RavenDrake12-01-06, 03:44 PM | I guess I could use a "Time in a Bottle" spell myself, then. . .:P All kidding aside, creating a new spell takes five minutes. Tweaking it and making sure it's not overpowered, that the description is clear and unambiguious, etc. takes much longer. Tell me about it. :D Since you're interested in time based spells, I'm going to toss off some other time based spells that might interest you, most of these are higher levels. Cage of Time Evocation Level: Sor/Wiz 8 Components: V, S, M, F Casting Time: 1 Standard Action Range: Medium (100ft + 10ft per level) Effect: Translucent plane of slowed time up to 10-ft square per level(S) Duration: 1/round per level Saving Throw: Reflex or Fortitude negates(see text) Spell Resistance: Yes This spell creates a translucent curtain of energy that radiates temporal energy on one or both sides, the casters choice when casting, that slows any matter that comes in contact with it to the point of stopping it. It functions exactly as a Wall of Force except for the following: Any creature that apporoaches within 30ft of a section of Cage of Time that radiates temporal energy must succeed a fortitude save each round or be Slowed as the spell. Any creature that enters within 10ft of a Section of a Cage of Time is automatically slowed with no save. Unattented objects, energy, and spell effects (such as projectiles, Rays, and any spell, spell-like or supernatural ability that with an area of effect or which requires a ranged touch attack) whos line of effect takes them within this area are slowed down as well. Each foot of distance traveled within that radius counts as two feet for the purposes of determining maxiumum range, area of effect, and effective range penalties. Any projectile or effect slowed in this way suffers a -4 penalty to it's attack roll if it required one. A Cage of Time can be cast anywhere within the range and the caster has the option to shape the spell as he or she wishes, though a Cage of Timemust be made of a single contiguous plane of temporal energy. It does not have to be anchored to any object as it fixes itself in space and is immoble. The planes of a Cage of Time can pass through objects and creatures, and do not harm them, however, any creature who occupies a space that a Cage of Time passes through when it springs into existance must immediately make a Reflex saving throw. A successful save allows the creature to avoid the plane of time, and they may move to either side of the wall as it passes(creature's choice). Creatures who fail thier save, however, are caught in the plane of the wall and held in temporal stasis. They are immobile and effectively helpless as though held, however they are encased in a field of time and are immune to damage and cannot be affected by spells, spell-like abilities or supernatural abilties until the spell ends. Time is stopped for them, and thus rounds trapped in this temporal stasis do not count against the duration of any ongoing effect. As thier metabolisms do not funcion while this spell is in effect abilities such as fast healing, regeneration, and effects such as poison do not progress while trapped. Material Components: A pinch of amber dust, a drop of mercury, and three basil leaves Focus: A polished crystal sphere. |
| green_yawgmoth12-01-06, 09:12 PM | Reducing inertia doesn't really make sense; inertia is a scientific principle, not a quantifiable aspect of an object. http://img.photobucket.com/albums/v91/yawgmoth/smileys/science.gif http://img.photobucket.com/albums/v91/yawgmoth/kittyjig.gif |
| Chrono Nexus12-01-06, 11:42 PM | I've taken my time to review this- it takes alot out of me to examine so many spells at once. Circadian Resonance Divination Level:Brd 0, Sor/Wiz 0 Components: S, V, F Casting Time: 1 standard action Range: Personal Target: You Duration: 24 hours This simple cantrip allows the caster to be keenly aware of the passage of time if he or she needs to be. They can tell the current time precisely for the duration of this spell and mark off exact time in seconds and minutes for as long as they like, if they spend a standard action to concentrate each round. Additionally they can set one personal "alarm" time per caster level which will alert them of a specific point in time designated as they cast this spell. This alert will wake them from a normal sleep(but not from being unconscious or from a magicaly induced sleep) but will not break thier concentration. Focus: A small sundial This is good- unfortunately not really useful unless your character enforces time windows on his activity. The focus makes sense, and it is in the right school. Instant Accelleration Transmutation Level: Sor/Wiz 1 Components: V, S, F Casting Time: 1 Standard Action Range: Personal Target: You Duration: 1 hour / level or until discharged This spell imbues it's caster with a concentration of time energy, which they can expend as they see fit for single burst of incredible speed. If a character would normally be struck as a result of an attack roll in combat while this spell is active, as an immediate action before damage is rolled, they can choose to gain a +10 dodge bonus to AC against that one attack. Doing this, however, discharges the spell. Casting Instant Acceleration more than once without discharging it will dispel any prior casting of Instant Accleration with no effect. Dodge bonuses to armour class stack with all other bonuses, even themselves, but if you are flatfooted, helpless, held, or otherwise denied your dexterity bonus to AC against an attack you cannot benefit from a dodge bonus to armour class. Focus: A small vial of Quicksilver worn around the neck worth at least 10gp. This spell is good. It is similar to True Strike. My only problem with this is the duration. It should not exceed one minute/level. Alacrity Transmutation Level: Sor/Wiz 1 Components: V, S, F Casting Time: 1 Standard Action Range: Personal Target: You Duration: 1 minute/level or until discharged When cast this spell gives a small storage of personal accelleration that you can use as you see fit. As a free action at the begining of your turn you may choose whether to gain a +2 dodge bonus to AC or +20ft enhancement bonus to speed. This choice lasts until the begining of your next turn. Focus: A copper figurine of a leaping hart worth 10gp. This seems flavorwise identical to Instant Acceleration. It also crosses the line by doing basically the same thing as another spell- Expeditious Retreat. This is just too similar to both of the other spells. I'd remake this from the ground up, perhaps granting a bonus to initiative or a weakened form of uncanny dodge. Inertial Reduction Transmutation Level: Brd 1. Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One weapon or fifty projectiles, all of which must be in contact with each other at the time of casting Duration: 10 minutes / level Saving Throw: Will Negates(harmless) Spell Resistance: Yes This spell causes objects to feel lighter and move swifter. While it has no effect on melee weapons, thrown weapons and projectiles affected by this spell have thier range increment and maximum range increased by 50%. (1.5 times normal) Material Component: A few tufts of a Perigrine feathers This spell is perfect... it should also halve the weight of the projectiles and thrown weapons though. Also- this is not a time spell. Re-reaction Transmutation Level: Brd 2, Sor/Wiz 2 Components: V Casting Time: 1 Immediate action Range: Personal Target: You Duration: Instantaneous This spell allows you to briefly rewrite time, altering the outcome of an action or reaction. Any time you fail a saving throw, you may immediately cast this spell to attempt that same saving throw again. You must take the result of the second save even if it would be worse than the first. This is ok. Cloak of Slow Time Transmutation Level: Sor/Wis 3, Brd 3 Components: V, S, M Casting Time: 1 Standard Action Range: Touch Target: 1 creature touched Duration: 1 minute / level Saving Throw: Will negates(harmless) Spell Resistance: Yes This spell causes a creature touched to radiate field of slowed time. Any object that enters the field is visibally slowed, allowing the subject to react to it more effectively. The affected creature gains a special +1 dodge bonus to armour class per 5 caster levels against melee and ranged attacks. If the target is flatfooted, helpless, held, or otherwise denied thier dexterity bonus to AC against an attack, however, they also lose this bonus. The effect does not hamper the target's combat abilities in any way, nor does it influence creatures who grapple the target beyond the target's newly improved dodge bonus. This seems ill conceived. A field of slowed time? And why in the heck would it be a dodge bonus? It seems like there are too many time spells here that grant ac bonuses- and that they are of types that stack makes me think they could be abusive when used in conjunction. Time in a Bottle Transmutation Level: Sor/Wis 3, Brd 3 Components: V, S, F Casting Time: 10 Minutes Range: Personal Target: You Duration: 24 Hours or until discharged. This spell creates a small, personal ripple of time that can be unleashed to facilitate a single action. While this spell is active you may, as a full round action which discharges the spell, perform any one specific mundane action. This action could include making any one skill check (such as Disguise or search, includeing takeing 20 on skill check which normally takes 1 round or less), performing any one basic activity(such as skimming through a book or trying to trace a map) as long it would take no more than 5 minutes time, or another single activity as determined by your DM. You cannot use this ability to perform opposed skill checks, nor can you interact with other characters or attended objects. Skills which would involve a tremendous ammount of dedicated work(such as Craft and Profession checks) cannot be made even if you have the supplies on hand. You cannot move during this time period, but can interact with your square and any adjacent squares as long as they are unoccupied. This ripple of time causes whatever action you take to be condensed(or expanded) into a single full round action, regardless of the time it would normally take. Because this ripple of time effectively allows you to concentrate your full attention on the action, and as long as you do not perform the action in square threatened by an opponent you are never considered distracted and can take 10 on any skill you normally could. You may not cast spells, use spell trigger or spell completion items, or spell-like abilities or supernatural abilities during this special full-round activation. Additional castings of this spell dispell any prior casting. Focus: A small gold and crystal hourglass with powedered silver sand worth at least 100gp This is kind of sloppy in the way it was written... so it's kind of hard to understand. So, basically this spell let's you do stuff fast. Ok- it says you cannot cast spells, but what about drinking potions or activating magic items (like a sword/shield)? That could mess things up. Rapid Refresment Transmutation Level: Brd 4, Clr 3, Drd 3, Sor/Wiz 4, Components: V, S, M Casting Time: 5 Minutes Range: Touch Target: Willing humanoid touched Duration: Instantaneous Saving Throw: Yes(Harmless) Spell Resistance: Yes(Harmless) This spell, when cast on a living humanoid creature, dramatically accelerates thier constitution while at the same time slowing their mental functions, giving them the physical benefits of a night's sleep. The target heals an ammount of hitpoints, non-lethal damage, and ability score damage equal to a full day's rest for that character, and fatigue and exhaustion are removed. They do not regain spell slots, spells per day, or any other daily uses of supernatural, spell-like, or extraordinary abilities. Material Component: Zest of a Lemon and camomile Changes and edits in blue., Newest changes in Tentacle green. Add a passage that explains that this spell does not grant the rest necessary to reprepare spells. Pretty good spells overall. |
| Horseshoe_Hermit12-02-06, 02:01 AM | Time in a Bottle, though, isn't so much a temporal spell as a spatial one. It puts you away from the rest of the world while you do something undistracted. That should change. The great part of the idea is "performing a mundane, introspective task in less time than it actually takes." and also favourable is that "take 10" business. What is unfavourable is every single time you have to add a technicality. The more complex it gets, the harder it is to prevent abuse. I think the spell should be cast on a location which remains fixed in space (emanation effect), and for the duration, time is sped there, but actions cannot work across the threshold. If any opponents want to come up and thrash you, they need merely enter the pocket (normally difficult if time was sped up but we'll ignore that) and whoop you in real relative time. It has great versatility: Target your area; target enemies to run out any buff durations (every second counts!), target mundane objects to... make them think more time has passed (I dunno, but it could happen) Problems with this version are that you can force enemy spellcasters to move. hmm.... Great design. I love the cantrip. Love, love, love it. I do not like the rest spell or Inertial Reduction. The rest one is built too specifically to just say "rest target." It only works if that's what it ends up looking like, paying special attention to how it really is like speeding time. Why not just speed time anatomically? Get non-restful, passage of time healing (minor for wounds, but allowes recovery from mundane cuts and bruises). It also brings on the onset of poison if the timing is inconvenient for you otherwise.... I dunno. Inertial Reduction just seems to have the number too large. Range increment? Bah. |
| Soel Griffin12-02-06, 05:12 AM | Cool! Slowly the beginnings of a temporal mage stir... |
| RavenDrake12-02-06, 10:52 AM | I've taken my time to review this- it takes alot out of me to examine so many spells at once. Circidian Rhythm This is good- unfortunately not really useful unless your character enforces time windows on his activity. The focus makes sense, and it is in the right school. Heh... yeah, it's not that great, but it can be a fun cantrip. I imagine old, wizardly caretakers of young royalty using it to enforce strict time limits on thier charges. Instant Accelleration This spell is good. It is similar to True Strike. My only problem with this is the duration. It should not exceed one minute/level. Yeah, that was more or less what I was going for that big "What if" moment. I'll have to consider the time limit again, but I will probably reduce it somewhat. Alacrity This seems flavorwise identical to Instant Acceleration. It also crosses the line by doing basically the same thing as another spell- Expeditious Retreat. This is just too similar to both of the other spells. I'd remake this from the ground up, perhaps granting a bonus to initiative or a weakened form of uncanny dodge. Like I said when I made it, it was inspired by IA... I'll have to rethink it a bit, because it is a bit too similar to ER.... Inertial Reduction This spell is perfect... it should also halve the weight of the projectiles and thrown weapons though. Also- this is not a time spell. Time and Space... I then to lump them together under the "temporal" heading, spells which warp one or the other. Re-reaction This is ok. Yeah it's pretty basic... I can see keeping one casting of this ready as a just in case feature, like feather fall. Cloak of Slow Time This seems ill conceived. A field of slowed time? And why in the heck would it be a dodge bonus? It seems like there are too many time spells here that grant ac bonuses- and that they are of types that stack makes me think they could be abusive when used in conjunction. Yeah, the dodge bonus thing comes from the fact that you can see the attacks incomming and better avoid them. I suppose it could do a handful of other things... Apply a penalty to hit the targeted creature with weapons, apply Damage Reduction against weapon damage, maybe some other things... have to think about this one a bit. Time in a Bottle This is kind of sloppy in the way it was written... so it's kind of hard to understand. So, basically this spell let's you do stuff fast. Ok, woah, righ there. As I stated(numerous, numerous times, in the spells description) it lets you do ONE THING fast(or slow, if it normally takes less than a full round action to complete). It just lets you do it at a compfortable time-table. Ok- it says you cannot cast spells, but what about drinking potions or activating magic items (like a sword/shield)? That could mess things up. Use activated items and command word items can, technically, be activated under the auspices of this spell. But you can perform ONLY ONE. Thus you can drink a single potion, or activate a single item. One thing I think I need to make sure is clear in the spell is that it does not segregate you from others. If they see what you're doing, and that you seem distracted(such as performing a skill that would normally provoke an attack of opportunity) then they may make an attack of opportunity against you which carries all the penalties it normally would. I'm going to have to keep streamlineing this spell till I get the wording just right. Rapid Refreshment Add a passage that explains that this spell does not grant the rest necessary to reprepare spells. Uh... I did. "They do not regain spell slots, spells per day, or any other daily uses of supernatural, spell-like, or extraordinary abilities." If I need to specifically say that not regaining spell slots and spells per day means they can't prepare new spells too, I will, but I thought that would be obvious. Pretty good spells overall. Thank you. I appreciate your help and comments. Also, to touch briefly on something Horseshoe Hermit said: Time in a Bottle, though, isn't so much a temporal spell as a spatial one. It puts you away from the rest of the world while you do something undistracted. No it really dosen't. It gives you an opportunity to finish a task at leisure, even if threatened or in combat. If you are in a threatened square then you must continue to be aware of your opponent, who can still strike you. IF you perform an action that provokes attacks of opportunity, then you still suffer those as normal. I can see that I will have to make some edits to the spell to be more clear. Expect rewritten Time in a Bottle and some minor tweaks and edits much later this evening as I have to head off for work. |
| Kolsus_Hayl12-02-06, 07:08 PM | I read the first few spells on this list and thought they were so broken I didn't read on. The 0-level spell has too many effects. If a first level spell grants an immediate action, and has a duration longer than 1 round / level, the effect must be 0-level equivalent. |
| Chrono Nexus12-02-06, 07:16 PM | The 0-level spell has too many effects. If a first level spell grants an immediate action, and has a duration longer than 1 round / level, the effect must be 0-level equivalent. Interesting opinion- where did you read this? |
| Kolsus_Hayl12-02-06, 07:28 PM | I just consider immediate actions as an additional effect granted by a spell. Immediate actions are more powerful than contingencies (in that they only go off when you REALLY want them to, in other words, the DM is blocked from ruling on a trigger). Immediate actions are also more powerful than a 'Delay Spell' effect in many situations, again for similar reasons. |
| RobbyPants05-02-07, 02:28 PM | First of all, I love the flavor of these spells. Are they any spells that grant the evasion ability? I was thinking, if not, that another nice addition to these would be one that granted evasion, and maybe a +2 bonus to reflex saves for some duration (1 minute per level, perhaps?). What level would it be? |
| sigma99905-02-07, 04:51 PM | Nice spells! |