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| redraven10-21-06, 05:55 PM | The concept is dime a dozen on these boards, I know, but I was more interested in trying to get a consensus about whether or not these spells are balanced for their level. All of them can be cast by normal Sorcerers/Wizards, but a few have heighted effects if cast by a Chronomancer (which can be seen here (http://boards1.wizards.com/showthread.php?p=10422857#post10422857)) . Without further ado, here are the spells: Pregnant Pause [Temporal] Level: Sor/Wiz 1 Components: V, S Casting Time: 1 immediate action Range: Personal Target: You Duration: Instantaneous (see text) With a desperate word and a quick gesture you slow time around you to a halt just long enough to get out of harms way. When Pregnant Pause is cast, you can immediately make a five-foot step or a move-equivalent action, but not both. Either action does not provoke attacks of opportunity even if it normally would, since time has momentary ceased moving for everyone but you. As soon as you take either action or choose to do neither, time resumes its normal pace. Pregnant Pause can be used to foil melee attacks only if you move beyond the attacker's range by the time the spell ends. Spell effects can be similarly avoided if you step out of their range or the edge of their effect, but targeted spells work normally. Ranged attacks, both mundane and magical, can be defeated by Pregnant Pause if you move out of their path. Temporal Flux [Temporal] Level: Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Medium (100 feet + 10-feet/level) Target: One creature or object Duration: Instantaneous Saving Throw: Will partial (see text) Spell Resistance: No You create tiny tears in the fabric of time near a creature or object, causing the target to violently warp as time attempts to heal itself. The target takes 1d6 damage/level (max 5d6) and is staggered for 1 round unless it succeeds on a Will save. A successful save prevents the target from being staggered, but does not reduce the damage. If the target fails the Will save by 5 or more, it takes an additional 3d6 damage. Null Time [Temporal] Level: Sor/Wiz 3 Components: V Casting Time: 1 standard action (see text) Range: Close (25 feet + 5 feet/2 levels) Target: One creature Duration: 1 round Saving Throw: Will negates Spell Resistance: Yes With a single word of power, one willing creature is shunted into a null time stream until its next turn. While in the null time stream, no time passes at all for the creature and it cannot take actions. For everyone else, the creature appears to be drained of color while frozen in place. No force or effect can target or deal damage to the creature in the null time stream, nor can it be moved. At the beginning of the creature's next turn, it re-enters the normal time stream and is staggered for 1 round from the temporal effect. A Chronomancer can cast Null Time on himself as an immediate action. Buy Time [Temporal] Level: Sor/Wiz 4 Components: V, S Casting Time: 1 swift action Range: Personal Target: You Duration: Instantaneous By manipulating temporal energies, you borrow time from your immediate future when things look dire. After you finish casting this spell, you gain an additional standard and move action for the current round. Unused actions are wasted. At the beginning of your next turn you cannot take any actions, even purely mental ones, as your past self leeched them from you when this spell was cast. Temporal Dilation [Temporal] Level: Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Target: One willing creature/level Duration: 3 rounds Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You dilate time around willing creatures, granting them additional seconds to react to attacks and other dangers. For the duration of the spell, creatures under the effects of Temporal Dilation gain Improved Evasion, Displacement, and a +10 circumstance bonus to their land speed. Unlike normal Displacement, the miss chance granted by Temporal Dilation cannot be defeated by True Seeing or any effect that can divine a creature's true location - the creature simply has more time to react to attacks than normal. When the duration expires or the effect is suppressed or dispelled, all creatures under the effect of Temporal Dilation are staggered for 1d4 rounds. A Chronomancer that casts Temporal Dilation can cast it targeting only herself as an swift action, and is always immune to the staggering condition at the end of the spell regardless of who casts it. Steal Time [Temporal] Level: Sor/Wiz 6 Components: V, S Casting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Target: One creature Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes By parting the temporal barrier, you steal part of another creature's future. This spell works like Buy Time, except you steal it from an enemy's immediate future instead of your own. If the target fails its Will saving throw it loses its next turn entirely, unable to take any actions including purely mental ones. If the target fails this save by 5 or more, it is considered staggered for 1d4 rounds following the end of its next turn. How much stolen time can be utilized by you is dependant on the difference between your HD and the target's HD as noted below. HD Effect 5 HD or more lower than your HD A free action 1-4 HD lower than your HD A swift action Equal to your HD A move or move-equivalent action 1-4 HD higher than your HD A standard action 5 HD or more higher than your HD A full-round action You use the stolen actions during the initiative count of the targeted creature. Spells and effects that limit certain actions to only once per turn (such as the limitation of swift actions) does not apply to these stolen actions since they are not yours. Furthermore, you can always trade downward the kind of action stolen from your target. For example, if your target has the same HD as you, you can choose to take an additional swift action on its next turn instead of a move action. Chronomacers gain a +4 bonus on their Will saving throws against this spell, and Chronomancers with the Pierce Timestream ability are immune to its effects. Static Field [Temporal] Level: Sor/Wiz 7 Components: V, S Casting Time: 1 standard action Range: Personal Effect: 20-foot radius emanation centered on you Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes By concentrating temporal energies around yourself, you phase the area immediately around you in and out of the timestream. All creatures and objects in the area must make a Will save at the beginning of their turn in order to take any actions. If they fail the save, there are affected as if by Null Time until the beginning of their next turn and then must repeat the save if still in the area of the Static Field. You are not immune to this effect, and must also make the save at the beginning of each of your turns. Any creature or object can choose to willing fail the save and stay in the null timestream until the end of this spell's duration. The Static Field continues to emanate from you regardless of whether you are in the null timestream or not. Chronomancers with the Pierce Timestream ability are immune to the effects of this spell unless they choose not to be. Timequake [Temporal] Level: Sor/Wiz 8 Components: V, S, XP Casting Time: 1 full-round action Range: Long (400 feet + 40 feet/level) Area: 80-foot radius spread Duration: 1 round Saving Throw: None Spell Resistance: No With a tremendous shudder, you tear a hole in fabric of space and time, creating violent fluxes and catapulting creatures and objects into different timestreams. The timestream takes 1 round to repair the damage, during which time creatures in the affected area cannot move or attack. Spellcasters can attempt to cast spells, but must succeed on a Concentration check with a DC equal to 20 plus the amount of damage sustained by Timequake. Creatures in the Timequake are effected differently depending on the random fluxuations of time itself. Roll percentile dice and consult the table below: D% Damage 0-10 No damage. 11-14 Creature healed of all damage. 15-25 d% amount of damage. 26-40 1d8/level. 41-62 1d6/level. 63-81 1d10/2 levels. 82-85 500 points of nonlethal damage. 86-98 1d4/level. 99 Half of creature's HP, rounded up. 100 1d20/level. In addition to damage, there is a 25% chance for each creature that it will be caught in a temporal backlash. If caught in a backlash, roll percentile dice and consult the table below: D% Effect 0-23 Stuck in null timestream for 1d4 rounds. 24-36 Teleported 2d6 x 10 feet in a random direction. 37-42 Pushed to the limit of spell's area, taking 1d6 per 10 feet traveled. 43-57 Knocked prone. 58-73 Aged to the next age category. 74-80 All spells are dispelled as if hit with successful Dispel Magic. 81-89 Staggered for 1 minute. 90-97 Gain continuous benefits of Haste for 1 year. 98-99 Vision of the future grants +2 inherent bonus on Int and Wis. 100 Catapulted beyond time, forever stranded between dimensions. XP Cost: 500 XP. Erase Ancestor [Temporal, Evil] Level: Sor/Wiz 9 Components: V, S, XP Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous (see text) Saving Throw: Will negates (see text) Spell Resistance: No With a single touch, you send yourself into the target's distance past unless they succeed on a Will save. If you know the target's name and the name of their parents or creators, the target takes a -4 penalty to the save. On a failed save, it appears that you disappear into a shimmer of silver electricity into the target. In actuality, you are hurteling through the timestream into the distant past, seeking an ancestor of the target in a vulnerable moment. Once found, you pop into that time stream and must succeed on a touch attack against AC 15. If you succeed, you shunt the ancestor into a null timestream, stranding them there. If you fail, the ancestor becomes aware of the attack subconsciously and develops a brooding enmity towards you that is passed on generation by generation. Regardless of the result of the touch attack against the ancestor, you reappear in the present timestream one round after you left, adjacent to the target in the square of your choice. If the ancestor was stranded in the null timestream, the temporal paradox thus created slays the creature immediately. The target's body becomes inert flesh incapable of being raised or resurrected and all the target's possessions evaporate into the ether. Time does not unravel more than this as the ancestor still exists in a distant null timestream. A carefully worded Wish or Miracle will pull the ancestor out of the past null timestream and the paradox will be resolved, although the target will remain slain until raised or resurrected. All evaporated items return in a neat pile next to the slain creature. If the touch attack against the ancestor was not successful, the target's ancestors spent decades subconsciously developing a bitter hatred to caster's future self and training to defeat him. The creature targeted with this spell gains a +5 insight bonus on attack rolls against you and deals an extra 3d6 damage on every attack. This effect is permanent. If you later attempt to cast this spell again against the same target, the target gets a +4 insight bonus on the Will save and the ancestor's touch AC increases to 30. XP Cost: 1,000 XP |
| Platonix10-21-06, 10:11 PM | When Pregnant Pause is cast, you can immediately make a five-foot step or a move-equivalent action, but not both. Either action does not provoke attacks of opportunity even if it normally would, since time has momentary ceased moving for everyone but you. Why would anyone choose the five-foot step when moving up to your speed is a move-equivalent action? If by "move-equivalent" you meant any action that is considered a move action but does not involve moving any distance, you need to fix your wording. |
| User512710-22-06, 12:10 AM | Why would anyone choose the five-foot step when moving up to your speed is a move-equivalent action? If by "move-equivalent" you meant any action that is considered a move action but does not involve moving any distance, you need to fix your wording. i think the wording is fine. i can make a 5 foot step (if thats all i need) i can move my full base speed (if thats what i need) i can do other things that are move actions (like reload a light crossbow) although the 5ft step would be redundent since you can move your full base speed with no AoO... lol null time for the chronomancer should be quickened? or it should ignore the stagger effect. i think immediate would be to good... shouldn't the effects of steal time be reversed? meaning i can steal more time from a weaker creature and less from a tougher one? or mabye i'm reading it wrong.. the stagger effect could keep it up there at that level though. but yea. and chronomacers at 10th level should be able to "choose" to ignore it, not be immune. but i'm nit picking :P ^_^ i like static field. Timequake [Temporal] Level: Sor/Wiz 8 Components: V, S, XP Casting Time: 1 full-round action Range: Long (400 feet + 40 feet/level) Area: 80-foot radius spread Duration: 1 round Saving Throw: None Spell Resistance: No good, but here's what i'd change, duration would be 1d6+1 rounds. the spell would do damage per round. roll the percentile on the begining of each of your turns (including when it is first cast, IE your next turn :P) the last round of the spell deals no damage as the time stream heals itself from the damage caused to it. the rumbling dissipates. during that round there is only a 5% chance of a creature getting backlash. creatures caught in Null time can avoid further effects while under the effect of nul time for this spells duration. creautes that are lost to time can only be brought back via wish or miracle. XP increased to 1000. casting time may need to increase. but seems fine to me. the last one. the failed touch AC repeat on the spell causeing the touch AC to go up to 30 seems a little harsh.. mabye 20 or 25...? (failed again could mean the risk of said ancestor seeking out another chronomancer to try the same thing to you?) |