Time in 4ed.

Post/Author/DateTimePost
#1

swxpert

Aug 12, 2009 18:01:10
do any classes in 4ed have powers that stop time or anything like that, basically anything connected to time in any way.
#2

salla

Aug 12, 2009 18:02:28
Wizards have Time Stop. I think that's about it.
#3

misterfido_dup

Aug 12, 2009 18:05:42
Otherwise, beyond Time Stop, you're actually probably looking at A) psionics (psionics used to deal a lot with time in 3.5, and they're updating it) or B) rituals.

I can imagine a paragon or epic-level Time Portal ritual, maybe only as a scroll. Or things of that nature.
#4

Titanium_Dragon

Aug 12, 2009 18:53:54
You could always flavor your use of an AP as this.
#5

nachtsieger

Aug 12, 2009 19:30:30
Wizards have a level 27 Encounter Spell that stuns a creature and hands you an extra standard action called Steal Time.
#6

kouk

Aug 12, 2009 19:35:38
Not exactly time alteration, but some powers transport either you, a friend, or an enemy to a different plane.

While there they are disconnected from the world and can take certain actions (or no actions).
#7

pbn

Aug 12, 2009 21:47:13
I was working on a "Time lord" concept - the only "true" powers are the ones above - Time Stop and Steal Time. (and by the way, between tome of readiness, opal ring, and phoenix ring - it's a NASTY combination)

Other than that there are a bunch that can be nicely reflavored. Note: he was built with some quirks (he's a linguist, for one) so not everything is purely time related.

stats

====== Created Using Wizards of the Coast D&D Character Builder ======
Wil, level 30
Human, Wizard, Academy Master, Lorekeeper
Build: Control Wizard
Arcane Implement Mastery: Tome of Readiness
Second Implement: Orb of Imposition
Lorekeeper's Revelation: Time Stop
Lorekeeper's Revelation: Clever Escape
Quickened Spellcasting: Ray of Frost
Background: Occupation - Scholar (+2 to Arcana)

FINAL ABILITY SCORES
Str 12, Con 13, Dex 12, Int 28, Wis 22, Cha 10.

STARTING ABILITY SCORES
Str 10, Con 11, Dex 10, Int 18, Wis 14, Cha 8.


AC: 34 Fort: 29 Reflex: 37 Will: 36
HP: 139 Surges: 7 Surge Value: 34

TRAINED SKILLS
Nature +26, Arcana +42, Insight +26, History +35, Religion +33

UNTRAINED SKILLS
Acrobatics +16, Bluff +15, Diplomacy +17, Dungeoneering +21, Endurance +16, Heal +21, Intimidate +15, Perception +21, Stealth +16, Streetwise +15, Thievery +16, Athletics +16

FEATS
Wizard: Alchemist
Human: Mark of Scribing
Level 1: Arcane Familiar
Level 2: Expanded Spellbook
Level 4: White Lotus Defense
Level 6: Arcane Reserves
Level 8: Spellseer Familiar
Level 10: White Lotus Hindrance
Level 11: Second Implement
Level 12: Improved Orb of Imposition
Level 14: Point-Blank Shot
Level 16: Alert Familiar
Level 18: Skill Focus (Arcana)
Level 20: Action Surge
Level 21: Paragon Defenses
Level 22: Robust Defenses
Level 24: Implement Expertise (orb)
Level 26: Arcane Mastery
Level 28: Quickened Spellcasting
Level 30: Improved Tome of Readiness

POWERS
Bonus At-Will Power: Ray of Frost
Tome of Readiness: Lost in the Mists
Wizard at-will 1: Thunderwave
Wizard at-will 1: Magic Missile
Wizard encounter 1: Grasping Shadows
Wizard daily 1: Sleep
Wizard utility 2: Shield
Wizard utility 2 Spellbook: Arcane Insight
Wizard encounter 3: Shock Sphere
Wizard daily 5: Bigby's Icy Grasp
Wizard utility 6: Invisibility
Wizard utility 6 Spellbook: Summon Iron Cohort
Wizard encounter 7: Twist of Space
Wizard daily 9: Face of Death
Wizard utility 10: Feywild Spell Surge
Wizard utility 10 Spellbook: Blur
Wizard encounter 13: Twist of Space
Wizard daily 15: Soul Puppets
Wizard daily 15 Spellbook: Wall of Ice
Wizard daily 15 Spellbook: Glitterdust
Wizard utility 16: Clever Escape
Wizard utility 16 Spellbook: Displacement
Wizard encounter 17: Ice Tomb
Wizard daily 19: Entombing Earth
Wizard daily 19 Spellbook: Plague of Illusions
Wizard daily 19 Spellbook: Evard's Ebon Bindings
Wizard utility 22: Time Stop
Wizard utility 22 Spellbook: Mordenkainen's Mansion
Wizard encounter 23: Thunderclap
Wizard daily 25: Entombing Earth
Wizard daily 25 Spellbook: Prismatic Spray
Wizard daily 25 Spellbook: Bubbling Acid
Wizard encounter 27: Steal Time
Wizard daily 29: Visions of Wrath
Wizard daily 29 Spellbook: Summon Living Mountain
Wizard daily 29 Spellbook: Elemental Maw

ITEMS
Spellbook, Cloth Armor (Basic Clothing), Adventurer's Kit, Implement, Tome, Orb of Impenetrable Escape +6, Vengeance Sash (epic tier), Opal Ring of Remembrance (epic tier), Ring of the Phoenix (epic tier)
RITUALS
Secret Page, Amanuensis, Comprehend Language, Loremaster's Bargain, True Portal, Divine Sight, Forbiddance, View Object, Planar Portal, Memory Seal, Guards and Wards, Safeguard, Consult Oracle, Create Teleportation Circle, Astral Sojourn, View Location, Time Ravager, Astral Guide, History Revealed, Scribe, Detect Object, Magic Map, Seal Portal, Linked Portal, Disenchant Magic Item, Enchant Magic Item, Magic Circle, Transfer Enchantment, Object Reading
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
#8

Herrozerro

Aug 12, 2009 21:49:31
Here is an artifact from my current game I have given to the party.

+3 Eonic Warhammer
The weight of eons pulls the foe backwards against the normal flow of time leaving the foe dazed at the reaction.

Enhancement Bonus: Attack Rolls and Damage
Power Daily(Immediate Interrupt): Use this power when an enemy strikes you or an ally within 5 squares, The Target's entire turn is reversed and is reset as it was when it started its turn, the target is dazed until the end of its next turn.
#9

veritascitor

Aug 13, 2009 3:11:59
I'm betting you could easily reflavour any power you like to make it time-related in some way.

For example, just to start with some wizard powers:

Cloud of Daggers -> You created a localized disturbance in space/time that causes damage to all those who enter it. (Most force powers can be explained this way).

Thunderwave -> You create a time-funnel in front of you, sucking in air at an accelerrated rate, and compressing it. By collapsing the funnel back into normal space/time, the compressed air is blasted forward. (Most thunder powers can be explained this way).

Ray of Frost -> You create a beam of slow-time. To the outside world, the air particles within this beam have cooled to incredibly cold temperatures. (Most cold powers can be explained this way). Alternatively, you create a small portal between the present and the ends of time, where the universe is dead and the temperature is near absolute zero.

Ray of Enfeeblement -> You hyper-accellerate the life processes in your target's body. He's temporarily weakened as he ages a day in a matter of seconds. (Most necrotic powers can be explained this way).

Flaming Sphere -> You conjure up a roving portal to the beginnings of time (the Big Bang, the first day of creation, whatever), and let some of that energy burst out into the present. (Most fire powers can be explained this way).

Etc, etc, etc. Hrm, come to think of it, this is kinda neat. I may have to make my next character a time-mage.
#10

Alas

Aug 13, 2009 8:49:21
Another area ripe for temporal-themed refluffing is summoning. The time mage could be in two places at once (certainly puts a neat spin on the healing surge loss), or plucking warriors from history.

Hm-- I'd also look for powers that slow targets, allow teleportation or shifting, or grant interrupts or initiative bonuses. Those all lend themselves nicely to timey-wimey explanations.

As for developing new time-based powers... the obstacle there is that the economy of actions in 4th edition D&D is a critical part of the framework. Any suite of powers that really messes around with initiative, turns, and rounds like we'd expect of a time mage has the potential to be disproportionately game altering. I do think there's room in the system for such powers (for instance, I think it'd be neat to have powers that require multiple actions to execute), but they'd certainly require a bit more caution then, say, introducing just another lightning-based blast.