Time

You can alter the flow of time itself.

Alter Time [Core]

The base Time sphere grants you two ways to alter time. All alter time effects require a standard action to activate unless otherwise stated and have a range of touch. Effects that target an area are centered on you. Effects maintained through concentration require you to remain within Close range of the target or location after placing the effect.

Haste [Core]

You grant the target the ability to make an extra attack at its highest BAB whenever it makes a full attack action. This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so it cannot be used to cast a second sphere effect or otherwise take an extra action in the round. You must concentrate to maintain this effect, but may spend a spell point as a free action to allow it to remain for 1 round per caster level without concentration.

Slow [Core]

You cause the target to become staggered, allowing it to only take a single move action or standard action on its turn, but not both (Will negates). You must concentrate to maintain this effect, but may spend a spell point as a free action to increase its duration to 1 round per caster level without concentration. If a slow and haste ability are used on the same creature, the second caster must pass a magic skill check. On a failure the target is unaffected. On a success, the effects counter each other, leaving neither in place.

Some Time talents are marked (time). These talents grant you additional alter time abilities.


Time Sphere Talents

Group Time [Core]

When targeting creatures with an alter time effect, you may spend an extra spell point to affect up to 1 additional creature per 2 caster levels (minimum: 1) within range. All targets must be affected by the same alter time effect. Alternately, you may spend an extra spell point to double the size of an alter time effect that targets an area.

Improved Haste [Core]

When you use haste on a target, that target also gains a 30 feet enhancement bonus (to a maximum of twice the subject’s normal speed) to all forms of movement. The target also gains a +1 bonus to attack rolls, as well as a +1 Dodge bonus to AC and Reflex saves.

Improved Slow [Core]

When you use slow on a target, that target also has its movement speed halved and suffers a -1 penalty to attack rolls, AC, and Reflex saves.

Ranged Time [Core]

Your alter time effects gain a range of Close. You may select this talent multiple times. Each time it is selected, you may increase the range by one level (Close to Medium, Medium to Long). Increasing the range beyond Close also increases the range at which you may maintain an effect through concentration.


Time Talents

After Image (time) [Core]

You may cause a target to bleed through time, blurring their image so that they appear to be in multiple places at once. This grants the target concealment (20% miss chance) against attacks, +5% per 3 caster levels to a maximum of 50%. This is a blur effect, and may be counteracted by abilities that specify they can see through them. Opponents that cannot see the subject ignore this penalty, although fighting an unseen opponent carries penalties of its own.

This effect lasts as long as you concentrate, although you may spend a spell point as a free action to allow this effect to remain for 1 minute per caster level without concentration.

Age (time) [Core]

You may spend a spell point to increase or decrease a target’s age by 1 category (Unwilling creatures make a Fortitude save to negate). This adds or removes penalties to physical ability scores but does not add or remove bonuses to mental ability scores. You may move the target 1 age category older or younger, plus an additional category for every 5 caster levels possessed.

This cannot cause the target to die of old age, nor become so young they were never born. This effect lasts as long as you concentrate, but you may always spend a spell point as a free action to allow this effect to continue for 1 minute per caster level without concentration. The effects of different age categories are cumulative (thus, a target moved from young adult to venerable would suffer a -6 penalty to all physical ability scores).

Table: Age Categories
Age Category Physical Penalties (Age penalties accumulate)
Child -1 size category, -2 to all physical ability scores
Youth -1 to all physical ability scores
Young Adult none
Middle Age -1 to all physical ability scores
Old Age -2 to all physical ability scores
Venerable -3 to all physical ability scores

Eject (time) [Core]

You may spend a spell point to attempt to eject a target from time itself for 1 round per caster level (Will negates). The target disappears completely and cannot be the target of any damage or effect while it is vanished. When the effect ends, the target returns in the exact spot it disappeared from (or the closest unoccupied square). From the target’s perspective no time has passed, and any effect already on the target with a duration (such as magic or poison) continues as if the time spent ejected simply hadn’t happened.

Fast Time (time) [Core]

You may spend a spell point to accelerate time within a 10 ft radius burst, + 5 ft per 5 caster levels. All effects that are in effect within this area or on a creature within this area have their duration decreased by 1 round per caster level. This affects magic (spells, sphere abilities, etc.), poisons, diseases, etc., but does not grant extra actions to the targets within this area or provide any other benefit. In the case of effects that target areas, only the effect contained within fast time’s area is accelerated. Unwilling targets (including allies if they choose) are allowed a Will save to negate this effect for themselves or area effects originating from them. You can choose whether or not to affect yourself with your own fast time.

Repetition (time) [Core]

You may spend a spell point to momentarily extend time for a target, allowing them to take extra care when performing an action. This allows the target to take 20 on a Strength or Dexterity-based skill check without increasing the time required to perform the action, even if stress or distractions would normally prevent the target from taking 10 or taking 20.

This may only be used on skill checks that take no more than 1 round to perform. If using this ability on yourself and only yourself, you may use this ability as a swift action. You cannot use this ability as a swift action in this manner if combining it with the Group Time talent.

Retry (time) [Core]

As an immediate action, you may spend 2 spell points to force a target to redo their turn (Will negates if unwilling). The target is returned to where their turn began, and any skill checks, attack rolls, movement, attacks of opportunity, etc. that occurred during their turn become as if they never happened. The target may perform the same actions again (remaking any rolls required by such actions), or they may choose completely different actions. If you choose to redo your own turn in this manner, you do not recover the action or spell points spent using this ability.

Shift Time (time) [Core]

You may spend a spell point to grant the target the ability to immediately take a standard, move, or swift action if they choose. Any target who takes an action with this ability loses that action for their next turn. You may use this ability on yourself and only yourself as a swift action, or a free action if you choose to take a swift action with this ability. You cannot use this ability as a swift or free action in this manner if combining it with the Group Time talent. A creature cannot benefit from Shift Time more than once per round.

Steal Time (time) [Core]

You may spend a spell point to attempt to erase a target’s turn from existence. The target is dazed for 1 round (Will negates). If successful, you immediately gain an additional standard action. An individual target cannot suffer the effects of this ability more than once per round. Even if you successfully target multiple creatures in the same round with this ability (such as through the Group Time talent), you cannot gain more than a single standard action in a round in this manner.

Time Freeze (time) [Core]

You may spend one spell point to freeze all activity within a 10 ft radius burst, + 5 ft per 5 caster levels. If used as a readied action, this can stop ranged attacks or instantaneous magical effects (such as destructive blasts), but in the case of effects that target areas, only the effect contained within the time freeze’s area is stopped. Unwilling targets (including allies if they choose) are allowed a Will save to negate this effect for themselves or effects originating from them (attacks, magic, etc.). You can choose whether or not to affect yourself with your own time freeze.

All affected objects and creatures within this area cannot act for 1 round, neither can they be acted upon (moved, dealt damage to, etc.). Once the effect is in place, non-affected creatures can enter the area of effect without incident, so long as they don’t disturb an affected creature or object. After one round has passed, everything within the area is unfrozen; creatures resume moving, ranged attacks hit the square they were targeting, and blast effects resolve as normal.


Wild Magic

Wild Magic Generator

Wild Magic Table

d100 Result
1 All hostile creatures within long range shift randomly and rapidly though time, imposing a 50% miss chance on all attacks against them. This lasts for 1d6 rounds.
2 The caster sees a glimpse of the ancient past. The next time he is called upon to make a Knowledge (history) check (before 1 day per caster level passes), he does so with an insight bonus equal to the caster level.
3 For 1 minute, affected creatures may not concentrate on any effect.
4 The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
5 The caster makes a single magical check against all Time sphere effects within medium range to dispel them as if using the Counterspell feat. This is resolved after the triggering effect.
6 The casting time increases by 2 steps.
7 All allied creatures within close range of the target must succeed on a Will save or be slowed for 1d6 rounds.
8 The effect fails and the action is lost. Spell points or spell slots are not lost.
9 The effect fails and the action is lost. Spell points or spell slots are lost.
10 The caster is frozen in time as the Time Freeze talent for 1d4 rounds.
11 All ongoing effects on the caster have their remaining durations halved.
12 All allied creatures within close range of the caster may take an additional standard action immediately, but are dazed for 1 round immediately afterword if they do.
13 All creatures within close range of the caster gain a 5 ft. + 5 ft. per 5 caster level enhancement bonus to all movement speeds for 10 minutes per caster level.
14 The casting time decreases by 2 steps.
15 For 1 minute, the caster may not concentrate on any effect.
16 Roll again on the Universal wild magic table.
17 The caster is fatigued.
18 The caster’s perception is stuck in the past, imposing a -4 penalty on initiative and a -2 penalty on attack rolls and Will saves for 1 round per caster level.
19 All creatures within long range shift randomly and rapidly though time, imposing a 50% miss chance on all attacks and effects targeting them. This lasts for 1d6 rounds.
20 The caster takes 1d4 Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
21 The weather within a 1-mile radius area centered on the caster suddenly changes to whatever it was 6 months previously for 1 day per caster level. This effect remains stationary.
22 (Combat) For 10 rounds the caster’s personal timestream is scrambled. At the start of each turn he must rolls 1d6 and apply the result to that round: 1 - dazed, 2 - gains an extra standard action, 3 - staggered for 1 round, 4 - gains an extra move action, 5 - loses his standard action, but may take 2 swift actions, 6 - gains an extra standard action, but loses a move and a swift action.
23 All creatures within close range of the caster must succeed on a Will save or be frozen in time as the Time Freeze talent for 1d4 rounds.
24 All allied creatures within close range of the caster must succeed on a Will save or be frozen in time as the Time Freeze talent for 1d4 rounds.
25 All creatures within close range of the target must succeed on a Will save or be slowed (as the Slow (time) ability) for 1d6 rounds.
26 Each round for 1d6 rounds, the caster returns to the location where he began his previous turn. This effect functions even across planar boundaries.
27 All creatures within close range must make Will saves or be removed from time for 1 round, then reappear in their previous spaces. If those spaces are occupied, they are shunted to the nearest open spaces in a random direction.
28 The caster gains knowledge of one talent of his choice from this sphere for 1 round.
29 The caster’s metabolism speeds up, doubling natural healing and multiplying daily food and water requirements by 4 for a number of days equal to caster level.
30 (Combat) For 1 round per caster level, for allied creatures, all squares within close range of the caster cost double the normal movement cost and 5-foot steps are impossible.
31 The caster loses his turn, but may take two turns of actions on his next turn.
32 At a random time within the next 1d4 days, the caster is visited by an older version of themselves, transported from the future to speak to them for 1d4 minutes. This functions as the divination spell, except there is no chance of failure (provided, of course, that the older version of the caster would not intentionally lie to them).
33 All creatures within close range must succeed on a Will save or age 1 age category per 5 caster levels as the Age talent for 1 minute per caster level.
34 All allied creatures within close range of the caster gain a 5 ft. + 5 ft. per 5 caster level penalty to all movement speeds for 10 minutes per caster level. This cannot reduce a movement speed below 5 ft.
35 All creatures within close range of the target must succeed on a Will save or be frozen in time as the Time Freeze talent for 1d4 rounds.
36 All hostile creatures within close range of the target may take an additional standard action immediately, but are dazed for 1 round immediately afterword if they do.
37 The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
38 The next time the caster sleeps, he requires twice the amount of time to receive the normal benefits of the rest.
39 (Combat) The caster is nauseated for 1 round.
40 For 1 round per caster level, the caster stutters rapidly through time, imposing a 50% miss chance on all attacks made by or targeting him. Additionally, all effects originating from or including the caster that do not have an attack roll suffer a 50% failure chance.
41 (Combat) For 1 round per caster level, for hostile creatures, all squares within close range of the caster cost double the normal movement cost and 5-foot steps are impossible.
42 The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
43 The caster is exhausted.
44 All allied creatures within close range of the caster must succeed on a Will save or be slowed for 1d6 rounds.
45 All creatures within close range of the caster take a 5 ft. + 5 ft. per 5 caster level penalty to all movement speeds for 10 minutes per caster level. This cannot reduce a movement speed below 5 ft. per round.
46 (Combat) For 1 round per caster level, each hostile creature that ends its turn within close range of the caster must succeed on a Will save or be returned to the location it began its turn in. This effect does not cross planar boundaries.
47 All actions since the end of the caster’s previous turn are undone, though any spell points spent on this effect are still lost. The caster is dazed for 1 round.
48 Effect receives a -4 penalty to caster level (minimum 1).
49 All hostile creatures within close range of the caster must succeed on a Will save or be frozen in time as the Time Freeze talent for 1d4 rounds.
50 Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
51 All creatures within close range of the target may take an additional standard action immediately, but are dazed for 1 round immediately afterword if they do.
52 All ongoing effects on the caster have their remaining durations doubled.
53 All hostile creatures within close range of the caster gain a 5 ft. + 5 ft. per 5 caster level penalty to all movement speeds for 10 minutes per caster level. This cannot reduce a movement speed below 5 ft. per round.
54 (Combat) For 1 round per caster level, each creature that ends its turn within close range of the caster must succeed on a Will save or be returned to the location it began its turn in. This effect does not cross planar boundaries. If this space is occupied, they are shunted to the nearest open space.
55 For 1 minute per caster level, non-magical objects the caster touches temporarily age. Food becomes rotten, metal tarnished, cloth worn and threadbare. All objects return to their previous state when this effect ends. The change has no effect on hardness, hit points, or other attributes.
56 The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
57 The caster must take an additional standard action immediately, but is dazed for 1 round afterword.
58 Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
59 The caster makes a single magical check against all Time sphere effects within medium range to dispel them as if using the Counterspell feat. This is resolved before the triggering effect.
60 The caster gains a 5 ft. + 5 ft. per 5 caster level enhancement bonus to all movement speeds for 10 minutes per caster level.
61 (Combat) For 1 round per caster level, each allied creature that ends its turn within close range of the caster must succeed on a Will save or be returned to the location it began its turn in. This effect does not cross planar boundaries.
62 All creatures within close range of the target must succeed on a Will save or be hasted (as the Haste (time) ability) for 1d6 rounds.
63 The next time the caster sleeps, he receives the full benefit of a night’s rest in half the normal time.
64 The casting time decreases by 1 step.
65 All hostile creatures within close range of the caster may take an additional standard action immediately, but are dazed for 1 round immediately afterword if they do.
66 All allied creatures within medium range shift randomly and rapidly though time, imposing a 25% miss chance on all attacks against them. This lasts for 1d6 rounds.
67 The caster gets younger by 1 age category per 5 caster levels as the Age talent for 10 minutes per caster level.
68 All hostile creatures within close range must make Will saves or be removed from time for 1 round, then reappear in their previous spaces. If those spaces are occupied, they are shunted to the nearest open spaces in a random directions.
69 The caster is removed from time for 1d6 rounds, then reappears in his previous space. If that space is occupied, the caster is shunted to the nearest open space in a random direction.
70 All creatures within close range of the caster must succeed on a Will save or be slowed (as the Slow (time) ability) for 1d6 rounds.
71 For 1 minute, the caster’s perception of time slows, allowing him to concentrate on a single effect as a free action each round.
72 The target must succeed on a Will save or be frozen in time as the Time Freeze talent for 1d4 rounds.
73 The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
74 All hostile creatures within close range of the caster must succeed on a Will save or be slowed for 1d6 rounds.
75 (Combat) For 1 round per caster level, all squares within close range of the caster cost double the normal movement cost and 5-foot steps are impossible.
76 The casting time increases by 1 step.
77 For 1d6 rounds, all damage the caster is dealt is delayed. After this time expires, all delayed damage is immediately dealt to the caster.
78 All ongoing effects on the target or creatures in the target area have their remaining durations doubled.
79 (Combat) For 1 round per caster level, all squares within close range of the caster cost half the normal movement cost.
80 All hostile creatures within close range of the target must succeed on a Will save or be slowed for 1d6 rounds.
81 The caster loses access to this sphere for 1d6 rounds.
82 All ongoing effects on the target or creatures in the target area have their remaining durations halved.
83 All creatures within close range must succeed on a Will save or get younger by 1 age category per 5 caster levels as the Age talent for 1 minute per caster level.
84 At the beginning of the caster’s next turn, he is restored to the condition and location he was in at the beginning of the current turn. This may end or restore any ongoing effects (such as poison, disease, etc.).
85 The caster’s metabolism slows, halving natural healing and reducing daily food and water requirements to 1/4 normal for a number of days equal to caster level.
86 The caster ages 1 age category per 5 caster levels as the Age talent for 10 minutes per caster level.
87 All creatures within close range of the caster must succeed on a Will save or be hasted (as the Haste (time) ability) for 1d6 rounds.
88 (Combat) The caster is dazed for 1 round.
89 For 1 minute the creature or creatures affected by the triggering effect have their perception of time slowed, allowing them to concentrate on a single effect as a free action each round.
90 The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
91 An area out to long range of the caster is frozen in time. Creatures within this area perceive 1 minute of time as passing, but no effects of any kind occur. Durations do not elapse and no actions of any kind can be taken. Creatures outside this area are unaware of the experience of those affected.
92 Effect receives a +2 bonus to caster level.
93 (Combat) The caster is stunned for 1 round.
94 The caster’s allies within close range must make Will saves or be removed from time for 1 round, then reappears in their previous spaces. If those spaces are occupied, they are shunted to the nearest open spaces in a random directions.
95 The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
96 The caster sees into the future and gains instantaneous knowledge of what he will have for breakfast tomorrow.
97 The caster has their mind inhabited by that of their childhood self for 1 minute per caster level. Aside from behavioral changes, the caster also gains 2 negative levels that cannot be removed for this duration, as their younger self is not as adept at using their power as the older self is. These negative levels cannot kill the character if they would reduce the target to 0 or fewer levels.
98 The caster and all creatures within close range become looped in time. The next round they may act normally. The round after that, they must perform the exact same actions again; traveling the same direction and number of squares (to the best of their ability), attack, use the same spell or item, etc.
99 For 1d6 rounds, affected creatures stutter rapidly through time, imposing a 50% miss chance on all attacks made by or targeting them. Additionally, all effects originating from or targeting the creatures that do not have an attack roll suffer a 50% failure chance.
100 All creatures within close range of the caster may take an additional standard action immediately, but are dazed for 1 round immediately afterword if they do.

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