Custom Prestige class: Time Mage

M.Handy

First Post
Another one of my custom PrCs. I found something like this on the D&D Wiki, but it was really nebulous, so I reworked it as a prestige class and added a few of my own touches. I'd be happy for any suggestions or opinions on how to polish it. Thanks!

Time Mage

The Time Mage is a dexterity wizard. Warping the bounds of space and reality, Time Mages, often strike down their foes before knowledge of her presence is detected. Dispatching a monstrous assassin before murder even crystallized in its heart, Time Mages are among the most feared of the specialized magicians. Their motto is not to hit hard, but to hit first, hit well, and hit often. If left alone, Time Mages can quickly bestow a number of beneficial status effects on their allies, and negative effects on their foes, turning the tide of battle.
Hit Die: D6.
Requirements
To qualify to become a Time Mage, a character must fulfill all the following criteria.
Skills: Concentration 8 ranks, Escape Artist 1 rank.
Base Attack Bonus: 1
Level 3 in any single class except Fighter or Barbarian
Feat: Lightning Reflexes

Class Skills
The Time Mage’s class skills (and the key ability for each skill) are:
Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Alchemy), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Local, Archana, Psionic) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at each level each level: 3 + Int modifier.

Table: The Time Mage
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +3 +2 +0 Improved Initiative, Mind or Matter
2nd +0 +4 +3 +1 Hasten
3rd +1 +4 +4 +1 Fast Movement
4th +1 +5 +5 +1 Greater Initiative, Mind or Matter
5th +2 +5 +6 +2 Time Regression, Increase Speed, Mind or Matter
6th +2 +6 +7 +2 Distant Time
7th +3 +6 +7 +3 Mind or Matter
8th +4 +7 +8 +3 Quick, Reflect
9th +4 +8 +9 +4 Time Jump
10h +5 +8 +9 +5 Mind or Matter, Greater Initiative

CLASS FEATURES
All the following are class features of the Time Mage prestige class.

Weapon and Armor Proficiency:
Time Mages are proficient with all simple weapons. They gain no proficiency with armor. Metal armor may not be worn by a Time Mage.

Improved Initiative: At Level 1, a Time Mage gains Improved Initiative as a Bonus Feat.

Mind or Matter: At Level 1, a Time Mage must pick a path. Will she follow the road of the physical world (The sword) or the metaphisical world (Pure magic). This will affect certain bonus feats and spells received at various levels.
If The Sword, she gains Cleave as a Bonus Feat.
If Pure Magic, she gains Quicken Spell as a Bonus Feat.

Hasten (Sp): Beginning at 2nd level, a time mage can use the spell Hasten on any 1 character or creature within 60ft. The effect last 5 rounds. The target's Initiative and dex modifier increases by 1 for each level of the Time Mage for the spell's duration.

Fast Movement (Ex): At 3rd level, a time mage gains an enhancement bonus to her base land speed. It is equal to the Time Mage's Dex Bonus x5ft. A time mage in medium or heavy armor loses this extra speed while it is worn.

Greater Initiative (Ex): At Level 4, the time mage gains a +4 on Initiative checks. This bonus stacks with the Improved Initiative feat.

Slowga (Sp): Beginning at 4th level, a time mage can use the spell Slowga at a range of 30 ft., the target must make a Reflex save DC (15 + Dexterity modifier), with a duration of 5 rounds. Speed and Initiative of the target decrease by 2d6 + Dexterity modifier and the inflicted's dexterity drops to 0 for the spell's duration.

Mind or Matter (Ex): At level 4, if the time mage chose The Sword, she is granted Great Cleave as a bonus feat regardless of if she has the prerequisites. If she chose Pure Magic, she gains Chain Power as a bonus feat.

Time Regression (Ps): Gain this spell at the 5th level. Regress apparent time 1 round into the past., in effect “replaying” the previous round of activity. The power regresses time to the point along the time stream just prior to your previous turn, undoing the effects of everyone else’s actions in the meantime. Once you have used time regression, only you retain knowledge of what happened during the round that is being replayed; however, you can communicate that knowledge verbally to your companions, if desired. During the round that you live through a second time, you can act on knowledge you previously gained by already living through the immediate future. This spell may only be used once consecutively.

Increase Speed (Ex): At Level 5, increase your base land speed by 10ft.

Mind or Matter(Ex): At the 5th level, if the Time Mage chose The Sword, she gains Shot on the Run as a bonus feat. If the Time Mage chose Pure Magic, she may choose Maximize Spell or Enlarge Spell as a bonus feat.

Distant Time (Ex): At level 6, a time mage can use touch abilities at a range of 20ft or increase the range of the Slowga and Hasten spells by 30ft.

Mind or Matter (Ex): At level 7, if the time mage chose The Sword, she is granted the spell Teleport. If she chose Pure Magic, she gains the spell Regen.
Teleport (Sp): Teleport up to a distance of your base land speed + (Dex Mod x10), a number of times per day equal to her class level. She may then make a melee attack on any target within 5ft. The target loses its dex bonus during this attack.
Regen (Sp): This spell may be cast at a range of 30ft. For 5 rounds, the target heals HP damage at a rate of the caster's Dex mod + 2d6.

Quick (Su): At the 8th level the time mage is always effected by the Hasten spell. The time mage may suppress the effects at will as a free action.

Reflect (Sp): At 8th level, a time mage can use the Spell Turning as a personal spell, with a duration of 2d10 + his/her dexterity modifier rounds.
Spell Turning: Reflect 1d4+6 spell levels back at caster. (Targeted/non-touch only)

Time Jump (Sp): The time mage gains this spell at level 9. Similar to Time Hop. Duration: Dex mod + 1 rounds. The subject of the power hops forward in time. In effect, the subject seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has passed at all. In each round of the power’s duration, on what would have been the subject’s turn, it can attempt a DC 15 Wisdom check. Success allows the subject to return. The subject can act normally on its next turn after this power ends.

If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.

Mind or Matter (Ex): At level 10, if the time mage chose The Sword, she is granted the spell Stopaga. If she chose Pure Magic, she gains the spell Past Due.

Stopaga (Sp): A time mage can stop a target at a range of 30ft. The target must make a Reflex save DC (16 + Dexterity modifier). The target is stopped and held in suspended time for a duration of 1d4 + caster's dexterity modifier rounds, during this time the target can not take any action and is completely helpless. (Does not stack)

Past Due (Sp): A time mage can target a single creature up to 40ft and force them to make a Will save DC (16 + Dexterity modifier) or the target becomes paralyzed for 1d6 rounds. If the target fails the initial save it must make a Fortitude save DC (10 + Dexterity modifier) or die. Even if the Fortitude save is successful, the subject still takes 3d6 points of damage.

Greater Initiative (Ex): At Level 10, the time mage gains a +4 on Initiative checks. This bonus stacks with the Improved Initiative feat.
 

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There's a LOT of issues here:
- no spell progression and most class features are bad.
- even with options, very unfocused as to whether a caster or melee char would take this. probably neither, except for below.
- the strong abilities are poorly described and seem broken:

Time Regression: "may only be used once consecutively" what does this mean?
"Gain this spell" - what does this mean? what level/class spell is it? how many times per day can you use it? Since non-casting classes can enter this PrC, how are spells replenished? It is all completely undefined.

Time Jump: same questions as far as it being a spell. No save? So, if I am screwed I can Time Regress, then Time Jump my opponent (no save) - so basically, I have a reusable do over and Time Stop combo?

But then the capstone abilities have crappy save DCs that don't scale?

Take a few hours, work on this so it makes sense, and re-post it.
 

Please don't take this hard; I mean this as constructive criticism, not just a slam.

Time Mage

The Time Mage is a dexterity wizard.

I'm not sure exactly what this means.

Hit Die: D6.

For a wizard prc? Why?

Then again, this prestige class sucks for wizards anyhow because it doesn't advance their spellcasting.

Requirements
To qualify to become a Time Mage, a character must fulfill all the following criteria.
Skills: Concentration 8 ranks, Escape Artist 1 rank.
Base Attack Bonus: 1
Level 3 in any single class except Fighter or Barbarian
Feat: Lightning Reflexes

Oh dear.

This is a straight up awful list of prerequisites for this class. You need ranks in Concentration for a prestige class that doesn't give spellcasting progression? What does wriggling out of ropes have to do with time magic?

Why on earth is there a base attack bonus prerequisite for what is (allegedly) a wizard prestige class?

And seriously, you should never have a "level x in a single class" requirement. I don't think there's a single precedent for that. The closest that I've seen would be "spellcaster level x".

Lightning Reflexes, at least, makes sense.

Skill Points at each level each level: 3 + Int modifier.

Skill points come in even numbers. While this isn't a flaw per se, there ought to be a compelling reason to break this rule of thumb. (I don't think I recall a single class, base or prestige, with an odd number of skill points per level.)


Table: The Time Mage
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +3 +2 +0 Improved Initiative, Mind or Matter
2nd +0 +4 +3 +1 Hasten
3rd +1 +4 +4 +1 Fast Movement
4th +1 +5 +5 +1 Greater Initiative, Mind or Matter
5th +2 +5 +6 +2 Time Regression, Increase Speed, Mind or Matter
6th +2 +6 +7 +2 Distant Time
7th +3 +6 +7 +3 Mind or Matter
8th +4 +7 +8 +3 Quick, Reflect
9th +4 +8 +9 +4 Time Jump
10h +5 +8 +9 +5 Mind or Matter, Greater Initiative

What the-?

Your save progressions are all whacked, and so is the base attack progression. All need fixing. And why does Fort start at +3? Aargh, this is a mess.

CLASS FEATURES
All the following are class features of the Time Mage prestige class.

Weapon and Armor Proficiency:
Time Mages are proficient with all simple weapons. They gain no proficiency with armor. Metal armor may not be worn by a Time Mage.

Okay, why gain any proficiencies? And what happens if a time mage wears metal armor? Stick with arcane spell failure, dude. It's a good mechanic already in place.

Improved Initiative: At Level 1, a Time Mage gains Improved Initiative as a Bonus Feat.

Mind or Matter: At Level 1, a Time Mage must pick a path. Will she follow the road of the physical world (The sword) or the metaphisical world (Pure magic). This will affect certain bonus feats and spells received at various levels.
If The Sword, she gains Cleave as a Bonus Feat.
If Pure Magic, she gains Quicken Spell as a Bonus Feat.

So at first level you gain two bonus feats? Improved Initiative is often considered the best feat in the gamei- when there was a long series of polls a few years ago, it won- and both Cleave and Quicken Spell are excellent choices too.

So let's say I'm playing a wizard. As it stands, a one-level dip into time mage gets me:

1d6 hp;
+3 Fort (shore up my weakest defense, hurray!);
+2 Ref (shore up my second weakest defense, hurray!);
Improved Initiative and Quicken Spell as bonus feats!

In return, I lose one level of spellcasting. Hmm, not bad. I'll take one level of this and then get back to my real class.

Protip: If a prestige class works best as a one-level dip, it doesn't really work at all.

Hasten (Sp): Beginning at 2nd level, a time mage can use the spell Hasten on any 1 character or creature within 60ft. The effect last 5 rounds. The target's Initiative and dex modifier increases by 1 for each level of the Time Mage for the spell's duration.

I assume you mean haste?

This is a mess here. How do you handle changing initiatives when the initiative is rolled in round one and never changes? Too much tracking. Also, why adjust Dex modifier? More confusion. What happens to my Dex 16, Dex-modifier +5 dude when he suffers 3 points of Dex damage? Ugh, this is a mess.

Also, how often can you do this?

Fast Movement (Ex): At 3rd level, a time mage gains an enhancement bonus to her base land speed. It is equal to the Time Mage's Dex Bonus x5ft. A time mage in medium or heavy armor loses this extra speed while it is worn.

This is a ridiculous power-up, especially when the dude hastens himself and gives himself +3 to his Dex bonus.

Greater Initiative (Ex): At Level 4, the time mage gains a +4 on Initiative checks. This bonus stacks with the Improved Initiative feat.

Superior Initiative does this and it's an epic feat. You are significantly underestimating how powerful this is.

Slowga (Sp): Beginning at 4th level, a time mage can use the spell Slowga at a range of 30 ft., the target must make a Reflex save DC (15 + Dexterity modifier), with a duration of 5 rounds. Speed and Initiative of the target decrease by 2d6 + Dexterity modifier and the inflicted's dexterity drops to 0 for the spell's duration.

What is slowga and where is it from? Or is it this power specifically? Again, it's a mess. You shouldn't adjust ability modifiers, you should enhance or damage ability scores. You shouldn't mess with initiative numbers, either, it's too much additional tracking.

You get the idea- this needs a ton of work to bring it in line with standard prestige classes. It seems to lack any kind of real wizardy focus, has a bunch of nonsensical abilities (seriously, no fighter is ever going to take a prestige class like this), makes for horrendous amounts of weird tracking and is just generally a hot mess.
 

I think I can see roughly just where you're going with this. May I recommend looking into the Swiftblade PrC? It's a rare example of excellent PrC design on Wizards of the Coast's part.
 

So at first level you gain two bonus feats? Improved Initiative is often considered the best feat in the gamei- when there was a long series of polls a few years ago, it won- and both Cleave and Quicken Spell are excellent choices too.
Cleave is an average feat for melee. Quicken Spell is a fantastic choice for casters. The two feats are not in the same ballpark.

However, since this is a class that will suck at both melee and spellcasting, neither is particularly useful.
 

I agree with many of the above comments; Also, it will take some more doing to translate (literally and mechanically) Final Fantasy to Dungeons & Dragons. Stopaga, for example, is already named in D&D. I think they call it Temporal Stasis.
 

Quote:
Originally Posted by M.Handy
Time Mage

The Time Mage is a dexterity wizard.
I'm not sure exactly what this means.

It is flavor text and implies that most of the Time Mage's spells are based on Dexterity and not Intelligence.
And seriously, you should never have a "level x in a single class" requirement. I don't think there's a single precedent for that. The closest that I've seen would be "spellcaster level x".

I'm not entirely sure why no precedence means I shouldn't do it. There might be a reason, but I don't know what that is. This is a support class. And though there is this prerequisite, it is technically a bad idea for a wizard/sorcerer to jump right in at level 4, for reasons i think you stated.
I will do work on the prerequisites....

For a wizard prc? Why?
It isn't a wizard. It's a dexterity driven meta-mage. I do understand what you mean though.

Skill points come in even numbers. While this isn't a flaw per se, there ought to be a compelling reason to break this rule of thumb. (I don't think I recall a single class, base or prestige, with an odd number of skill points per level.)

Don't know why I did that, actually. I will correct it.

Your save progressions are all whacked, and so is the base attack progression. All need fixing. And why does Fort start at +3? Aargh, this is a mess.

You put that quite eloquently :o and you are absolutely right. I will correct that too.

Okay, why gain any proficiencies? And what happens if a time mage wears metal armor? Stick with arcane spell failure, dude. It's a good mechanic already in place.

Also a good point. Thank you.

I assume you mean haste?
This is a mess here. How do you handle changing initiatives when the initiative is rolled in round one and never changes? Too much tracking. Also, why adjust Dex modifier? More confusion. What happens to my Dex 16, Dex-modifier +5 dude when he suffers 3 points of Dex damage? Ugh, this is a mess.
Also, how often can you do this?
You are right. The tracking would be a nightmare, and I honestly just didn't see it. I will make it more like haste.

"Gain this spell" - what does this mean? what level/class spell is it? how many times per day can you use it? Since non-casting classes can enter this PrC, how are spells replenished? It is all completely undefined.

In order, it means you can use the spell now, it matters as much as the Pyrokineticist, Ill fix that, Time Mage spells are not arcane and don't require PP, I'll get there.

Thank you everyone. That should be very helpful. Let's see what I can do...
 

Before you do anything, read the Swiftblade. Then read the Archamage prestige class on the d20 srd. Then read the Thamaturgist prestige class. Examine closely the wording and planning of the abilities of decent prestige classes.
 


Okay. I've made several changes, including rearranging Greater Initiative and Improved Initiative, making Greater Initiative weaker, and replacing the second one with Evasive Celerity from the Swiftblade. I changed it's requirements, added saves to spells, and much, much more. I also added a Armor/Weapon proficiency similar to the Bard, and Spell progression similar to the Archmage. I tweaked just about everything else. How does it look now?

Requirements
To qualify to become a Time Mage, a character must fulfill all the following criteria.
Skills: Concentration 8 ranks, Sleight of Hand 1 rank.
Level 3 in any single class except Fighter or Barbarian
Feat: Lightning Reflexes and Dodge

Class Skills
The Time Mage’s class skills (and the key ability for each skill) are:
Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Alchemy), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Local, Archana, Psionic) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).


Skill Points at each level each level: 4 + Int modifier.
Hit Die: D6.


Table: The Time Mage
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +0 +2 +0 Mind or Matter
2nd +1 +1 +3 +0 Greater Initiative, Hasten
3rd +2 +1 +4 +1 Fast Movement
4th +3 +1 +5 +1 Improved Initiative, Mind or Matter
5th +4 +2 +6 +2 Time Regression, Increase Speed, Mind or Matter
6th +5 +2 +7 +2 Distant Time
7th +6 +2 +8 +3 Mind or Matter
8th +7 +3 +9 +3 Quick, Reflect
9th +8 +3 +10 +4 Time Jump
10th +9 +4 +10 +5 Mind or Matter, Evasive Celerity

CLASS FEATURES
All the following are class features of the Time Mage prestige class.

Weapon and Armor Proficiency:
A Time Mage is proficient with all simple weapons, plus the whip. Time Mages are proficient with light armor and shields (except tower shields).
Because the dexterity driven components required for Time Mage spells are relatively simple, she can cast Time Mage spells while wearing light armor without incurring the normal arcane spell failure chance. However, a Time Mage wearing medium or heavy armor or using a shield incurs a chance of spell failure (equal to the item's arcane spell failure). A Time Mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells per Day: When a new Time Mage level is gained, the character gains new spells per day as if she had also gained a level in whatever spellcasting class (if any) she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained.
This essentially means that she adds the level of Time Mage to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.

Mind or Matter: At Level 1, a Time Mage must pick a path. Will she follow the road of the physical world (The sword) or the metaphisical world (Pure magic). This will affect certain bonus feats and spells received at various levels.
If The Sword, she gains Cleave as a Bonus Feat.
If Pure Magic, she gains Quicken Spell or Quicken Power as a Bonus Feat.

Hasten (Sp): Beginning at 2nd level, a time mage can use the spell Hasten on any 1 character or creature within 60ft. The effect last 5 rounds. The affected character gains a +1 bonus on attack rolls and a +1 dodge bonus to AC. In addition, he gains a Reflex save bonus equal to the Time Mage's Dexterity Modifier. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.) This may be used a number of times per day equal to her class level.
Multiple Hasten effects don’t stack, nor does it stack with Haste. Hasten dispels and counters Slow and Slowga.

Improved Initiative: At Level 2, a Time Mage gains Improved Initiative as a Bonus Feat.

Fast Movement (Ex): At 3rd level, a time mage gains an enhancement bonus to her base land speed. It is equal to the Time Mage's Dex Bonus x5ft. A time mage in medium or heavy armor loses this extra speed while it is worn.

Greater Initiative (Ex): At Level 4, the time mage gains a +2 on Initiative checks. This bonus stacks with the Improved Initiative feat.


Slowga (Sp): Beginning at 4th level, a time mage can use the spell Slowga at a range of 30 ft. with a duration of 5 rounds. The target must make a Reflex save DC (15 + Dexterity modifier) to negate. An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a penalty on attack rolls, AC, and Reflex saves equal to the Time Mage's Dexterity Bonus. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed. Multiple Slowga effects don’t stack, nor does it stack with Slow. Slowga counters and dispels haste or hasten.
This may be used a number of times per day equal to her class level.

Mind or Matter (Ex): At level 4, if the time mage chose The Sword, she is granted Great Cleave as a bonus feat regardless of if she has the prerequisites. If she chose Pure Magic, she gains Chain Power as a bonus feat.

Time Regression (Ps): A Time Mage of 5th level or higher may use this spell. Regress apparent time 1 round into the past., in effect “replaying” the previous round of activity. The power regresses time to the point along the time stream just prior to your previous turn, undoing the effects of everyone else’s actions in the meantime. Once you have used time regression, only you retain knowledge of what happened during the round that is being replayed; however, you can communicate that knowledge verbally to your companions, if desired. During the round that you live through a second time, you can act on knowledge you previously gained by already living through the immediate future.
This spell may be used once per day.

Increase Speed (Ex): At Level 5, increase your base land speed by 10ft.

Mind or Matter(Ex): At the 5th level, if the Time Mage chose The Sword, she gains Shot on the Run as a bonus feat regardless of if she has the prerequisites. If the Time Mage chose Pure Magic, she may choose Maximize Spell, Maximize Power, Enlarge Spell, or Enlarge Power as a bonus feat.

Distant Time (Ex): At level 6, a time mage can use touch attacks or spells/powers at a range of 20ft or increase the range of the Slowga and Hasten spells by 30ft.

Mind or Matter (Ex): At level 7, if the time mage chose The Sword, she is granted the spell Teleport. If she chose Pure Magic, she gains the spell Regen.
Teleport (Sp): Teleport up to a distance of your base land speed + (Dex Mod x10), a number of times per day equal to her class level. She may then make a melee attack on any target within 5ft. The target loses its dex bonus during this attack.
Regen (Sp): This spell may be cast at a range of 30ft. For 5 rounds, the target heals HP damage at a rate of the caster's Dex mod + 2d6.

Quick (Su): At the 8th level the time mage is always effected by the Hasten spell. The time mage may suppress the effects at will as a free action.

Reflect (Sp): At 8th level, a Time Mage can use the Spell Turning as a personal spell, with a duration of 2d10 + her dexterity modifier rounds.
Spell Turning: Reflect 1d4+6 spell levels back at caster. (Targeted/non-touch only)

Time Jump (Sp): The time mage gains this spell at level 9. Similar to Time Hop. Duration: Dex mod + 1 rounds. The target may make a Will save DC (16 + Dexterity modifier) to negate this spell.The subject of the power hops forward in time. In effect, the subject seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has passed at all. In each round of the power’s duration, on what would have been the subject’s turn, it can attempt a DC 15 Wisdom check. Success allows the subject to return. The subject can act normally on its next turn after this power ends.
If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.
This may be used once per day.

Mind or Matter (Ex): At level 10, if the time mage chose The Sword, she is granted the spell Stopaga. If she chose Pure Magic, she gains the spell Past Due.
Stopaga (Sp): A time mage can stop a target at a range of 30ft. The target must make a Reflex save DC (16 + Dexterity modifier). The target is stopped and held in suspended time for a duration of 1d4 + caster's dexterity modifier rounds, during this time the target can not take any action and is completely helpless. Mutiple Stopaga effects to not stack. This may be used a number of times per day equal to her class level.
Past Due (Sp): A time mage can target a single creature up to 40ft and force them to make a Will save DC (16 + Dexterity modifier) or the target becomes paralyzed for 1d6 rounds. If the target fails the initial save it must make a Fortitude save DC (10 + Dexterity modifier) or die. Even if the Fortitude save is successful, the subject still takes 3d6 points of damage. This may be used a number of times per day equal to her class level.

Evasive Celerity (Ex): At 10th level, your knowledge of the hasten spell makes you difficult to target with spells. While under the effect of a hasten spell, individually targeted spells have a 20% chance of failing against you. The effect of this ability does not stack with blink or similar spell effects. If Hasten's range was increased with Distant Time, targeted spells have a 30% chance of failing against you instead.
 

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