• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Need Time-themed stuff

CleverNickName

Limit Break Dancing (He/They)
Does anyone have any time-themed spells, domains, prestige classes, magic items, etc. that they would like to share? I'm trying to build a time-themed adventure, and I've got some serious writers' block.
 

log in or register to remove this ad



FFG has a school based on time. MInor ability boost for the price of some exp.

The last level ability is pretty potent thogh. Once per week you can recast a preivously cast spell 1d3 times (they all go off at once). Your pulling the effect out of the past to effect the present.

Quintessential Human by MGP has rules for mutliple generations, children, legacies, a child's growth, pregnancy, etc. Might give your time based spells something extra to effect.

If you feel like doing some convertions from Ad7D to 3rd ed:
http://www.rpgnow.com/product_info.php?cPath=1_294_299&products_id=1481&
 
Last edited:

Ok Ive got some time spells but with a warning-I run a very low leval world and I consider these powerful 'hidden'magic known only by a few

Cantrip Time skip grants a free action extra attack of oppert.

Level 1 Time Hop as a swift action make a standard move
level 1 Time Jaunt make a standard move that does not provoke attacks of opp.

level 2 Time Gait you make take a move action,cast this spell then take 2 full rounds
(sort of a 2nd level version of 3.0 haste)

I also have a magic sword
Time Walker
+1 Keen broadsword that gives improved iniative,if with your bonus you roll a 24 for iniative you may take a partial action instead of a normal action,this partial action takes place in the previous round,you may only temporally manipulate one event,so for example you could not cast fireball as that would damage more than one individual,you could heal some one who is about to die however,tell one individual not to take a course of action('Dont cast a fire ball
it will heal the monster!)
it is very important that you carefully keep the user inside the peramiters of the weapon.
 
Last edited:




TIME ADVOCATE

Hit Die: d4.

Requirements
To qualify to become a time advocate, a character must fulfill all the following criteria.
Skills: Concentration 20 ranks, Knowledge (the planes) 20 ranks, Knowledge (history) 10 ranks
Feats: Improved Initiative, Extend Spell, Quicken Spell, Persistant Spell
Spells: Ability to cast Dimensional Anchor, Dimensional Lock, Dimension Door, Expeditious Retreat, Ethereal Jaunt, Time Stop.

Class Skills
The time advocate's class skills (and the key ability for each skill) are Concentration (Con), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (the planes) (Int), Listen (Wis), Search (Int), Spellcraft (Int), and Spot (Wis).
Skill Points at Each Level: 2 + Int modifier.

Table: The Time Advocate
Level BAB Fort
Save Ref
Save Will
Save Special Spells per Day
1st +0 +2 +0 +2 Dimensional Immunity, Insight into Time +1 level of existing arcane spellcasting class
2nd +1 +3 +0 +3 Fade, Quick Cast +1 level of existing arcane spellcasting class
3rd +1 +3 +1 +3 Secret of Time +1 level of existing arcane spellcasting class
4th +2 +4 +1 +4 Slip Stream, (Quick Cast) +1 level of existing arcane spellcasting class
5th +2 +4 +1 +4 Bonus feat +1 level of existing arcane spellcasting class
6th +3 +5 +2 +5 Improved evasion, (Insight into Time), (Quick Cast) +1 level of existing arcane spellcasting class
7th +3 +5 +2 +5 Bonus feat +1 level of existing arcane spellcasting class
8th +4 +6 +2 +6 Alacrity, (Quick Cast) +1 level of existing arcane spellcasting class
9th +4 +6 +3 +6 Bonus feat +1 level of existing arcane spellcasting class
10th +5 +7 +3 +7 Life Eternal, (Quick Cast) +1 level of existing arcane spellcasting class

Class Features
All the following are Class Features of the time advocate prestige class.
Weapon and Armor Proficiency: Time advocates gain no proficiency with any weapon or armor.

Spells per Day/Spells Known: When a new time advocate level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast time stop before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast time stop before he became a time advocate, he must decide to which class he adds each level of time advocate for the purpose of determining spells per day.

Dimensional Immunity (Su) You gain immunity to dimensional anchor, dimensional lock, and other similar spells, spell-like, or supernatural abilities.

Insight Into Time (Ex) You gain a +2 insight bonus to Initiative, Armor Class, and Reflex saves. This bonus increases to +4 at 6th level.

Fade (Su) As a move action, a number of times per day equal to your class level, you may instantly appear in any space within 10'/class level. This is a teleportation effect.

Quick Cast (Su) Once per day, you may apply the Quicken Spell feat to a spell you cast without increasing its casting time or increasing the spell level. At every even class level you gain another use per day.

Secret of Time (Su) All spells you cast are treated as if you had applied the Extend Spell feat. This ability does not change the level of the spell or its casting time.

Slip Stream (Su) As a full round action, once per day you can slip into an accelerated time stream. For a number of rounds equal to your prime spellcasting stat bonus, you may take an additional standard action each round.

Bonus Feat (Ex) You may select a bonus feat from the following list: Automatic Quicken Spell, Epic Dodge, Epic Reflexes, Improved Metamagic, Multispell, Spell Opportunity, Spell Stowaway, Sudden Persistant Spell, Superior Initiative. You do not need to meet the prerequisites to select the feat.

Improved Evasion (Ex) You can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. If the save is failed, you only take half damage. Evasion can be used only if you are wearing light armor or no armor. A helpless time advocate does not gain the benefit of evasion.

Alacrity (Ex) You gain unnatural quickness. This is treated as a permanent haste effect (+1 attack rolls, +1 dodge AC, +1 reflex saves, +30’ move (up to x2), one add’l attack during a full attack action).

Life Eternal (Ex) You no longer suffer adverse effects for aging and you can not die of old age.
 


Into the Woods

Remove ads

Top