Any suggestions on how to improve or balance this spell would be great (as would affirmations that everything looks okay). In the game I'm playing, chronomancers are a type of wizard. 'Chr6' means a 6th level spell only available to chronomancy specialists.
Timeless Gaze
Transmutation
Level: Chr6
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Target: The caster
Duration: 1 round/2 levels
Saving Throw: Will negates
Spell Resistance: Yes
The caster’s eyes become timeless whirlpools of temporal energy, granting him a special gaze attack. Any creature meeting the caster’s gaze, as per normal gaze attack rules, must make a Will save or be struck timeless. Creatures can avert their gazes normally, and the caster can target one creature per round with his gaze as a standard action if he so desires. Stricken creatures are separated from time, their lifelines frozen as the temporal stream flows around them. Creatures so separated are placed in stasis for one round per level of the caster, unable to affect the world around them—and, for that matter, not at all aware of the passage of time—and unable to be affected by the outside world. They appear to outside creatures as a purple afterimage that cannot quite be blinked away. Characters who return from stasis do not realize that any time at all has passed but are dazed for one round as they recover from temporal turbulence and the seemingly instantly changed environment around them.
Focus: A small hourglass filled with dust from the Temporal Prime.
Timeless Gaze
Transmutation
Level: Chr6
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Target: The caster
Duration: 1 round/2 levels
Saving Throw: Will negates
Spell Resistance: Yes
The caster’s eyes become timeless whirlpools of temporal energy, granting him a special gaze attack. Any creature meeting the caster’s gaze, as per normal gaze attack rules, must make a Will save or be struck timeless. Creatures can avert their gazes normally, and the caster can target one creature per round with his gaze as a standard action if he so desires. Stricken creatures are separated from time, their lifelines frozen as the temporal stream flows around them. Creatures so separated are placed in stasis for one round per level of the caster, unable to affect the world around them—and, for that matter, not at all aware of the passage of time—and unable to be affected by the outside world. They appear to outside creatures as a purple afterimage that cannot quite be blinked away. Characters who return from stasis do not realize that any time at all has passed but are dazed for one round as they recover from temporal turbulence and the seemingly instantly changed environment around them.
Focus: A small hourglass filled with dust from the Temporal Prime.
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