Magic School - Chronokinesis
Jun 15, 2019 20:52:59 GMT -6
Post by GuardianTempest on Jun 15, 2019 20:52:59 GMT -6
Chronokinesis
This school is an alternative to Transmutation, using Intelligence to cast.
Control over time is one of the most powerful forms of magic out there, it is also one of the most dangerous and unstable. These spells tend to be very unreliable or annoyingly narrow in effects. They are frequently saddled with strict requirements and painful drawbacks (e.g. high TNs, penalty from overuse, random variables, collateral damage, etc.). What has been preserved throughout the eons are only the most stable and reliable of them, which is still very challenging for even accomplished mages. The others are slated as eternally forbidden and left to disappear in the fog of ages, their power deemed too impractical and the damage to causality unworthy.
Optional Inter-Homebrew Rule: For the sake of balance and formality, when an effect/interaction refers to a Chronokinesis spell (e.g. Time Alter's penalty), it also counts other time manipulation spells like the ones from Lestat's Chronomany school.
Control over time is one of the most powerful forms of magic out there, it is also one of the most dangerous and unstable. These spells tend to be very unreliable or annoyingly narrow in effects. They are frequently saddled with strict requirements and painful drawbacks (e.g. high TNs, penalty from overuse, random variables, collateral damage, etc.). What has been preserved throughout the eons are only the most stable and reliable of them, which is still very challenging for even accomplished mages. The others are slated as eternally forbidden and left to disappear in the fog of ages, their power deemed too impractical and the damage to causality unworthy.
Optional Inter-Homebrew Rule: For the sake of balance and formality, when an effect/interaction refers to a Chronokinesis spell (e.g. Time Alter's penalty), it also counts other time manipulation spells like the ones from Lestat's Chronomany school.
Level 1
Time Alter: Double Accel
Chronokinesis 1
Test: Chronokinesis + Intelligence
Target Number: 20
Action: Free Action
Keywords: --
Duration: One round, ends at the start of your next turn
You can only benefit from one Time Alter spell at a time. Increase your Speed by half (round up) and gain an extra Reaction Action. Casting a Chronokinesis spell in this state causes Psychic Phenomena, halving the roll. When the spell ends, you gain a level of fatigue while your body is forcibly re-synced to the normal flow of time. Each time you cast this spell in the current scene beyond the first, it also deals a rending wound to your Body when the spell ends.
Ballistic Reversion
Chronokinesis 1
Test: Chronokinesis + Intelligence
Target Number: 15
Action: Half Action
Keywords: Focus, Verbal, Somatic
Duration: Concentration (Reaction)
A causal loop in the weapon's mechanism, suggesting that the firing process somehow binds time and space into a causal loop. When the spell ends, the affected weapon reverts to a previous state and reloads any spent ammunition.
Focus: A ranged weapon with solid ammunition
Chronal Sync
Chronokinesis 1
Test: Chronokinesis + Intelligence
Target Number: 15
Action: Full Action
Keywords: Social, Subtle
Duration: Instant
You automatically know the local time right down to the microsecond, along with other pertinent facts like the amount of hours in a day, time zone differences compared to your previous location, etc.
Preserving Dilation
Chronokinesis 1
Test: Chronokinesis + Intelligence
Target Number: 15
Action: Half Action
Keywords: Focus, Somatic, Touch, Verbal
Duration: 1 Day (E)
The touched creature's flow of time slows down to a crawl, seeing minutes pass by in seconds, up to an entire day perceived in 24 minutes. The target can end the spell anytime as a free action but they get a -2k2 penalty when responding to outside stimulus. The spell also ends if they attack or get attacked.
Focus: A timekeeping device
Chronokinesis 1
Test: Chronokinesis + Intelligence
Target Number: 20
Action: Free Action
Keywords: --
Duration: One round, ends at the start of your next turn
You can only benefit from one Time Alter spell at a time. Increase your Speed by half (round up) and gain an extra Reaction Action. Casting a Chronokinesis spell in this state causes Psychic Phenomena, halving the roll. When the spell ends, you gain a level of fatigue while your body is forcibly re-synced to the normal flow of time. Each time you cast this spell in the current scene beyond the first, it also deals a rending wound to your Body when the spell ends.
Ballistic Reversion
Chronokinesis 1
Test: Chronokinesis + Intelligence
Target Number: 15
Action: Half Action
Keywords: Focus, Verbal, Somatic
Duration: Concentration (Reaction)
A causal loop in the weapon's mechanism, suggesting that the firing process somehow binds time and space into a causal loop. When the spell ends, the affected weapon reverts to a previous state and reloads any spent ammunition.
Focus: A ranged weapon with solid ammunition
Chronal Sync
Chronokinesis 1
Test: Chronokinesis + Intelligence
Target Number: 15
Action: Full Action
Keywords: Social, Subtle
Duration: Instant
You automatically know the local time right down to the microsecond, along with other pertinent facts like the amount of hours in a day, time zone differences compared to your previous location, etc.
Preserving Dilation
Chronokinesis 1
Test: Chronokinesis + Intelligence
Target Number: 15
Action: Half Action
Keywords: Focus, Somatic, Touch, Verbal
Duration: 1 Day (E)
The touched creature's flow of time slows down to a crawl, seeing minutes pass by in seconds, up to an entire day perceived in 24 minutes. The target can end the spell anytime as a free action but they get a -2k2 penalty when responding to outside stimulus. The spell also ends if they attack or get attacked.
Focus: A timekeeping device
Level 2
Invest
Chronokinesis 2
Test: Chronokinesis + Intelligence
Target Number: 20
Action: Half Action
Keywords: Somatic, Touch, Verbal
Duration: One Week (E)
You may spend any amount of resource points while casting this spell. As a free action you can recall the spent resource points in the future, after one minute to a maximum of one week has passed since casting this spell. These resource points are put in a separate pool and are always spent first. One instance of this spell must be completed before you can cast it again.
Delay Spell
Chronokinesis 2
Test: Chronokinesis + Intelligence
Target Number: 15
Action: Reaction Action
Keywords: Combo-OK
Duration: Instant
This spell functions as Dispel, except the target spell is delayed instead of countered. It manifests after X+1 rounds where X is equal to the raises you have against the target spell's Focus Power test. When used in a spell combo, only the combo is affected and X is the number of spells inside it.
Control Zee
Chronokinesis 2
Test: Chronokinesis + Intelligence
Target Number: 20
Action: Free Action
Keywords: Subtle
Duration: Instant
The caster rewinds time in a very short span to reroll a failed test, as if he had spent a Hero Point. This spell can only be cast once per round, and only applies to tests that take up a Full Action or less. Successive uses of this spell in the current scene adds a cumulative -5 penalty to the result. (If you cast Control Zee twice in the current scene, casting it for the third time to reroll a failed test will add -10 to the result.)
Timeline Scrub
Chronokinesis 2
Test: Chronokinesis + Intelligence
Target Number: 20
Action: Half Action
Keywords: Focus, Somatic
Duration: One minute per Chronokinesis rank
The caster freezes a non-magical object in time, making it indestructible to everything except magical attacks. Functions that require moving parts are disabled for the spell's duration. Applying this spell to a broken item temporarily reverts it to a state where it is intact (it's still frozen in time). The caster may end this spell early as a free action. If this spell is cast Pushed, the focus is instead temporarily broken by flash-forwarding it to a nonfunctional state. If this spell is cast Fettered, the focus is instead temporarily reverted to a state where it still functions.
Focus: a non-artifact object you can personally carry
Chronokinesis 2
Test: Chronokinesis + Intelligence
Target Number: 20
Action: Half Action
Keywords: Somatic, Touch, Verbal
Duration: One Week (E)
You may spend any amount of resource points while casting this spell. As a free action you can recall the spent resource points in the future, after one minute to a maximum of one week has passed since casting this spell. These resource points are put in a separate pool and are always spent first. One instance of this spell must be completed before you can cast it again.
Delay Spell
Chronokinesis 2
Test: Chronokinesis + Intelligence
Target Number: 15
Action: Reaction Action
Keywords: Combo-OK
Duration: Instant
This spell functions as Dispel, except the target spell is delayed instead of countered. It manifests after X+1 rounds where X is equal to the raises you have against the target spell's Focus Power test. When used in a spell combo, only the combo is affected and X is the number of spells inside it.
Control Zee
Chronokinesis 2
Test: Chronokinesis + Intelligence
Target Number: 20
Action: Free Action
Keywords: Subtle
Duration: Instant
The caster rewinds time in a very short span to reroll a failed test, as if he had spent a Hero Point. This spell can only be cast once per round, and only applies to tests that take up a Full Action or less. Successive uses of this spell in the current scene adds a cumulative -5 penalty to the result. (If you cast Control Zee twice in the current scene, casting it for the third time to reroll a failed test will add -10 to the result.)
Timeline Scrub
Chronokinesis 2
Test: Chronokinesis + Intelligence
Target Number: 20
Action: Half Action
Keywords: Focus, Somatic
Duration: One minute per Chronokinesis rank
The caster freezes a non-magical object in time, making it indestructible to everything except magical attacks. Functions that require moving parts are disabled for the spell's duration. Applying this spell to a broken item temporarily reverts it to a state where it is intact (it's still frozen in time). The caster may end this spell early as a free action. If this spell is cast Pushed, the focus is instead temporarily broken by flash-forwarding it to a nonfunctional state. If this spell is cast Fettered, the focus is instead temporarily reverted to a state where it still functions.
Focus: a non-artifact object you can personally carry
Level 3
Time Alter: Triple Accel
Chronokinesis 3
Test: Chronokinesis + Intelligence
Target Number: 30
Action: Free Action
Keywords: --
Duration: One round, ends at the start of your next turn
You can only benefit from one Time Alter spell at a time. Double your Speed, gain two reaction actions, and you may perform an extra half action on your turn. This extra action can be used to repeat a half action you have already done in the current turn. When the spell ends, it deals a rending wound to your body and you a level of fatigue as your body wears itself out. Each time you cast this spell in the current scene beyond the first, it deals two more rending wounds to your Body when the spell ends.
Negate Link
Chronokinesis 3
Test: Chronokinesis + Intelligence
Target Number: 25
Action: Reaction Action
Keywords: --
Duration: One minute (E)
You create a static, slightly-transparent afterimage of yourself at your current position. As a free action or when the spell wears off, you instantly return to your afterimage's position, using it up in the process. Doing so restores your Hit Points, resource points and status conditions to what it was when the afterimage was created. The afterimage has half of your Static Defense, and damage from successful attacks against it are transferred to you upon taking its place. You can only have one instance of this spell active at a time, during which you cannot cast other Chronokinesis spells and take -1k0 when casting other spells.
Khonsu Scrambler
Chronokinesis 3
Test: Chronokinesis + Intelligence
Target Number: 25
Action: Full Action
Keywords: Attack, Somatic, Touch
Duration: Instant
The target's personal time flow fluctuates rapidly at different points. This spell deals 4k3 X damage to a random hit location, with +1k0 for every raise on the Focus Power test. If this spell is cast Pushed, it loses the Touch keyword and affects everyone in a 3d10m radius (including the caster).
Auramurus Barrier
Chronokinesis 3
Test: Chronokinesis + Intelligence
Target Number: 20
Action: Full Action
Keywords: Attack, Saving Throw, Somatic, Touch
Duration: Two Rounds per rank in Chronokinesis
The caster freezes air molecules around the target, forming a protective barrier. Add +2 AP to all hit locations, with +1 for each raise on the Focus Power test. This AP stacks with other sources of armor. The target is also Immobilized unless they pass an Athletics+Strength saving throw. If this spell is cast Pushed, it instead creates a dome of frozen air that has a radius of 1d10m around the caster and cover worth 10 AP, increased by +5 for each raise. This spell has no effect when cast in an airless environment like the vacuum of space.
Chronokinesis 3
Test: Chronokinesis + Intelligence
Target Number: 30
Action: Free Action
Keywords: --
Duration: One round, ends at the start of your next turn
You can only benefit from one Time Alter spell at a time. Double your Speed, gain two reaction actions, and you may perform an extra half action on your turn. This extra action can be used to repeat a half action you have already done in the current turn. When the spell ends, it deals a rending wound to your body and you a level of fatigue as your body wears itself out. Each time you cast this spell in the current scene beyond the first, it deals two more rending wounds to your Body when the spell ends.
Negate Link
Chronokinesis 3
Test: Chronokinesis + Intelligence
Target Number: 25
Action: Reaction Action
Keywords: --
Duration: One minute (E)
You create a static, slightly-transparent afterimage of yourself at your current position. As a free action or when the spell wears off, you instantly return to your afterimage's position, using it up in the process. Doing so restores your Hit Points, resource points and status conditions to what it was when the afterimage was created. The afterimage has half of your Static Defense, and damage from successful attacks against it are transferred to you upon taking its place. You can only have one instance of this spell active at a time, during which you cannot cast other Chronokinesis spells and take -1k0 when casting other spells.
Khonsu Scrambler
Chronokinesis 3
Test: Chronokinesis + Intelligence
Target Number: 25
Action: Full Action
Keywords: Attack, Somatic, Touch
Duration: Instant
The target's personal time flow fluctuates rapidly at different points. This spell deals 4k3 X damage to a random hit location, with +1k0 for every raise on the Focus Power test. If this spell is cast Pushed, it loses the Touch keyword and affects everyone in a 3d10m radius (including the caster).
Auramurus Barrier
Chronokinesis 3
Test: Chronokinesis + Intelligence
Target Number: 20
Action: Full Action
Keywords: Attack, Saving Throw, Somatic, Touch
Duration: Two Rounds per rank in Chronokinesis
The caster freezes air molecules around the target, forming a protective barrier. Add +2 AP to all hit locations, with +1 for each raise on the Focus Power test. This AP stacks with other sources of armor. The target is also Immobilized unless they pass an Athletics+Strength saving throw. If this spell is cast Pushed, it instead creates a dome of frozen air that has a radius of 1d10m around the caster and cover worth 10 AP, increased by +5 for each raise. This spell has no effect when cast in an airless environment like the vacuum of space.
Level 4
Time Skip
Chronokinesis 4
Test: Chronokinesis + Intelligence
Target Number: 30
Action: Full Action
Keywords: Attack, Material, Saving Throw, Somatic, Verbal
Duration: Instant
You tear open a portal in time and fling someone into the future. The target of this spell is essentially removed from combat for one round as they fly through a space-time anomaly. The target may make an Arcana + Willpower saving throw in order to avoid taking this trip. If they fail, they return at the end of your next turn, effectively losing their turn.
Material: A Chrono
Clockblock
Chronokinesis 4
Test: Chronokinesis + Intelligence
Target Number: 30
Action: Half Action
Keywords: Attack, Focus, Saving Throw, Somatic, Touch, Verbal
Duration: 1d10 Rounds
The target is frozen in time upon failing an Arcana+Willpower test, becoming invulnerable and immune to all effects including time itself. The target also cannot take any actions (including Free Actions and Reactions) in this state until the spell ends, after which any ongoing effects (e.g. being on fire, aging) resume as normal. If this spell is cast Fettered, the TN becomes 20 and the keywords are removed except for Somatic and Verbal, but it can only be used on the caster. For every raise on the Focus Power test, increase the spell's duration by another 1d10.
Focus: A gemstone
Temporal Metamagic
Chronokinesis 4
Test: Chronokinesis + Intelligence
Target Number: 25
Action: Half Action
Keywords: Combo-OK, Somatic, Subtle
Duration: Instant
Choose an ongoing spell within 5m times your Caster level, you extend or shorten its duration by 1 unit (rounds, minutes, hours, etc) plus another for every raise on the Focus Power test. The target spell ends if the duration becomes zero. This does not work if the target spell has a duration of Instant, Concentration, Indefinite, or One Scene. When used in a spell combo, only the combo's duration is affected (if applicable).
Paradox Haze
Chronokinesis 4
Test: Chronokinesis + Intelligence
Target Number: 35
Action: Full Action
Keywords: Attack, Combo-OK, Saving Throw, Somatic, Touch, Verbal
Duration: Two rounds per Chronokinesis rank
The caster causes a piece of the present to collide with itself. Effects that happen to the touched creature happen twice (damage rolls, tests to avoid conditions, triggered abilities, status changes, HP recovery, etc) unless he passes an Arcana+Willpower saving throw.
Chronokinesis 4
Test: Chronokinesis + Intelligence
Target Number: 30
Action: Full Action
Keywords: Attack, Material, Saving Throw, Somatic, Verbal
Duration: Instant
You tear open a portal in time and fling someone into the future. The target of this spell is essentially removed from combat for one round as they fly through a space-time anomaly. The target may make an Arcana + Willpower saving throw in order to avoid taking this trip. If they fail, they return at the end of your next turn, effectively losing their turn.
Material: A Chrono
Clockblock
Chronokinesis 4
Test: Chronokinesis + Intelligence
Target Number: 30
Action: Half Action
Keywords: Attack, Focus, Saving Throw, Somatic, Touch, Verbal
Duration: 1d10 Rounds
The target is frozen in time upon failing an Arcana+Willpower test, becoming invulnerable and immune to all effects including time itself. The target also cannot take any actions (including Free Actions and Reactions) in this state until the spell ends, after which any ongoing effects (e.g. being on fire, aging) resume as normal. If this spell is cast Fettered, the TN becomes 20 and the keywords are removed except for Somatic and Verbal, but it can only be used on the caster. For every raise on the Focus Power test, increase the spell's duration by another 1d10.
Focus: A gemstone
Temporal Metamagic
Chronokinesis 4
Test: Chronokinesis + Intelligence
Target Number: 25
Action: Half Action
Keywords: Combo-OK, Somatic, Subtle
Duration: Instant
Choose an ongoing spell within 5m times your Caster level, you extend or shorten its duration by 1 unit (rounds, minutes, hours, etc) plus another for every raise on the Focus Power test. The target spell ends if the duration becomes zero. This does not work if the target spell has a duration of Instant, Concentration, Indefinite, or One Scene. When used in a spell combo, only the combo's duration is affected (if applicable).
Paradox Haze
Chronokinesis 4
Test: Chronokinesis + Intelligence
Target Number: 35
Action: Full Action
Keywords: Attack, Combo-OK, Saving Throw, Somatic, Touch, Verbal
Duration: Two rounds per Chronokinesis rank
The caster causes a piece of the present to collide with itself. Effects that happen to the touched creature happen twice (damage rolls, tests to avoid conditions, triggered abilities, status changes, HP recovery, etc) unless he passes an Arcana+Willpower saving throw.
Level 5
Time Alter: Square Accel
Chronokinesis 5
Test: Chronokinesis + Intelligence
Target Number: 40
Action: Free Action
Keywords: --
Duration: One round, ends at the start of your next turn
You can only benefit from one Time Alter spell at a time, and you may dispel it early by casting it again. Triple your Speed, gain three reaction actions, and you may perform an extra full action or two extra half actions on your turn. The extra actions can be used to repeat a full action or two half actions that you have already done in the current turn, but only once per action. Casting a Chronokinesis spell in this state causes Perils of the Warp. When the spell ends, it deals X+1 rending wounds to the body and you gain two levels of fatigue as your body starts deteriorating from the strain, where X is the amount of times you've cast this spell in the current scene.
Roar of Time
Chronokinesis 5
Test: Chronokinesis + Intelligence
Target Number: 35
Action: Full Action
Keywords: Attack, Material, Somatic, Verbal
Duration: Instant
The caster short-circuits the flow of time, causing a temporal cataclysm that lashes out and deals 6k4 X with Momentum and Volatile to everyone else in a 20m radius. The caster is temporarily frozen in time afterwards, becoming Helpless and incapable of taking actions for one round. Every raise on the Focus Power test adds +1k1 to the damage roll and 10m to the radius, but also increases the caster's time spent frozen by one more round.
Material: A timekeeping device
Temporal Isolation
Chronokinesis 5
Test: Chronokinesis + Intelligence
Target Number: 35
Action: Full Action
Keywords: Ranged Touch, Saving Throw, Somatic, Verbal
Duration: Five Rounds (E)
Target must pass an Arcana+Intelligence saving throw or be locked out of the timestream along with the caster. They cannot deal or be dealt damage except by each other. The spell can be ended as a Free Action or automatically when the caster falls unconscious or dies.
Photon Recursion
Chronokinesis 5
Test: Chronokinesis + Intelligence
Target Number: 30
Action: Full Action
Keywords: Attack, Ranged Touch, Somatic, Verbal
Duration: Concentration (Half Action)
The caster accumulates photons in a small time loop. When he decides to stop maintaining this spell, a powerful beam is unleashed that deals 4k4 E at a target within 20m. The damage roll is repeated for each round the spell is sustained. Every raise provide more photons, adding +1k1 to the damage roll (to a maximum of 8k8) and +20m to the spell's range (maximum of 100m).
Chronokinesis 5
Test: Chronokinesis + Intelligence
Target Number: 40
Action: Free Action
Keywords: --
Duration: One round, ends at the start of your next turn
You can only benefit from one Time Alter spell at a time, and you may dispel it early by casting it again. Triple your Speed, gain three reaction actions, and you may perform an extra full action or two extra half actions on your turn. The extra actions can be used to repeat a full action or two half actions that you have already done in the current turn, but only once per action. Casting a Chronokinesis spell in this state causes Perils of the Warp. When the spell ends, it deals X+1 rending wounds to the body and you gain two levels of fatigue as your body starts deteriorating from the strain, where X is the amount of times you've cast this spell in the current scene.
Roar of Time
Chronokinesis 5
Test: Chronokinesis + Intelligence
Target Number: 35
Action: Full Action
Keywords: Attack, Material, Somatic, Verbal
Duration: Instant
The caster short-circuits the flow of time, causing a temporal cataclysm that lashes out and deals 6k4 X with Momentum and Volatile to everyone else in a 20m radius. The caster is temporarily frozen in time afterwards, becoming Helpless and incapable of taking actions for one round. Every raise on the Focus Power test adds +1k1 to the damage roll and 10m to the radius, but also increases the caster's time spent frozen by one more round.
Material: A timekeeping device
Temporal Isolation
Chronokinesis 5
Test: Chronokinesis + Intelligence
Target Number: 35
Action: Full Action
Keywords: Ranged Touch, Saving Throw, Somatic, Verbal
Duration: Five Rounds (E)
Target must pass an Arcana+Intelligence saving throw or be locked out of the timestream along with the caster. They cannot deal or be dealt damage except by each other. The spell can be ended as a Free Action or automatically when the caster falls unconscious or dies.
Photon Recursion
Chronokinesis 5
Test: Chronokinesis + Intelligence
Target Number: 30
Action: Full Action
Keywords: Attack, Ranged Touch, Somatic, Verbal
Duration: Concentration (Half Action)
The caster accumulates photons in a small time loop. When he decides to stop maintaining this spell, a powerful beam is unleashed that deals 4k4 E at a target within 20m. The damage roll is repeated for each round the spell is sustained. Every raise provide more photons, adding +1k1 to the damage roll (to a maximum of 8k8) and +20m to the spell's range (maximum of 100m).