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Book of Time - Level 1

Age Self (Necromantic)

Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 3
Area of Effect: Caster
Saving Throw: None
Accuracy: +/- 5%

By use of this spell, the caster may age themselves by up to 10 years.

Timeskip (Alteration)

Range: Touch
Components: V, S, M
Duration: d6 segments plus 1 segment/level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: Neg.
Accuracy: Special

This spell causes the recipient to be teleported forwards in time for its duration. The material component is 1 grain of sand.

Sommaire

Book of Time - Level 2

Tell Age Other (Divination)

Range: Touch
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 Turn
Area of Effect: Creature touched
Saving Throw: Neg.
Accuracy: +/- 10%

This spell will determine the age of the recipient. The material component is 70 grains of sand.

Timebolt (Alteration)

Range: 60 yards + 10 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 or more creatures in a 10-foot cube
Saving Throw: None
Accuracy: Special

This spell is extremely similar to magic missile in all aspects except the effect. Each missile that hits a target causes that creature to be timestored for d4+1 segments, 10 such segments equal 1 full round. The timestore is a short teleport forwards in time. The material component is 1 grain of sand per missile.

Sommaire

Book of Time - Level 3

Age Object (Alteration)

Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: 1 object up to 1 pound/level in weight
Saving Throw: None
Accuracy: +/- 15%

This spell will artificially age an object by up to 100 years. The material component is 1 grain of sand.

Lesser Armageddon (Divination)

Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Accuracy: +/- 20%

This spell will determine how far away the end of the world, plane, or multiverse is: at the discretion of the mage. The material component is 1 pint of elf blood.

Precognition (Divination)

Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
Accuracy: Special

This spell enables the mage to determine the result, immediately, of a posited decision. The result's accuracy is determined on the following table:

d20

Result

<=0

Totally misleading information.

1-5

Opposite Result

6-10

No Result

11-15

Partial Answer

16-20

Correct Answer

20+

Correct Answer with further consequences

Modifiers:

- 1

per minute in the future the event will occur

- 1

per other individual involved

+ 1

per level of the caster

Further modifiers should be applied by the DM for vague or intricate questions.

Pre-recoup (Necromantic)

Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 7
Area of Effect: Creature Touched
Saving Throw: Neg.
Accuracy: n/a

The recipient of this spell may regain hit-points or spells to be cast etc. from the immediate future. These hit-points or spells can never cause the recipient to exceed their normal maximums for these objects. The spells and hit points pre-recouped are not recovered in the future since they have already been used. Pre-recoup is limited by up to 1 day per level of the caster.

Example
Fred the 7th level time-mage casts pre-recoup on the evil flesh eating priest of set from the next seven days. Now since the priest has already cast three spells today, he may cast three more, he would also recover 7 hit-points, if he had lost that many today; however his prayers for new spells would not be answered for the next week and he would regain no hit-points due to rest for that period.

Note: This spell need not always be used offensively.

The material component is 1 pint of elf blood.

Timestore Object (Alteration)

Range: Touch
Components: V, S, M
Duration: Up to 1 Month/level
Casting Time: 7
Area of Effect: Object touched
Saving Throw: None
Accuracy: +/- 15%

This spell causes the object touched to be teleported forwards in time for the spell's duration. The effected object must be non-living and weigh no more than 10 pounds/level. The material component is 1 small bucket of sand (about 1 pound) which is thrown at the object at the end of the casting.

Sommaire

  Book of Time - Level 4

Pre-empt (Necromantic)

Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 5
Area of Effect: Creature Touched
Saving Throw: Neg.
Accuracy: n/a

This spell accelerates the awareness of the recipient. For the spells duration the recipient subtracts 1 per level of the caster from all of their initiative rolls. After the spell has expired the recipient feels mentally exhausted, until they have had at least 1 hours sleep they must add one point per level of the caster to all initiative rolls. The material component is a small piece of serpentine, worth at least 5 gold pieces.

Tell Age Object (Divination)

Range: Touch
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 Turn
Area of Effect: Object touched
Saving Throw: Neg.
Accuracy: +/- 10%

This spell will determine the age of the object touched. The material component is a small bucket of sand (about 1 pound).

Timestore Self (Alteration)

Range: Touch
Components: V, S, M
Duration: Up to 1 Month/level
Casting Time: 7
Area of Effect: Caster
Saving Throw: None
Accuracy: +/- 10%

This spell causes the caster to be teleported forwards in time for the spell's duration. The material component is 70 grains of sand.

Sommaire

Book of Time - Level 5

Age Other (Alteration)

Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: Neg.
Accuracy: +/- 10%

This spell will artificially age the creature touched by up to 1 year/level of the caster. The material component is 1 grain of sand/level of the caster.

Non Recovery (Necromantic)

Range: Touch
Components: V, S, M
Duration: 1 day / level
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: Neg.
Accuracy: n/a

The fortunate recipient of this spell will not be able to regain any hit points or spells by natural means for up to one day per level of the spell caster. The material component is 1 pint of elf blood.

Stack Spell Delay (Alteration)

Range: Special
Components: V, S + Special
Duration: d6 + 1 round/level
Casting Time: 4
Area of Effect: One spell
Saving Throw: Special
Accuracy: Special

This temporal Metamagic causes any spell cast immediately afterwards to be delayed in effect for the duration of this spell. Stack Spell Delays are stackable.

Time Scan (Divination)

Range: 0, Up to 1 year in time.
Components: V, S, M
Duration: n/a
Casting Time: 2 hours
Area of Effect: One creature/place/object
Saving Throw: None
Accuracy: Variable

Time scan is a scrying spell. The scrying is performed upon one object, place or creature. Time scan looks backwards through time to reveal usually just one piece of information about the history of the target. The information is revealed as a (possibly cryptic) simple pattern in the sand. There may be periods of time during which the target was protected against scrying by some means. In these cases a meaningless pattern will be seen, concealing that the target was protected.

This spells accuracy is variable because it works better, the more that is known about the identity of the target of the scrying; e.g. casting the time scan over a dead orc's body will reveal less than one cast upon a live orc who has been questioned regarding who it is. Similarly even better results can be obtained if more precise conditions can be applied to the spell; e.g. 'What happened to this gold coin at the market?' is better than 'What happened to this gold coin yesterday?' or even worse 'What happened at the market yesterday?'

The material component is a handful of sand, which is not consumed in the casting of this spell. The caster gazes into this sand as they cast the spell.

Timestore Other (Alteration)

Range: Touch
Components: V, S, M
Duration: Up to 1 month/level
Casting Time: 7
Area of Effect: Creature Touched
Saving Throw: Neg.
Accuracy: +/- 10%

This spell teleports the recipient forwards in time for the spell's duration. The material component is 7 grains of sand.

Sommaire

  Book of Time - Level 6

Armageddon (Divination)

Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Accuracy: +/- 5%

This spell will determine how far away the end of the world, plane, or multiverse is: at the discretion of the mage. The material component is 1 pint of elf blood.

Conjure Time Elemental (Conjuration/Summoning)

Range: 60 yards
Components: V, S, M
Duration: 1 turn/level
Casting Time: 2 turns
Area of Effect: Special
Saving Throw: None
Accuracy: n/a

This spell is basically a variant of Conjure Elemental (5th level Mage). Time elementals are however more difficult to summon. The material component is 10 minutes of real time and a month of the caster's life per hit die of the elemental; the first explains the extended casting time.

Extra Haste (Alteration)

Range: 60 yards
Components: V, S, M
Duration: 2 rounds + 1 round/level
Casting Time: 5
Area of Effect: 40' cube, 1 creature/level
Saving Throw: None
Accuracy: n/a

This spell is similar to the 3rd level mage spell Haste; except that movement and attack rates are trebled. An extra hasted creature gets a -3 initiative bonus. Spellcasting is speeded up, but only by a factor of 2; additionally a spellcaster may cast up to two spells a round, but only if the total casting time (prior to the extra haste) is not more than 10. This spell will totally negate an extra slow, and turn a normal slow into a normal haste. Due to the speeding up of the metabolic processes, individuals under the effect of an extra haste age three years; note: if an individual had been slowed and is then extra hasted, they age only one year as they are only then subject to a haste. The material component is a piece of liquorice root steeped in elf blood.

Extra Slow (Alteration)

Range: 90 yards + 10 yards/level
Components: V, S, M
Duration: 2 rounds + 1 round/level
Casting Time: 5
Area of Effect: 40' cube, 1 creature/level
Saving Throw: Neg.
Accuracy: n/a

This spell is similar to the 3rd level mage spell slow. Affected creatures move and attack at 1/4 of their normal rates. If cast on a hasted creature, they are slowed; likewise an extra haste is totally negated. Extra-slowed creatures have an AC penalty of +4 and an attack penalty of -8; all dexterity bonuses are also negated. The material component is a small ball of sand grains stuck together with treacle.

Recuperate (Necromantic)

Range: Touch
Components: V, S, M
Duration: 4 turns/level
Casting Time: 10
Area of Effect: Creature touched
Saving Throw: Neg.
Accuracy: n/a

For each turn spent resting whilst this spell takes effect, the recipient regains 1 hit point. If under the full time care of a healer during this time then the number of hit points regained will be notably greater; to the extent that one days normal healing will take place in but a single turn. The material component is 1 pint of elf blood.

Regenerate (Necromantic)

Range: Touch
Components: V, S, M
Duration: 1 turn/level
Casting Time: 7
Area of Effect: Creature touched.
Saving Throw: Neg.
Accuracy: n/a

This spell imbues the recipient with the ability to regenerate damage at the rate of 2 hit points per round. This regeneration starts to take place 2 rounds after taking damage. Damage taken prior to the casting of this spell cannot be healed by this means. A recipient of this spell cannot die, due to lack of hit points, whilst this spell is in effect; note: this does not stop them becoming unconscious. The material component is 1 pint of elf blood.

Sommaire

Book of Time - Level 7

Back Spell (Alteration)

Range: 0
Components: V, S, M
Duration: n/a
Casting Time: 4
Area of Effect: One Spell
Saving Throw: None
Accuracy: +0-3 rounds (d4-1)

This spell is essentially a time oriented Metamagic. The effect is that of having cast the mage's next spell up to one round per level prior to its actual casting, subject to the back spell's accuracy. The DM must then take some time out in order to evaluate the effect of the back spell; replaying subsequent rounds if applicable. The material component is 1 pint of elf blood.

Sands of History (Divination)

Range: 0, Unlimited in time.
Components: V, S, M
Duration: n/a
Casting Time: 8 hours
Area of Effect: One creature/place/object
Saving Throw: None
Accuracy: Variable

This spell is a scrying spell. The scrying is performed upon one object, place or creature. The scrying mage has a vision, in which much of the history of the target is replayed, though if the history is complex the mage may not be able to remember all of this. There may be periods of time during which the target was protected against scrying by some means; these will not even be revealed as gaps in it's history, time will seem to flow past without revealing even that the target was protected.

This spells accuracy is variable because it works better, the more that is known about the nature of the knowledge being scryed for. This spell is more powerful than a time scan in that the information revealed is more likely to be that which the caster desires to know; also instead of having to interpret abstract patterns in the sand, the panning is merely a somantic gesture with the information being revealed as iconic images in the mages mind. E.g. casting a Sands of History on a magical sword may give images of the guild in which the sword was forged and enchanted, the device or symbol of the smith or mage, and perhaps images of flames if the sword were of a suitable type; additionally any command words may form themselves within the casters mind, though this is only 50% likely. An artefact would of course be immune to this spell.

The material component is a large gold flat elliptical dish (worth at least 1000 GP.) filled with grains of sand. This dish is panned and the caster gazes at shifting patterns in the sand. The dish is not destroyed in the casting of this spell.

Sommaire

Book of Time - Level 8

Restore Artificial Ageing (Necromantic)

Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 4 hours
Area of Effect: Creature touched
Saving Throw: Special
Accuracy: n/a

This spell attempts to remove the effects of all magical ageing upon the creature touched. This ageing may have been caused by an Age Self, Age Other, Haste, Permanency or any other such spell. The recipient is required to make a saving throw against spell; if this is made then the magical ageing is negated; if this saving throw is failed however then the magical ageing is doubled in effect, and furthermore can never be restored by these means. If this save is failed then a system shock roll must be made, if this roll is failed then the recipient will lie in a coma for 1 to 6 hours before dying. The material component is 8 pints of elf blood, which are transfused into the recipient.

Stabilis (Necromantic)

Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 8
Area of Effect: Creature touched.
Saving Throw: Neg.
Accuracy: n/a

This spell is possible the most pernicious curse that can be cast upon another individual. Its effect is to inhibit the body's own regenerative powers permanently; this also effects the mind of the victim. This means that any damage taken at the point at which this spell is cast becomes permanent. If the ability scores of a character have been effected, by such means as the casting of an identify spell or certain debilitative poisons, these will be frozen also; this effect does not apply to magical changes induced by such means as strength or ray of enfeeblement spells. If the recipient is a mage, or can cast mage spells, any spells cast that day may never be rememorised. If an individual has been blinded, deafened or paralysed, then, this too becomes permanent. No magic, even a Wish, can be used to counter directly the effects of this spell. Note: this spell has no effect upon the spell casting abilities of priests since their spells are divine in origin.

E.g. Taldoon is a third level mage with 7 hit points and two first and one second level spell per day. Taldoon has taken 4 hit points of damage, and has cast one each of his first and second level spells when Grazoz the evil arch mage hits him with a stabalis. Whatever level Taldoon attains from now onwards, he will always be 4 hit points down from his theoretical maximum, and short one first, and one second level spell.

The material component is a length of bandage from an undead mummy. This spell effects the next person touched by the bandage, or who touches the bandage, after it is cast.

Temporal Immunity (Abjuration)

Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 5
Area of Effect: Creature touched.
Saving Throw: None
Accuracy: n/a

This spell grants total protection against all purely temporal spells, and a +7 saving throw bonus against other forms of time magic. This protection means also that anyone who attacks the recipient whilst being under the effects of a spell such as haste or time stop etc., will have that spell negated for the duration of that melee. E.g., If a mage casts back spell - fireball at some one who had temporal immunity up at the time that the back spell was supposed to have triggered, then the back spell will fail, and the fireball take immediate effect. The material component is 100 grains of sand.

Temporal Whirlwind (Alteration)

Range: 10 yards/level
Components: V, S, M
Duration: 1 round/level
Casting Time: 9
Area of Effect: 40-foot diameter sphere
Saving Throw: Special
Accuracy: Special

This spell creates an area of temporal instability. This area appears as a sphere bordered by areas of flashing magical light and dark. Any one caught up in the area of effect is subject to a random number of random events for each round that they are in the area of effect. There is no saving throw against the temporal whirlwind, though the individual effects may be saved against. The mage summoning the whirlwind may cause it to move at up to 40" per round.

d6

Number of effects

1

0

2-3

1

4-5

2

6

3

d20

Particular effect.

1

Age d6 Years

2

Jump d6 weeks forward in time

3

Jump d10 hours forward in time

4

Jump 3d20/10 (0.3-6.0) Minutes forward in time

5

Become hasted for d8 rounds

6

Suffer the effects of a Forget spell

7

Suffer the effects of a Pre-Recoup spell

8

Suffer the effects of a Pre-Empt spell

9

Become dazed for d4 rounds

10

Become confused for d6 rounds

11

Suffer the effects of a Temporal Immunity spell.

12

Suffer the effects of a Lasting Breath spell

13

Suffer the effects of a Alacrity spell

14

Remember something that you had forgotten

15

Become Slowed for d8 rounds

16

Jump 3d20/10 (0.3-6.0) Minutes back in time

17

Jump d10 hours backward in time

18

Jump d6 weeks backward in time

19

Become d6 Years younger

20

Age 1 year, gain 1 level

All spell like effects above are calculated at the level of the caster of the temporal whirlwind spell. The material component is a month of the caster's life.

Sommaire

  Book of Time - Level 9

Auto Accelerate (Alteration)

Range: Touch
Components: V, S, M
Duration: 1 round
Casting Time: 7
Area of Effect: Creature touched
Saving Throw: None
Accuracy: n/a

This is the ultimate haste spell. Whilst it lasts but one round, the recipient is hasted by a factor of up to the caster's level. The recipient may attack normally, and move normally for each such accelerated round. The recipient moves and attacks on every initiative segment, starting at 0, the round after the spell is cast; until the number of accelerated rounds is exhausted. Because of their high speed, auto accelerated characters can only be hit by a natural 20. The recipient may cast one spell per five accelerated rounds. They also get +4 to hit.

E.g. A twentieth level mage auto accelerates a 15th level fighter/mage: The fighter/mage can cast spells on initiatives 0, 4, 9 and 14; on the remaining 16-20 initiatives he can attack twice, or possibly more. After this frenzy the fighter/mage must spend 2 turns resting due to total bodily exhaustion.

Because this spell accelerates the metabolism of the recipient, the recipient becomes exhausted and must rest for 1 round per round that they were accelerated. The recipient also ages one year. The material component is a chutney of chilli, liquorice, garlic and ginger, which must be consumed by the recipient.

Forescan (Divination)

Range: Special
Components: V, S, M
Duration: Special
Casting Time: 4 Hours
Area of Effect: Special
Saving Throw: None
Accuracy: Special

This spell is the same as Sands of History except that the mage may scan forwards as well as backwards through time. The material component is a crystal ball, which is not destroyed in the casting of this spell.

Foresight (Divination)

Range: Touch
Components: V, S, M
Duration: 1 round/level
Casting Time: 9
Area of Effect: Creature Touched
Saving Throw: None
Accuracy: About 95%

The recipient of this spell is able to perform actions, which always result in the optimal solution of a problem. The individual does not necessarily know why these actions take the Occum's razor, though they may be able to figure it out later.

Though this spell is possibly wasted in such a circumstance: in combat the recipient will always hit on a 2 or more, for maximum damage, all of their attack sequences occur at least one segment before any of their opponents, and only a natural twenty can hit them. Likewise, if they are casting spells, then the DM must modify their initiative,, if it becomes important; they will also cast the optimal spell at their disposal. It probably doesn't need saying, but any saving throw will also be made on a 2; a recipient who is a cleric may turn any undead that he is capable of turning on a 2; etc. The material component is a diamond worth not less than 5000 GP.

Forespeak (Alteration)

Range: Special
Components: V, S, M
Duration: Special
Casting Time: 11
Area of Effect: 10 words/level
Saving Throw: None.
Accuracy: Special

This spell is a means of communicating across space, planes and forwards through time. Any message can be sent, to either a given individual, a given place or to the locale of a given object. The accuracy of when this message arrives at the desired destination depends upon several factors:

0%

The target is well known to the caster

5%

The target has been studied by the caster

10%

The target has been seen by the caster

20%

The target has never been seen by the caster

+10%

Each Plane that the message has to cross.

The material component is a load hailer made of gold, worth at least 3,000 GP.

Time Travel (Alteration)

Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 3 Turns
Area of Effect: Special
Saving Throw: Neg.
Accuracy: Special

This spell is a powerful teleport. Its prime function is to enable the caster to travel at will forwards, and backwards, through time. The caster may take with them 1 additional traveller per 2 levels of experience. All such travellers must link hands with the caster and form a circle.

Due to the ever shifting nature of the planes, time travellers may also teleport across any plane, even if no temporal travel is performed. Such teleportation will however increase the likelihood of inaccuracies occurring in any temporal displacement effected. There is no possibility of spatial error with this teleport.

Temporal Accuracy

Location

0%

Same Location

5%

Very Familiar

10%

Studied Carefully

15%

Seen Casually

20%

Viewed Once

30%

Never Seen

+10% per plane

Across planes

Epoch

0%

Very Familiar

5%

Researched Thoroughly

10%

Researched Casually

20%

Heard About

30%

Unknown

The total temporal accuracy is relative to the amount of time being travelled through. To calculate the total temporal accuracy, add the location and epoch adjustments to any planer shifts. N.B. several spells in the book of time are designed to aid travel by this means; it is possible to research an epoch thoroughly and study a location carefully by use of such spells as forescan or time scan. The material component is an arrow carved from platinum, worth at least 5,000 GP.

Void (Necromantic)

Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 9
Area of Effect: Creature touched
Saving Throw: Neg.
Accuracy: n/a

This spell is often known euphemistically as Timestore Soul. This spell takes the soul of the creature touched and sends it forward through time to the Armageddon of the plane upon which it is cast. The victim's soul lies at a place beyond the reach of any known form of magical restoration. The victim becomes a living automation capable of basic biological function, but incapable of acting or thinking with volition. This spell is so named, void, because it's effects are so similar to the card of the same name from the Deck of many things. The material component is a large diamond, worth at least 10,000 GP.

Sommaire

Mis en page par Dazzin Do