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==Time Mage==
Wizards study the arcane runes of ancient times and forge elemental powers into explosions and other magical effects. However, it is said that the first arcane magic was more primal than the elements, beyond the concepts of manipulating the mind, the body, and the things which make up it. The old magic, horomancy, manipulated the river of time's flow, and the wide seas of creation through gravity and all those that would call the cosmos home. Such is the Time Mage, a wizard who gains his arcane powers from his studies of the movement of the stars and the essence of time's passing.
===Making a Time Mage===
Time Mages, like other wizards, prove effective battlefield controllers. They are best benefited by staying in the back ranks and providing powerful spells to throw the battle in their favor.
'''Abilities:''' Time Mages are [[Intelligence]] focused, much like wizards. It takes a strong mind to comprehend the vast power of the cosmos. Like any class they enjoy a good [[Constitution]], and [[Dexterity]] can help them to avoid danger and act before any other. [[Charisma]] and [[Wisdom]] play second fiddle, though they help the Time Mage to remain skillful. Only [[Strength]] is of least value of all, as with a low BAB the Time Mage makes a poor combatant.
'''Races:''' Any race which produces wizards can produce time mages, but they are surprisingly common in shamanic cultures, due to their focus on the heavens and primal occurrences above.
'''Alignment:''' Any, though neutral time mages are by far the most common.
'''Starting Gold:''' 5d4×10 gp (125 gp).
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[wizard]].
{| class="zebra d20"
{{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]),
|}
====Class Features====
All of the following are class features of the Time Mage.
'''Weapon and Armor Proficiency:''' Time Mages are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a time mage's movements, which can cause her spells with somatic components to fail.
'''{{Anchor|Spells}}:''' A time mage casts arcane spells which are drawn from the time maged spell list. A time mage must choose and prepare her spells ahead of time as a [[wizard]]. To learn, prepare, or cast a spell, the time mage must have an [[Intelligence]] score equal to at least 10 + the spell level. The DC for a saving throw against a time mage's spell is 10 + the spell level + the time mage's [[Intelligence]] modifier.
Like other spellcasters, a time magecan cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Time Mage. In addition, she receives bonus spells per day if she has a high Intelligence score.
Like a [[wizard]], a time mage may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her star charts. While studying, the time mage decides which spells to prepare. Time Mages choose their spells from the following list:
0—''All sorcerer/wizard cantrips''
1st—''accelerated movement<sup>SpC</sup>, [[SRD:Alarm|alarm]], [[SRD:Animate Rope|animate rope]], appraising touch<sup>SpC</sup>, arrow mind<sup>SpC</sup>, benign transposition<sup>SpC</sup>, [[SRD:Color Spray|color spray]], critical strike<sup>SpC</sup>, cloak of dark power<sup>SpC</sup>, dead end<sup>SpC</sup>, deep breath<sup>SpC</sup>, [[SRD:Detect Secret Doors|detect secret doors]], dispel ward<sup>SpC</sup>, ebon eyes<sup>SpC</sup>, ectoplasmic armor<sup>SpC</sup>, [[SRD:Endure Elements|endure elements]], [[SRD:Enlarge Person|enlarge person]], [[SRD:Erase|erase]], [[SRD:Expeditious Retreat|expeditious retreat]], familiar pocket<sup>SpC</sup>, [[SRD:Feather Fall|feather fall]], [[SRD:Floating Disk|floating disk]], greater mage hand<sup>SpC</sup>, guided shot<sup>SpC</sup>, guiding light<sup>SpC</sup>, hail of stone<sup>SpC</sup>, [[Half Shot (3.5e Spell)|half shot]], helpful hand<sup>PHII</sup>, [[SRD:Hold Portal|hold portal]], [[SRD:Identify|identify]], inhibit<sup>SpC</sup>, insightful feint<sup>SpC</sup>, incite<sup>SpC</sup>, instant locksmith<sup>SpC</sup>, instant search<sup>SpC</sup>, [[SRD:Jump|jump]], lesser deflect<sup>PHII</sup>, light of lunia<sup>SpC</sup>, living prints<sup>SpC</sup>, low-light vision<sup>SpC</sup>, luminous gaze<sup>SpC</sup>, [[SRD:Mage Armor|mage armor]], [[SRD:Magic Missile|magic missile]], [[SRD:Magic Weapon|magic weapon]], moon lust<sup>SpC</sup>, [[SRD:Mount|mount]], nerveskitter<sup>SpC</sup>, net of shadows<sup>SpC</sup>, nightshield<sup>SpC</sup>, nimbus of light<sup>SpC</sup>, omen of peril<sup>SpC</sup>, persistent blade<sup>SpC</sup>, portal beacon<sup>SpC</sup>, [[SRD:Protection from Evil|protection from chaos/evil/good/law]], raging flame<sup>SpC</sup>, ray of clumsiness<sup>SpC</sup>, [[SRD:Ray of Enfeeblement|ray of enfeeblement]], [[SRD:Reduce Person|reduce person]], repair light damage<sup>SpC</sup>, resist planar alignment<sup>SpC</sup>, resurgance<sup>SpC</sup>, scatterspray<sup>SpC</sup>, second wind<sup>SpC</sup>, [[SRD:Shield|shield]], shieldbearer<sup>SpC</sup>, slide<sup>SpC</sup>, slow burn<sup>SpC</sup>, sniper's shot<sup>SpC</sup>, spontaneous search<sup>SpC</sup>, [[SRD:Summon Monster I|summon monster I]], swift expeditious retreat<sup>SpC</sup>, targetting ray<sup>SpC</sup>, tripping hand<sup>PHII</sup>, [[SRD:True Strike|true strike]], [[SRD:Unseen Servant|unseen servant]], [[SRD:Ventriloquism|ventriloquism]], [[Weightless Object (3.5e Spell)|weightless object]]''
2nd—''aiming at the target<sup>SpC</sup>, analyze portal<sup>SpC</sup>, [[SRD:Arcane Lock|arcane lock]], [[SRD:Augury|augury]], avoid planar effects<sup>SpC</sup>, baleful transposition<sup>SpC</sup>, battering ram<sup>SpC</sup>, blast of force<sup>SpC</sup>, [[SRD:Blur|blur]], body of the sun<sup>SpC</sup>, chain of eyes<sup>SpC</sup>, claws of darkness<sup>SpC</sup>, cloak pool<sup>SpC</sup>, [[SRD:Continual Flame|continual flame]], countermoon<sup>SpC</sup>, curse of impending blades<sup>SpC</sup>, [[SRD:Darkness|darkness]], dark way<sup>SpC</sup>, [[SRD:Daze Monster|daze monster]], decomposition<sup>SpC</sup>, deflect<sup>PHII</sup>, delay disease<sup>SpC</sup>, dimension hop<sup>PHII</sup>, discolor pool<sup>SpC</sup>, dispelling touch<sup>PHII</sup>, divine insight<sup>SpC</sup>, earth lock<sup>SpC</sup>, earthbind<sup>SpC</sup>, earthfast<sup>SpC</sup>, ectoplasmic feedback<sup>SpC</sup>, ethereal chamber<sup>SpC</sup>, force ladder<sup>SpC</sup>, gembomb<sup>SpC</sup>, [[SRD:Gentle Repose|gentle repose]], ghost touch armor<sup>SpC</sup>, greater alarm<sup>SpC</sup>, greater slide<sup>SpC</sup>, heartfire<sup>SpC</sup>, hurl<sup>SpC</sup>, [[SRD:Hypnotic Pattern|hypnotic pattern]], insight of good fortune<sup>PHII</sup>, [[SRD:Invisibility|invisibility]], [[SRD:Knock|knock]], lay of the land<sup>SpC</sup>, lesser celerity<sup>PHII</sup>, [[SRD:Levitate|levitate]], light of mercuria<sup>SpC</sup>, lightfoot<sup>SpC</sup>, [[SRD:Locate Object|locate obeject]], marked object<sup>SpC</sup>, moonbeam<sup>SpC</sup>, mountain stance<sup>SpC</sup>, [[SRD:Obscure Object|obscure object]], portal alarm<sup>SpC</sup>, [[SRD:Protection from Arrows|protection from arrows]], [[SRD:Pyrotechnics|pyrotechnics]], rainbow beam<sup>SpC</sup>, ray of stupidity<sup>SpC</sup>, repair moderate damage<sup>SpC</sup>, [[SRD:Remove Paralysis|remove payalysis]], [[SRD:Resist Energy|resist energy]], [[SRD:Rope Trick|rope trick]], scale weakening<sup>SpC</sup>, scintillating scales<sup>SpC</sup>, [[SRD:See Invisibility|see invisibility]], servant horde<sup>SpC</sup>, shadow mask<sup>SpC</sup>, shadow spray<sup>SpC</sup>, slapping hand<sup>SpC</sup>, snake's swiftness<sup>SpC</sup>, speak to allies<sup>SpC</sup>, [[SRD:Spider Climb|spider climb]], stolen breath<sup>SpC</sup>, striking fist<sup>PHII</sup>, stretch weapon<sup>PHII</sup>, [[SRD:Summon Monster II|summon monster II]], [[SRD:Summon Swarm|summon swarm]], sure strike<sup>PHII</sup>, swift fly<sup>SpC</sup>, swift haste<sup>SpC</sup>, veil of shadow<sup>SpC</sup>, vertigo<sup>PHII</sup>, warding hand<sup>PHII</sup>, whirling blade<sup>SpC</sup>, [[SRD:Whispering Wind|whispering wind]], wraithstrike<sup>SpC</sup>''
3rd—''alter fortune<sup>PHII</sup>, anticipate teleportation<sup>SpC</sup>, [[SRD:Arcane Sight|arcane sight]], attune form<sup>SpC</sup>, blacklight<sup>SpC</sup>, [[SRD:Blink|blink]], chain missile<sup>SpC</sup>, circle dance<sup>SpC</sup>, [[SRD:Clairaudience/Clairvoyance|clairaudience/clairvoyance]], curse of arrow attraction<sup>PHII</sup>, crumble<sup>SpC</sup>, darkfire<sup>SpC</sup>, [[SRD:Daylight|daylight]], [[SRD:Deeper Darkness|deeper darkness]], dehydrate<sup>SpC</sup>, dimension step<sup>PHII</sup>, [[SRD:Dispel Magic|dispel magic]], [[SRD:Displacement|displacement]], disrupting hand<sup>PHII</sup>, eradicate earth<sup>SpC</sup>, [[SRD:Explosive Runes|explosive runes]], false gravity<sup>SpC</sup>, flashburst<sup>SpC</sup>, [[SRD:Fly|fly]], ghost touch weapon<sup>SpC</sup>, giant's wrath<sup>SpC</sup>, glowing orb<sup>SpC</sup>, greater floating disk<sup>SpC</sup>, greater mage armor<sup>SpC</sup>, [[SRD:Greater Magic Weapon|greater magic weapon]], hailstones<sup>SpC</sup>, halt<sup>PHII</sup>, [[SRD:Halt Undead|halt undead]], [[SRD:Haste|haste]], hesitate<sup>PHII</sup>, [[SRD:Hold Person|hold person]], incorporeal enhancement<sup>SpC</sup>, interplanar message<sup>SpC</sup>, [[SRD:Invisibility Sphere|invisibility sphere]], [[SRD:Keen Edge|keen edge]], knight's move<sup>SpC</sup>, lesser telepathic bond<sup>SpC</sup>, light of venya<sup>SpC</sup>, [[SRD:Magic Circle against Evil|magic circle against chaos/evil/good/law]], manyjaws<sup>SpC</sup>, mass curse of impending blades<sup>SpC</sup>, mass mage armor<sup>SpC</sup>, mass resurgance<sup>SpC</sup>, mass snake's swiftness<sup>SpC</sup>, moon blade<sup>SpC</sup>, [[SRD:Nondetection|nondetection]], [[SRD:Phantom Steed|phantom steed]], [[SRD:Protection from Energy|protection from energy]], rainbow blast<sup>SpC</sup>, ray of dizziness<sup>SpC</sup>, ray of weakness<sup>SpC</sup>, [[SRD:Remove Curse|remove curse]], [[SRD:Remove Disease|Remove Disease]], repair serious damage<sup>SpC</sup>, reverse arrows<sup>SpC</sup>, rust ray<sup>SpC</sup>, safety<sup>SpC</sup>, scattering trap<sup>PHII</sup>, [[SRD:Secret Page|secret page]], [[SRD:Sepia Snake Sigil|sepia snake sigil]], shadow binding<sup>SpC</sup>, shadow cache<sup>SpC</sup>, shadow phase<sup>SpC</sup>, [[SRD:Shrink Item|shrink item]], sign of sealing<sup>SpC</sup>, skull watch<sup>SpC</sup>, slashing darkness<sup>SpC</sup>, [[SRD:Slow|slow]], sonorous hum<sup>SpC</sup>, spell vulnerability<sup>SpC</sup>, steeldance<sup>SpC</sup>, [[SRD:Summon Monster III|summon monster III]], suppress breath weapon<sup>SpC</sup>, suspended silence<sup>SpC</sup>, [[SRD:Ray of Exhaustion|ray of exhaustion]], [[SRD:Tiny Hut|tiny hut]], unluck<sup>SpC</sup>, wall of light<sup>SpC</sup>, vertigo field<sup>PHII</sup>, weapon of impact<sup>SpC</sup>, weather eye<sup>SpC</sup>''
4th—''[[SRD:Arcane Eye|arcane eye]], armor of darkness<sup>SpC</sup>, assay spell resistance<sup>SpC</sup>, astral hospice<sup>SpC</sup>, baleful blink<sup>PHII</sup>, [[SRD:Black Tentacles|black tentacles]], blindsight<sup>SpC</sup>, blistering radiance<sup>SpC</sup>, bloodstar<sup>SpC</sup>, celerity<sup>PHII</sup>, [[SRD:Detect Scrying|detect scrying]], [[SRD:Dimensional Anchor|dimensional anchor]], [[SRD:Dimension Door|dimension door]], dispelling screen<sup>SpC</sup>, [[SRD:Divination|divination]], [[SRD:Enervation|enervation]], [[Enlarge Monster (3.5e Spell)|enlarge monster]], ethereal mount<sup>SpC</sup>, fire stride<sup>SpC</sup>, force chest<sup>SpC</sup>, force claw<sup>SpC</sup>, force missiles<sup>SpC</sup>, forceward<sup>SpC</sup>, forcewave<sup>SpC</sup>, g'elsewhere chant<sup>SpC</sup>, greater resistance<sup>SpC</sup>, improved portal alarm<sup>SpC</sup>, [[SRD:Greater Invisibility|greater invisibility]], land womb<sup>SpC</sup>, langour<sup>SpC</sup>, lesser planar exchange<sup>SpC</sup>, [[SRD:Locate Creature|locate creature]], mass darkvision<sup>SpC</sup>, [[SRD:Mass Enlarge Person|mass enlarge person]], [[SRD:Mass Reduce Person|mass reduce person]], mass resist energy<sup>SpC</sup>, miasma of entropy<sup>SpC</sup>, [[SRD:Minor Creation|minor creation]], moon bolt<sup>SpC</sup>, perinarch<sup>SpC</sup>, planar tolerance<sup>SpC</sup>, ray of deanimation<sup>SpC</sup>, ray deflection<sup>SpC</sup>, [[SRD:Remove Curse|remove curse]], repair critical damage<sup>SpC</sup>, [[SRD:Resilient Sphere|resilient sphere]], scramble portal<sup>SpC</sup>, [[SRD:Scrying|scrying]], shadow well<sup>SpC</sup>, shadowblast<sup>SpC</sup>, slashing dispel<sup>PHII</sup>, [[Solar Flare (3.5e Spell)|solar flare]], spell enhancer<sup>SpC</sup>, starvation<sup>SpC</sup>, [[SRD:Summon Monster IV|summon monster IV]], sword of deception<sup>SpC</sup>, thunderlance<sup>SpC</sup>, translocation trick<sup>SpC</sup>, vortex of teeth<sup>SpC</sup>, wingbind<sup>SpC</sup>, wither limb<sup>SpC</sup>, wood rot<sup>SpC</sup>''
5th—''[[SRD:Animal Growth|animal growth]], [[SRD:Blight|blight]], [[SRD:Break Enchantment|break enchantment]], cometfall<sup>SpC</sup>, [[SRD:Commune|commune]], [[SRD:Contact Other Plane|contact other plane]], contingent energy resistance<sup>SpC</sup>, crawling darkness<sup>SpC</sup>, darkbolt<sup>SpC</sup>, dimension shuffle<sup>PHII</sup>, dire hunger<sup>SpC</sup>, [[SRD:Dismissal|dismissal]], ethereal breath<sup>SpC</sup>, [[SRD:Fabricate|fabricate]], graymantle<sup>SpC</sup>, greater blink<sup>SpC</sup>, [[Greater Clairaudience/Clairvoyance (3.5e Spell)|greater clairaudience/clairvoyance]], greater dimension door<sup>SpC</sup>, greater enlarge person<sup>SpC</sup>, greater reduce person<sup>SpC</sup>, [[SRD:Hold Monster|hold monster]], incorporeal nova<sup>SpC</sup>, [[SRD:Interposing Hand|interposing hand]], [[SRD:Lesser Planar Binding|lesser planar binding]], lesser spell matrix<sup>SpC</sup>, lucent lance<sup>SpC</sup>, [[SRD:Mage's Private Sanctum|mage's private sanctum]], [[SRD:Major Creation|major creation]], make manifest<sup>SpC</sup>, mass fly<sup>SpC</sup>, moon path<sup>SpC</sup>, moonbow<sup>SpC</sup>, [[SRD:Overland Flight|overland flight]], [[SRD:Passwall|passwall]], [[SRD:Permanency|permanency]], [[SRD:Plane Shift|plane shift]], [[SRD:Prying Eyes|prying eyes]], radiance<sup>PHII</sup>, reciprocal gyre<sup>SpC</sup>, refusal<sup>SpC</sup>, ruby ray of reversal<sup>SpC</sup>, [[SRD:Secret Chest|secret chest]], [[SRD:Sending|sending]], shadow form<sup>SpC</sup>, shadow hand<sup>SpC</sup>, shadowfade<sup>SpC</sup>, shard storm<sup>SpC</sup>, [[Solar Window (3.5e Spell)|solar window]], subvert planar essence<sup>SpC</sup>, [[SRD:Summon Monster V|summon monster V]], swift etherealness<sup>PHII</sup>, symbol of spell loss<sup>SpC</sup>, [[SRD:Telekinesis|telekinesis]], [[SRD:Telepathic Bond|telepathic bond]], [[SRD:Teleport|teleport]], [[SRD:Transmute Mud to Rock|transmute mud to rock]], [[SRD:Transmute Rock to Mud|transmute rock to mud]], triadspell<sup>SpC</sup>, vulernability<sup>SpC</sup>, wall of dispel magic<sup>SpC</sup>, [[SRD:Wall of Force|wall of force]], [[SRD:Waves of Fatigue|waves of fatigue]], zone of respite<sup>SpC</sup>''
6th—''anger of the noonday sun<sup>SpC</sup>, [[SRD:Analyze Dweomer|analyze dweomer]], [[SRD:Antimagic Field|antimagic field]], brilliant blade<sup>SpC</sup>, [[SRD:Circle of Death|circle of death]], [[SRD:Contingency|contingency]], [[SRD:Control Water|control water]], [[SRD:Delayed Blast Fireball|delayed blast fireball]], [[SRD:Disintegrate|disintegrate]], fleshshiver<sup>SpC</sup>, [[SRD:Forceful Hand|forceful hand]], gemjump<sup>SpC</sup>, ghost trap<sup>SpC</sup>, greater anticipate teleportation<sup>SpC</sup>, greater blindsight<sup>SpC</sup>, [[SRD:Greater Dispel Magic|greater dispel magic]], greater sign of sealing<sup>SpC</sup>, hardening<sup>SpC</sup>, hidesight<sup>SpC</sup>, howling chain<sup>SpC</sup>, interplanar telepathic bond<sup>SpC</sup>, [[SRD:Legend Lore|legend lore]], [[SRD:Mage's Lucubration|mage's lucubration]], [[SRD:Move Earth|move earth]], ooze puppet<sup>SpC</sup>, [[Passage of the Warp (3.5e Spell)|passage of the warp]], [[SRD:Planar Binding|planar binding]], planar exchange<sup>SpC</sup>, ray of entropy<sup>SpC</sup>, ray of light<sup>SpC</sup>, rejection<sup>SpC</sup>, [[SRD:Repulsion|repulsion]], seal portal<sup>SpC</sup>, [[SRD:Shadow Walk|shadow walk]], shadowy grappler<sup>SpC</sup>, spectral touch<sup>SpC</sup>, [[SRD:Summon Monster VI|summon monster VI]], superior resistance<sup>SpC</sup>, transcribe symbol<sup>SpC</sup>, [[SRD:True Seeing|true seeing]], tunnel swallow<sup>SpC</sup>''
7th—''antimagic ray<sup>SpC</sup>, [[SRD:Banishment|banishment]], brilliant aura<sup>SpC</sup>, [[SRD:Control Weather|control weather]], [[SRD:Dimensional Lock|dimensional lock]], energy ebb<sup>SpC</sup>, energy immunity<sup>SpC</sup>, energy transformation field<sup>SpC</sup>, [[SRD:Ethereal Jaunt|ethereal jaunt]], [[SRD:Forcecage|forcecage]], [[SRD:Grasping Hand|grasping hand]], [[SRD:Greater Arcane Sight|greater arcane sight]], greater dispelling screen<sup>SpC</sup>, greater plane shift<sup>SpC</sup>, [[SRD:Greater Scrying|greater scrying]], [[SRD:Greater Teleport|greater teleport]], holy star<sup>SpC</sup>, [[SRD:Instant Summons|instant summons]], [[SRD:Limited Wish|limited wish]], [[SRD:Mage's Magnificent Mansion|mage's magnificent mansion]], [[SRD:Mage's Sword|mage's sword]], [[SRD:Mass Hold Person|mass hold person]], mass make manifest<sup>SpC</sup>, [[SRD:Meteor Swarm|meteor swarm]], [[SRD:Phase Door|phase door]], planar bubble<sup>SpC</sup>, radiant assault<sup>SpC</sup>, revenance<sup>SpC</sup>, [[SRD:Reverse Gravity|reverse gravity]], [[SRD:Sequester|sequester]], [[SRD:Simulacrum|simulacrum]], spell matrix<sup>SpC</sup>, [[SRD:Spell Turning|spell turning]], submerge ship<sup>SpC</sup>, [[SRD:Summon Monster VII|summon monster VII]], [[SRD:Sunbeam|sunbeam]], [[Superior Darkness (3.5e Spell)|superior darkness]], sword of darkness<sup>SpC</sup>, [[SRD:Teleport Object|teleport obect]], [[SRD:Vision|vision]], [[SRD:Waves of Exhaustion|waves of exhaustion]], withering palm<sup>SpC</sup>''
8th—''[[SRD:Binding|binding]], bite of the king<sup>SpC</sup>, blackfire<sup>SpC</sup>, bombardment<sup>SpC</sup>, chain dispel<sup>PHII</sup>, [[SRD:Clenched Fist|clenched fist]], [[SRD:Clone|clone]], [[SRD:Discern Location|discern location]], excavate<sup>SpC</sup>, flensing<sup>SpC</sup>, [[SRD:Foresight|foresight]], ghostform<sup>SpC</sup>, greater celerity<sup>PHII</sup>, [[SRD:Greater Planar Binding|greater planar binding]], greater planar exchange<sup>SpC</sup>, [[SRD:Greater Prying Eyes|greater prying eyes]], [[SRD:Greater Teleport|greater teleport]], heat drain<sup>SpC</sup>, [[SRD:Horrid Wilting|horrid wilting]], [[SRD:Maze|maze]], [[SRD:Mind Blank|mind blank]], [[SRD:Moment of Prescience|moment of prescience]], planar perinarch<sup>SpC</sup>, [[SRD:Protection from Spells|protection from spells]], [[SRD:Scintillating Pattern|scintillating pattern]], spell engine<sup>SpC</sup>, [[SRD:Summon Monster VIII|summon monster VIII]], [[SRD:Sunburst|sunburst]], superior invisibility<sup>SpC</sup>, [[SRD:Telekinetic Sphere|telekinetic sphere]], [[SRD:Temporal Stasis|temporal stasis]], transmute rock to lava<sup>SpC</sup>, [[SRD:Trap the Soul|trap the soul]], true creation<sup>SpC</sup>, visions of the future<sup>PHII</sup>, wall of greater dispel magic<sup>SpC</sup>''
9th—''[[SRD:Astral Projection|astral projection]], absorption<sup>SpC</sup>, black blade of disaster<sup>SpC</sup>, [[SRD:Crushing Hand|crushing hand]], effulgent epuration<sup>SpC</sup>, [[SRD:Energy Drain|energy drain]], [[SRD:Etherealness|etherealness]], eye of power<sup>SpC</sup>, [[SRD:Freedom|freedom]], [[Galaxy Stop (3.5e Spell)|galaxy stop]], [[SRD:Gate|gate]], [[SRD:Genesis|genesis]], greater spell matrix<sup>SpC</sup>, [[SRD:Implosion|implosion]], [[SRD:Imprisonment|imprisonment]], instant refuge<sup>SpC</sup>, [[SRD:Mage's Disjunction|mage's disjunction]], [[SRD:Mass Hold Monster|mass hold monster]], maw of chaos<sup>SpC</sup>, moonfire<sup>SpC</sup>, pavilion of grandeur<sup>SpC</sup>, [[Phenomenon Rejection (3.5e Spell)|phenomenon rejection]], reality maelstrom<sup>SpC</sup>, reaving dispel<sup>SpC</sup>, [[SRD:Refuge|refuge]], replicate casting<sup>SpC</sup>, shadow landscape<sup>SpC</sup>, [[Singularity (3.5e Spell)|singularity]], [[SRD:Soul Bind|soul bind]], sphere of ultimate destruction<sup>SpC</sup>, summon elemental monolith<sup>SpC</sup>, summon golem<sup>PHII</sup>, [[SRD:Summon Monster IX|summon monster IX]], [[SRD:Teleportation Circle|teleportation circle]], [[That Which Hungers (3.5e Spell)|that which hungers]], [[SRD:Time Stop|time stop]], unbinding<sup>SpC</sup>, [[SRD:Wish|wish]]''
'''{{Anchor|VoidFocus}} (:''' Horological magic is a large field, and no time mage can completely master all the aspects. A time mage obtains a focus of his studies, and for his efforts he is awarded with additional abilities above and beyond a generalist. A time mage may select one of the focii below, gaining the listed benefits as his level rises. Any saving throws are [[SuIntelligence]]):'' Dispel and negation related powersbased.
''{{Anchor|StardustStar}} ([[Su]]):'' MiniA time mage masters the raw power of the stars. At 1st level, a time mage can release a ray of starfire at an enemy within 60 ft at will as a ranged touch attack, dealing 1d6 per two caster levels. At 5th level, he gains fire and cold resistance 5 and he does not need to breath. He takes no damage from extreme pressures such as space or the bottom of the ocean. At 10th level, he can convert any spell that deals elemental damage into nuclear fire damage, including his ray of starfire attack. Nuclear fire is not stopped by fire resistance or immunity. At 15th level, a time mage gains fire and cold resistance 20. At 20th level, he may choose to self-blast 3+destruct as an immediate action, dealing 10 points of nuclear fire damage per caster level to everyone in a 60 ft radius, with a [[Fortitude]] save for half. He may exclude up to one target per point of [[Int/day]] modifier, pushing allies to the edge of the explosion harmlessly. Using this ability kills the time mage, and destroys the body.
''{{Anchor|Rapid StepTime}} ([[Su]]):'' Speed boostA time mage masters the flow of cause and effect. At 1st level, a time mage gains a +10 enhancement bonus to his movement speed. At 5th level he gains an additional +10 bonus to his movement speed and he gains a +1 to attack, +1 dodge bonus to AC, and +1 dodge bonus to Reflex saves. At 10th level, he gains an additional +10 bonus to his movement speed and may take an extra attack on a full attack. This benefit does not stack with similar bonuses such as from ''[[SRD:Haste|haste]]'', but the rest of the bonuses such as the bonus to AC and Reflex saves do stack. At 15th level, you gain Timeless Body and do not take penalties for aging, and you become immortal. At 20th level, you may expend a 6th level spell slot to stop time as per ''[[SRD:Time Stop|time stop]]'' for 1 round. For each level higher slot you sacrifice, the time stop effect lasts for an additional round (a 9th level spell would last 4 rounds).
''{{Anchor|Call to HandVoid}} ([[Su]]):'' Summoned items A time mage comprehends the emptiness of space. At 1st level, a time mage can suppress magic as a touch attack, with a caster level check of 1d20+your caster level. It functions much like ''[[SRD:Dispel Magic|dispel magic]]'' but you can only target one spell effect, and the effect is only suppressed for 1d4 rounds. You may use this ability up to your [[Int]]/day (minimum 1). At 5th level, you no longer need to breath and take no pressure damage such as in space or the bottom of the ocean. Your effective caster level for any dispel attempts is +2 higher. At 10th level, your presence drains the energy out of magic, reducing the caster level for any enemy spells cast at you by -2. At 15th level, your suppressing touch can completely dispel magic rather than simply dispel it. It also can destroy force effects such as a ''[[SRD:Wall of Force|wall of force]]''. At 20th level, you can drain magic right out of a victim with your suppressing touch. On a successful dispel attempt the magic is removed from afar at willthe enemy and you may choose to apply the spell to yourself as if it was originally cast on you.
'''{{Anchor|Spacial DeflectorAstronomer}} ([[SuSRD:Special Abilities Overview#Extraordinary|Ex]]):'' Max range ' At 2nd level, a time mage becomes an expert in all matters concerning the stars. He gains half his level as a bonus to his Profession Astrology checks, and may use his ranks to perform new tricks. These abilities require at least 1 minute of study under a night sky to recieve its benefits.TABLE*DC 10-Identify common celestial bodies and lore surrounding them.*DC 15-Determine which direction is north when able to see the night sky.*DC 20-Determine your fortune through the stars, gain ''[[SRD:Guidance|guidance]]'' as a free action, usable 1/day.*DC 30-Divine information from the heavens, duplicating the effects of ''[[SRD:Augury|augury]]'' 1/day.*DC 40-Manipulate fate in your favor, granting yourself a +1 luck bonus to saves for 24 hours.*DC 60-Divine information from the heavens, duplicating the effects of ranged attacks decreased ''[[SRD:Divination|divination]]'' 1/day.*DC 80-Manipulate fate in your favor, granting yourself a +2 luck bonus to saves for target24 hours.*DC 120-Divine information from the heavens, duplicating the effects of ''[[SRD:Commune|commune]]'' 1/day.
'''{{Anchor|LightweightHorological Power}} ([[Su]]):'' Jump up' At 2nd level and every two levels beyond, a time mage gains a horological power, ACP downusing the power of the stars to perform various tasks. He may select an ability from the list below. Unless otherwise stated, featherfallpowers may only be taken once. At 8th level, he may select from this list and the improved horological power list. At 16th level, he may select from the greater, improved, and normal power list. Saving throws are [[Intelligence]] based.
''{{Anchor|DeadweightBullet Time}} ([[Su]]):'' Touch attack to make items heavierYour control over time has made your reflexes better. You gain a +1 insight bonus on [[Reflex]] saves. At 5th level and every 5 levels beyond (10th, 15th, encumber this way 3etc) you gain an additional +Int/day1 bonus.
''{{Anchor|Sky EyeCall to Hand}} ([[Su]]):'' Never lostYou can draw items to your hand by reducing the space between you and your desired object. Any object you could normally pick up and move within 10 ft. per class level can be drawn to you as a move action, instant directionso long as it is not currently in use by another. If someone is wielding, wearing, or otherwise holding the item in question they get a [[Will]] save to resist. You must have an empty hand (or hands for unusually heavy items) to catch the called item. It does not need line of sight, but you do need to know where the item is and you need line of effect, a barrier too small for the item to pass through will stop it's progress. ''{{Anchor|Deadweight}} ([[Su]]):'' With a touch you imbue an item with extra weight, encumbering your opponents. With a touch attack you strike at an item of your opponent, such as armor or weapon, and double it's weight. If this pushes the target over it's light load it takes the appropriate penalties, otherwise it recieves a -1 circumstance penalty on attack rolls, AC, and [[Str]] or [[Dex]] based skill checks. You may target different items on subsequent rounds, but applying the effect twice to the same item does not stack. The additional weight lasts for 1 round per class level, and opponents may make a [[Will]] save to negate. You may use this ability 3+[[Int]]/day (minimum 1).
''{{Anchor|Bullet Lightweight}} ([[Su]]):'' Your control over gravity lets you escape its grasp. You gain a +4 bonus on Jump checks and your armor check penalty is decreased by 2. Your effective weight is cut in half, and you may use ''[[SRD:Feather Fall|feather fall]]'' (self only) at will as an immediate action. ''{{Anchor|Rapid Step}} ([[Su]]):'' Timeflows faster around you, enabling you to zoom across the battlefield. You gain a +10 bonus to your land speed. ''{{Anchor|Sky Eye}} ([[Su]]):'' Your body is attuned to the position of the stars, even when you cannot see them. You are never lost, and always know your direction and depth. When under an open sky, you can meditate for 10 minutes and gain a sky view of the surroundings out to 10 miles per caster level. The sky view does not let you see small details, but will pick up large objects visible from space such as medium to large sized cities, major geological landmarks, and bodies of water. Unusual cloud cover may restrict viewing. ''{{Anchor|Spacial Deflector}} ([[Su]]):'' You bend space to make distance shorter than it is for your ranged attacks. The distance of your physical ranged attacks increases by 50%. This benefit stacks with [[Far Shot]]. ''{{Anchor|Stardust}} ([[Su]]):'' Bonus You cause a dozen tiny micrometeorites to rain down on reflexyour opponents. 3+[[Int]]/day you can cause a 5 ft. radius, eventually gain evasion at 5th30 ft. tall cylinder in Close range to be pelted with burning bullets, dealing 3 points of fire damage per caster level, improved at 15th[[Reflex]] save for half. This power cannot function underground or inside a building.
'''{{Anchor|Improved Horological Power}}:''' At 8th level, your horological power allows you to select from the following choices.
''{{Anchor|Delayed DangerAdjust Duration}} ([[Su]]):'' Delay dangerous When casting a spell you can augment it's duration to the next catagory (rounds to minutes to 10 minutes to hours to 24 hours to days, and so forth) by sacrificing another spell slot of equal or greater value than the spell to be augmented. You may do this as a free action as part of casting the spell. You may also attempt to increase (or decrease) the duration of spells already in effect X/day, but you must succeed on an opposed caster level check as if you were attempting to [[SRD:Dispel Magic|dispel]] the spell, and then sacrifice an appropriate spell slot as a standard action. You may only adjust a spell one catagory longer or shorter, and you may not affect spells that only last 1 round or are instantaneous. ''{{Anchor|Defy Gravity}} ([[Su]]):'' You defy gravity, floating through the air at a whim. You gain a fly speed (average) equal to your land speed, though you always have the ability to hover a few inches off the ground with no more effort than walking.
''{{Anchor|Defy GravityDelayed Danger}} ([[Su]]):'' Constant lesser flyCause and effect may apply, but they don't need to follow each other right away. If you are affected by a harmful effect, be it hit point damage, a status effect, or similar you may delay it's effects for 1 round as an immediate action. You are treated as not being under the dangerous effect, which comes into play 1 round later even if you have become resistant, immune, or otherwise invalid for the effect to take place on you. You may delay danger 1/day, and an additional time at 16th and every 8 levels beyond. ''{{Anchor|Flash Step}} ([[Su]]):'' Your control over time and space allows you to reach fantastically massive speeds. You may travel up to x10 your normal movement speed in a massive burst 1/hour. You must travel in a straight line, and do not provoke attacks of opportunity, providing a effective way to escape a dangerous situation. Enabling Flash Step is a swift action. ''{{Anchor|Reverse Movement}} ([[Su]]):'' You can rewind time against the will of others to mess with their battle tactics. As a touch attack, you force the enemy to move back to his position as of 1 round ago with a [[Will]] save to negate. This costs no movement of the enemy, they simply reappear at their last position. If they did not move last round, or their former position is invalid or not a supporting surface anymore, then the effect fails automatically. You can force an enemy back into a hazardous cloud or flame this way, or keep them from obtaining a full attack by setting back their progress. Enemies remember their actions, only movement is reversed. You may perform reverse movement 3+[[Int]]/day. ''{{Anchor|Steal Time}} ([[Su]]):'' You can drain the time right out of the bodies of others. As a touch attack you can cause the target to make a [[Will]] save or become ''[[SRD:Slow|slowed]]'' for 5 rounds. If successful, you yourself become ''[[SRD:Haste|hasted]]'' for 5 rounds. You may use this touch attack once every 5 rounds. ''{{Anchor|Sudden Haste}} ([[Su]]):'' You may cast ''[[SRD:Haste|haste]]'' spontaneously by sacrificing a 3rd level or higher spell slot. In addition, if you cast ''haste'' prepared normally you may cast it as a swift action.''{{Anchor|Time Displacement}} ([[Sp]]):'' You gain the psionic power ''[[SRD:Time Hop|time hop]]'' as a spell-like/psi-like ability 2/day. The ability is automatically augmented up to your caster level. You may take this ability multiple times, each time gaining an additional 2 uses.
'''{{Anchor|Time DisplacementGreater Horological Power}} ([[Su]]):'' As Time Hop psionic ' At 16th level, your horological powerallows you to select from the following choices.
''{{Anchor|Steal TimeDeja Vu}} ([[Su]]):'' Touch Slow+Self Haste once every 5 roundsYour powers can cause events to repeat themselves repeat themselves repeat themselves. As a standard action you can cause the last event to occur in initiative, 5 round such as the fighter's sword strike or the cleric's casting of a spell, to occur again. It aims at all previous targets as before, even if they have moved out of range, and uses the same result and mechanics of the previous attack (so a critical hit last time would result in a critical hit this time for the same amount of damage). The ability is quite powerful, and you can only do it 1/day. You may take this ability multiple times, each time gaining an additional 1 use per day. ''{{Anchor|Demi}} ([[Su]]):'' You use gravity's pull to damage opponents internally. 2/day you may cast Demi on any point in space in Long range. Creatures in a 20 ft. radius must make a [[Fortitude]] save or lose half of their current hit points, and be pushed into the center of the effect as close as possible, save negates the movement and and halves the damage. You may take this ability multiple times, each time gaining 2 additional uses of Demi. ''{{Anchor|Eternal Spell}} ([[Su]]):'' You can make magic last eternally. You may perform a ritual while casting any one spell, adding 8 hours to its casting time and spending 3000 xp. For your efforts, any spell you cast which has a durationcontinues to function forever from that point on, even only becoming suppressed instead of dispelled by normal dispel attempts (''[[SRD:Mage's Disjunction|mage's disjunction]]'' can still destroy it). You may only have one permenant spell at a time from this effect, any additional uses removes the effect of the first.
''{{Anchor|Adjust DurationGamma Burst}} ([[Su]]):'' Cast spellYou draw down a powerful beam of starlight which vaporizes anything in a tower of light. 1/day, increase duration through sacrificed spell slot you may deal 2d6 damage per caster level (freemaximum 60d6)with a [[Fortitude]] save for half in a cylinder 1200 feet tall and with a 60 ft. radius. The effect is very similar to a mass form of ''[[SRD:Disintergrate|disintergrate]]'' and will destroy force effects and reduce targets to ash on death. It can be used to carve out a 60 ft. square block of material as well. Extremely powerful, it does originate from the skies, likewise decrease duration with CL check so it cannot be used if deeper than 60 ft. underground as the beam will not penetrate. ''{{Anchor|Stasis Shell}} (standard[[Su]]):'' Time is a messurement of change, and so you render yourself immune to all change but movement of your own will. In effect, you may render yourself invincible for 1 round, 1/day, as a swift action. Any effect, positive or negative, which would change your current condition fails.
''{{Anchor|Reverse MovementTime Control}} ([[Su]]):'' Touch attack, cause enemy to move back to position they were in 1 round ago 3+Int/dayYou control the fabric of time itself. You always obtain the maximum result when casting ''[[SRD:Time Stop|time stop]]'' (5 rounds) and may cast ''time stop'' spontaneously with your 9th level spell slots.
'''{{Anchor|Warp StepCosmic Mastery}} ([[SuSRD:Special Abilities Overview#Extraordinary|Ex]]):'' Teleport ' At 20th level, if you die reborn as starchild outsider all Dr. Manhattany, DR 10/magic, immune to time-spells if you don't want, allowing you to work in other people's time stops and immunity to time related spells such as movement''[[SRD:Slow|slow]]'' or ''[[SRD:Time Hop|time hop]]''.
{| class="zebra d20"
2 + [[SRD:Intelligence|Int]] modifier skill points per level.
|}
'''Horologic Power:''' You continue to gain holological powers chosen from the normal, improved, or greater lists at 22nd and every two levels beyond.
====Human Time Mage Starting Package====
'''Weapons:''' Quaterstaff.
'''Skill Selection:''' Pick a number of skills equal to 3 + [[Int]] modifier.
{| class="zebra d20"
| class="left" | Spellcraft || 4 || [[Int]] || —
|}
'''Feat:''' [[SRD:Improved Initiative|Improved Initiative]].
'''Bonus Feats:''' [[Dodge]].
'''Gear:''' Backpack.
'''Gold:''' 123 gp.
===Campaign Information===
====Playing a Time Mage====
'''Religion:''' Time Mages are a bit more pious than most wizards, if only because their focus on the heavens often brings them interlacing with the lore of creation itself and ancient gods. Gods of primal focuses and overdieties far removed from reality are common focuses for the time mage's belief.
'''Other Classes:''' Other classes find time mages to simply be wizards with their heads in the clouds. Of course, none complain when he causes them to move faster than their opponents can react or addles the opponent with chronological mishaps of their own.
'''Combat:''' The time mage excels in buffing, debuffing, and battlefield control, but as he gains level several blast spells open up as well. The preparation of the time mage each day may lead to a different focus.
'''Advancement:''' Wizard prestige classes work well with the time mage, especially the Fatespinner from Complete Arcane, whose focus on the stars meshes well.
====Time Mages in the World====
{{quote|Galaxy Stop!|orig=Olan, Human Time Mage}}
'''Daily Life:''' The time mage is a scholar and a teacher, he is a man of knowledge who seeks to unravel the mysteries of the world. He is often cut off from common folk and normal life, but his achievements help progress civilization.
'''Notables:''' Olan Orlandu was a powerful time mage who learned dark secrets from the call of the heavens above. Whatever he learned caused him to flee, a shadowy organization out for his blood.
'''Organizations:''' Time Mages, being learned sorts, often collect with each other every so often to share data and stories, but ultimately each time mage is a loner working on his own projects.
'''NPC Reactions:''' To the commoner, a time mage is a wizard who seems closest to being a diviner, the fortune of the stars open to them. The commoner's view of the job is likely romaticized, forgetting the complex math for ideas of telling the future by the tail of a comet.
====Time Mage Lore====
Characters with ranks in Knowledge The Planes can research time mages to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
{| class="zebra d20"
| 30 || class="left" | Those that reach this level of success can research specific time mages, their beliefs and lore, their whereabouts, and recent activities.
|}
====Time Mages in the Game====
'''Sample Encounter:''' Olan the Time Mage has discovered something terribly important, a terrible secret of space which could change everything! But assassins are on his tail, can the PCs save him and get him to reveal his terrible secret to the world before the knowledge and ability to do anything about it is lost forever?
''EL 16:'' PENDING.