Kryx RPGThemesMonsters

Time

Time marches relentless and unforgiving; time is inexorable. The Time theme focuses on a variety of utility, buffs, debuffs, and control related to action and speed.

Spells from the Time theme allow you to ripple the flux of time, borrow time from the future, make creatures repeat past actions, make creatures act faster or slower, make creatures recall their past pain, freeze creatures in time, send creatures to the future, trigger spells for future situations, reverse time, completely stop time, age a creature, and make time fly faster.

Power Sources

Arcane

Table of Contents

Time maneuvers

As a reaction, which you take when you make a Reflex saving throw, you react with quickened reflexes. Until the start of your next turn, including against the triggering saving throw, you have a +1 bonus to Reflex saving throws.

Enhance
You can enhance this maneuver with the following options, expending stamina dice for each option.
  • You can expend 1 additional stamina to increase the bonus by 1.

  • You can expend 2 additional stamina to increase the bonus by 2.

Time spells

As an action, you distort time around a creature that you can touch or see within 18 meters, rapidly accelerating and decelerating time, tearing it apart. The target must make a Will saving throw.

On a failed save, the target takes 1d6 force damage, and it can’t take reactions until the start of its next turn.

Augment

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

As a reaction, which you take at the end of a creature’s turn, you can borrow time from your future self.

You can take any action, but you are then incapacitated and can’t move or speak until the end of your next turn.

As an action, you bend the fabric of time, causing a creature that you can touch or see within 35 meters to make a Will saving throw.

On a failed save the target repeats the actions it took on its previous turn and must act against the same target or targets, but doesn’t have to make exactly the same choices. If the situation has changed in such a way that the target can’t take the same actions again (if its foe is dead, the target has run out of spells or mana, or moving in the same direction would be fatal, and so on), the creature becomes confused and must roll a d10 to determine its behavior for that turn.

d10Behavior
1The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2–6The creature doesn’t move or take actions this turn.
7–8The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9–10The creature can act and move normally..
concentration, 1 minute/mana

As an action, you manipulate time around a creature that you can touch or see within 18 meters. Choose haste or slow as the spell’s effect.

Haste. The creature is hasted 1 for the duration.

Slow. The creature must make a Will saving throw.

On a failed save, a target is slowed 1 for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

  • You can increase the hasted or slowed level by 1 for each additional mana expended.

As a reaction, which you take when you make a Reflex saving throw, you bend time, allows yourself more time to react. Until the start of your next turn, including against the triggering saving throw, you have a +2 bonus to Reflex saving throws.

You can use this spell before or after making the saving throw, but before any effects of the saving throw are applied.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to increase the bonus by 2.

  • You can expend 1 additional mana to cast the spell as a reaction, which you take when you or one of your allies within 3 meters of you makes a Reflex saving throw. Until the start of your next turn, you and all allies within 3 meters of you have a +2 bonus to Reflex saving throws.

As a reaction, which you take at the start of an initiative round, you cause time around a creature within 35 meters to momentarily warp. Choose quicken or delay as the spell’s effect. An unwilling creature must succeed on a Will saving throw to avoid the effect.

Quicken. The creature adds 10 to its initiative, moving up the initiative order.

Delay. The creature removes 10 from its initiative, moving down the initiative order.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

As an action, choose one creature within 18 meters. The fabric of time parts to your will, revealing wounds your foe has received in the past. The target must succeed on a Will saving throw, taking 3d12 psychic damage on a failed save as the past impinges briefly on the present, or half as much damage on a successful save.

Augment

You can increase the damage by 4d12 for each additional mana expended.

As a reaction, which you take when you are hit by an attack, you can create a barrier of distorted time, allowing you to dodge attacks. Until the start of your next turn, including against the triggering attack, you have a +2 bonus to Defense. You can then move up to 1.5 meters without provoking opportunity attacks.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to increase the bonus by 2.

  • You can expend 1 additional mana to trigger the spell when a creature that you can touch or see within 18 meters is attacked. The attacked creature gains the benefits instead, but cannot move as part of the reaction.

As an action, you manipulate time, ravaging a creature or an object that you can touch or see within 18 meters.

A creature targeted by this spell must make a Fortitude saving throw.

On a failed save, the target takes 3d12 necrotic damage, or half as much damage on a successful save. The target is ravaged if this damage leaves it with 0 health.

A ravaged creature and everything it is wearing and carrying, except magic items, are reduced to a heap of its former form, about half the size that it started. The creature can be restored to life only by means of a resurrection spell cast with 5 mana or a wish spell.

This spell automatically ravages a Tiny or smaller nonmagical object. If the target is a Small or larger object, this spell ravages a 2½-foot-radius sphere portion of it. A ravaged object is reduced to a pile of fine dust. A magic item is unaffected by this spell.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 4d12 for each additional mana expended.

    At 2 mana, this spell automatically ravages a Small or smaller nonmagical object. If the target is a Medium or larger object, this spell ravages a 1.5-meters-radius sphere portion of it.

    At 3 mana, this spell automatically ravages a Medium or smaller nonmagical object. If the target is a Large or larger object, this spell ravages a 1.5-meters-radius sphere portion of it.

    At 4 mana, this spell automatically ravages a Large or smaller nonmagical object. If the target is a Huge or larger object, this spell ravages a 3-meters-radius sphere portion of it.

    At 5 or more mana, this spell automatically ravages a Huge or smaller nonmagical object. If the target is a Gargantuan or larger object, this spell ravages a 4.5-meters-radius sphere portion of it.

  • Rapid Aging. You can expend 4 additional mana to rapidly age the target.

    On a failed save, a creature is aged a number of years equal to half the amount of necrotic damage dealt.

concentration, 1 minute/mana

As an action, choose a creature that you can touch or see within 18 meters. The target must succeed on a Will saving throw or be paralyzed for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

As an action, you are transported 24 hours into the future. You appear in the nearest unoccupied space to the spot which you disappeared.

Augment

You can target one additional willing creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

As an action, you can regresses time around yourself to the point along the time stream just prior to your previous turn. You appear at the same position you were in at the start of your previous turn, any damage you’ve taken since then is undone, and any conditions you’ve gained or effects that have occurred since then are also undone. Your mana, stamina, and other factors do not change.

Augment

You can expend 2 additional mana so all creatures within 150 meters have their time stream regressed to just prior to your previous turn.

concentration, 1 minute/mana

As an action, one creature, or object weighing 225 kilograms or less, within 18 meters hops forward in time. An unwilling must succeed on a Will saving throw to avoid the effect. The target disappears in a shimmer of silver energy. The target is incapacitated until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. From the target’s point of view, no time has passed at all.

At the end of each of its turns, a target can repeat the saving throw, reappearing on a success.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them. Additionally, the weight of an object that this spell can target increases by 225 kilograms for each additional mana expended.

As a bonus action, you briefly stop the flow of time for everyone but yourself. You can take one additional turn, during which you can use actions and move as normal as long as nothing you do affects a creature other than you or an object being worn or carried by someone other than you. No time passes for other creatures.

Splintered or partitioned minds within your own mind, such as might be in effect through the use of spells such as schism, are not temporally sped up.

Augment

You can increase the number of turns by 1 for every other additional mana expended.

M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 sp); 1 day/mana

As you spend 10 minutes to cast this spell, while holding the statuette, choose a spell using 2 mana or less that you can cast, that has a casting time of 1 action, 1 bonus action, or 1 reaction, and that can target you. You cast that spell—called the contingent spell—as part of casting contingency, expending mana for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.

The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.

The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends.

concentration, 1 hour

As you spend 10 minutes to cast this spell, you tear a hole in the temporal timeline. Time around you passes significantly faster than regular time, allowing you to experience 24 hours of time while others only experience 1 hour.

The tear has a radius of 9 meters. If you leave that area or another creatures enters that area the tear immediately ends.

Augment sizes

1 stamina die/mana2 stamina dice/mana3 stamina dice/mana4 stamina dice/mana5 stamina dice/mana
Cone4.5 meters long9 meters long13.5 meters long18 meters long22.5 meters long
Cylinder1.5-meter-radius, 4.5 meters high3-meter-radius, 9 meters high4.5-meter-radius, 13.5 meters high6-meter-radius, 18 meters high7.5-meter-radius, 22.5 meters high
Line6 meters long, 1.5 meters wide12 meters long, 1.5 meters wide18 meters long, 1.5 meters wide24 meters long, 1.5 meters wide30.5 meters long, 1.5 meters wide
Sphere1.5-meter-radius3-meter-radius4.5-meter-radius6-meter-radius7.5-meter-radius
Wall4.5 meters long, 3 meters high, 30 centimeters thick9 meters long, 6 meters high, 60 centimeters thick13.5 meters long, 9 meters high, 90 centimeters thick18 meters long, 12 meters high, 120 centimeters thick22.5 meters long, 15 meters high, 150 centimeters thick