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 use when you are hit by an attack that you can see or when you make a Reflex saving throw, you spin gracefully away, avoiding the swing or effect. Roll a d3 and add the result your Defense against the triggering attack or to your Reflex saving throw. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

Time spells

As an action, you distort time around a creature that you can touch or see within 5 meters which must make a Will saving throw.

On a failed save, you rapidly accelerate and decelerate time, tearing it apart as it takes 1d6 force damage, and it can’t take reactions until the start of its next turn.

At higher levels

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

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

You can use an action, but you are then incapacitated 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 20 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 for that turn.

concentration, 1 minute/mana or psi

As an action, you manipulate time to hasten or slow creatures. Choose haste or slow as the spell’s effect.

Haste. A creature that you can touch or see within 10 meters is hasted 1 for the duration.

Slow. Up to two creatures that you can touch or see within 10 meters and within 5 meters of each other must make a Will saving throw.

On a failed save, a creature 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 or psi for each option.
  • You can target one additional creature with haste or two additional creatures with slow for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them. You can choose to mix and match the effects by hasting one creature and slowing two creatures for example.

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

As a reaction, which you use when you are hit by an attack you can see, you can step back in time to avoid the attack. Roll a d4 and add the result to your Defense until the start of your next turn, including against the triggering attack. You can do so after the creature rolls but before any effects of the roll occur.

You can then teleport up to 4 meters to an unoccupied space you can see that you occupied since the start of your last turn.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 2 additional mana or psi to roll 2d4.

  • You can expend 4 additional mana or psi to roll 3d4.

As a reaction, which you use when you make a Reflex saving throw, you bend time, allowing yourself more time to react. Roll a d4 and add the result to the roll. You can do so after the roll but before any effects of the roll occur.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 2 additional mana or psi to roll 2d4.

  • You can expend 4 additional mana or psi to roll 3d4.

  • You can expend 1 additional mana or psi to trigger the spell when you or one of your allies within 2 meters of you makes a Reflex saving throw. Until the start of your next turn, you and all allies within 2 meters of you gain a bonus equal to the d4 roll to Reflex saving throws.

As a reaction, which you use at the start of an initiative round, you cause time around a creature within 20 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 or psi expended. The creatures must be within 5 meters of each other when you target them.

As an action, a creature that you can touch or see within 10 meters must make a Will saving throw.

On a failed save, the fabric of time parts to your will, revealing wounds your foe has received in the past as it takes 3d12 psychic damage as the past impinges briefly on the present.

On a successful save, it takes half as much damage.

Augment

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

As a reaction, which you use when you or another creature that you can touch or see within 10 meters makes an attack roll, an ability check, or a saving throw, the creature has a second chance. Roll a d4 and apply the result as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 2 additional mana or psi to roll 2d4.

  • You can expend 4 additional mana or psi to roll 3d4.

As an action, you manipulate time, ravaging a creature or an object that you can touch or see within 10 meters. A creature targeted by this spell must make a Fortitude saving throw.

On a failed save, it 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 75-centimeter 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 or psi for each option.
  • You can increase the damage by 4d12 for each additional mana or psi 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-meter 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-meter 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 2-meter 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 3-meter radius sphere portion of it.

  • Rapid Aging. You can expend 4 additional mana or psi and cast this spell as two actions 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.

As an action, a creature that you can touch or see within 10 meters regains 3d8 health that was lost within the last minute.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the healing by 4d8 for each additional mana or psi expended.

  • Undo Limb Loss. You can expend 2 additional mana or psi to increase the healing by 3d8. The duration changes to 1 minute/mana or psi and for the duration of the spell, the creature regains 1 health at the start of each of its turns (10 health each minute).

    The target’s severed body members (fingers, legs, tails, and so on) that were lost within the last minute, if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

concentration, 1 minute/mana or psi

As two actions, a creature that you can touch or see within 10 meters must succeed on a Will saving throw or be stunned 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 or psi for each option.
  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 1 additional mana or psi so the creature is paralyzed instead of stunned.

As two actions, 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 or psi expended. The creatures must be within 5 meters of each other when you target them.

As two actions, you can regress 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 or psi so all creatures within 200 meters have their time stream regressed to just prior to your previous turn.

concentration, 1 minute/mana or psi

As two actions, a creature, or object weighing 200 kilos or less, within 10 meters hops forward in time. An unwilling creature must succeed on a Will saving throw to avoid the effect. The target disappears in a shimmer of silver energy and is incapacitated until the spell ends.

An affected creature can repeat the saving throw at the end of each of its turns, reappearing in the space it left (or in the nearest unoccupied space if that space is occupied) on a success. From the creature’s point of view, no time has passed at all.

Augment

You can target one additional creature or object for each additional mana or psi expended. The creatures and objects must be within 5 meters of each other when you target them. Additionally, the weight of an object that this spell can target increases by 200 kilos for each additional mana or psi expended.

As an 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 two additional mana or psi expended.

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

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 two actions, an action, or 1 reaction, and that can target you. You cast that spell—called the contingent spell—as part of casting contingency, expending mana or psi 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 aquatic adaptation might stipulate that aquatic adaptation 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 5 meters. If you leave that area or another creature 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
Cone3 meters long5 meters long10 meters long10 meters long20 meters long
Cylinder1-meter-radius, 3 meters high2-meter-radius, 6 meters high3-meter-radius, 9 meters high4-meter-radius, 12 meters high5-meter-radius, 15 meters high
Line5 meters long, 1-meter wide5 meters long, 2-meter wide10 meters long, 2-meter wide10 meters long, 2-meter wide20 meters long, 2-meter wide
Sphere1-meter-radius2-meter-radius3-meter-radius4-meter-radius5-meter-radius
Wall5 meters long, 2 meters high, 30 centimeters thick5 meters long, 4 meters high, 60 centimeters thick10 meters long, 6 meters high, 90 centimeters thick10 meters long, 8 meters high, 120 centimeters thick20 meters long, 10 meters high, 150 centimeters thick