EPRP Magic - Purity Realm, Time Source

Published by Eight Star in the blog Eight Star's Work Load. Views: 239

After much prodding from my apprentice, here you have it, in order of power level.

Time Magic, a subject reviewed by many unicorns seeking to learn magic, but one only able to be truly grasped by the highest level of spell-caster.
In dealing with time, a powerful mage can eventually take themselves, and a number of their own allies outside of the regular flow of time.
Also, with the use of aging spells, a mage can perpetually keep themselves in their prime, and force some targets out of theirs. However, these same sort of spells are also available to the source of space for cheaper amounts.
Time Magic is, however, one of the most expensive sources of magic to practice, and can quickly tire out an un-prepared practitioner.
There are many theories relating to time… and all of them different. Which of course means that in the end – a lot of ponies are going to be gravely disappointed.
Time is an un-determined constant, meaning that it is ever-changing. Therefore, there is no means of going forward into time. As history is already determined, there is a means to go back in time.
The list is as follows:

1:Quicken
Type: Support Time Spell
Cost: 10 Stamina
Cast upon a single target. The target of the spell receives 2 Speed until the end of their next turn. Then they receive 4 Speed until the end of the turn after that. Then they receive 6 Speed until the end of the turn after that.

2:Slow
Type: Support Time Spell
Cost: 12 Stamina
Cast upon a single target. The target of the spell loses 6 Speed until the end of their next turn. Then they lose 4 Speed until the end of the turn after that. Then they lose 2 Speed until the end of their third turn.

3:Post-Cognition
Type: Support Time Spell
Cost: 15 Stamina, 10 Per Turn
Cast upon the realm around them, the caster can see what happened in the past within their line of sight. The caster cannot hear anything from the past, only see visuals.

4:Repetition
Type: Support Time Spell
Cost: 15 Stamina
Cast upon a target, this repeats the last stat-increasing skill or spell used by or on the target as long as it was not a Time Spell. If the last skill or spell used was a Time Spell, this spell will have no effect.

5:Repeat Offense
Type: Combat Time Spell
Cost: 15 Stamina
Cast upon a target, this repeats the last damage the target received as if the source and rolls were the same. This also repeats conditions associated with the damaging attack

6:Twice the Feeling
Type: Support Time Spell
Cost: 18 Stamina
Cast upon a single target, this repeats the last healing the target received as if the source and rolls were the same. This also repeats any condition curing associated with the skill or spell.

7:Swapping Time
Type: Support Time Spell
Cost: 20 Stamina, 5 Per Turn
Cast upon a single target, the caster swaps their Speed stat with that of the target. If the target wishes to resist, they may attempt to beat the caster in a contest of Willpower at the beginning of their (the target’s) turn.

8:Restore
Type: Support Time Spell
Cost: 10 Stamina
Cast upon a single target, this spell replaces the stamina the target used for their most recent skill or spell. This cannot be cast upon the caster.

9:Regenerate
Type: Support Time Spell
Cost: 20 Stamina
Cast upon a single target, this spell restores the target’s Health equal to their Resilience, plus 9.

10:Replacement
Type: Support Time Spell
Cost: 14 Stamina
Cast upon an ally. This spell immediately swaps the initiative of the caster and the target and ends the caster’s turn, beginning the target’s turn.

11:Quicksilver
Type: Support Time Spell
Cost: 25 Stamina
Cast upon a single target, the caster rolls 2d12+Willpower. The target gains Speed equal to the total until the end of their next turn.

12:Resituate
Type: Combat Time Spell
Cost: 25 Stamina
Cast upon an enemy target. The caster and the enemy both roll 2d12+Willpower. If the caster wins, they trade initiative with the target at the end of the caster’s turn, continuing the initiative flow without taking the target’s turn.

13:Time Bomb
Type: Combat Time Spell
Cost: 25 Stamina
Cast upon a target, this creates an ethereal bomb of magic that looms over the target. At the end of the target’s next turn, provided the caster is still conscious, the caster will roll 2d12+Willpower. The bomb detonates, dealing the total of the roll to the target, and any enemies of the caster within 10’ of the initial target of the spell. Allies are not damaged by the radius. Any target taking damage loses 1 Speed for every 10 points of damage received until the end of their next turn.

14:Twist of Turns
Type: Support Time Spell
Cost: 40 Stamina
Upon cast, this spell immediately reverses the order of turns in combat initiative, and the flow will now ascend numbers instead of descending. Casting this spell again will make numbers descend again.

15:Future’s Mist
Type: Support Time Spell
Cost: 50 Stamina
This spell allows the caster to peer into the foggy view of the possible future of the surrounding area or a specific character target. The future beyond the present will occur as if the caster is doing nothing beyond the present, and things will seem foggy – as if in a dream. The spell stays active as long as the caster wishes, but the target point in time will not change unless the spell is re-cast.

16:Time Hop
Type: Support Time Spell
Cost: 100 Stamina
This spell, when cast, transports the caster back in time, up to a number of years equal to the caster’s Willpower. This places them near themselves in the past. They can then be seen and heard by characters in the past, but the caster is not able to touch anything. After 5 minutes, the caster is pulled back to the present.

17:Re-Runs
Type: Combat Time Spell
Cost: 80 Stamina
Cast during combat, this spell repeats everything that happened on every other character’s turn since the caster’s last turn, repeating any damage, healing, status effects, or buffs that have occurred.

18:Montage
Type: Support Time Spell
Cost: 50 Stamina
This spell, once cast, will progress the current day forward for the caster and his or her party like some form of montage. They will be moved through a form of stasis along the time line, and be able to watch themselves performing the day as they would with their original intent. No dialog or combat progresses, and any training continues as normal. The spell will end at the beginning of the next morning or if combat occurs.

19:Regression
Type: Support Time Spell
Cost: 100 Stamina
Cast upon a single target, or the caster. This spell reverses the physical state of the target while leaving their mind unaffected. The caster can, through this spell, remove a number of years up to their current Power Level in Time Magic. They cannot regress a character beyond 1 year young. When cast upon an undead, this can reverse a newer undead back to their living state. However, on targets which have been dead for more than 24 hours, this cannot revive them.

20:That Never Happened
Type: Support Time Spell
Cost: 100 Stamina
Cast upon a single target, or the caster. This spell reverts time for the target, and places them into the same position they were in up to 5 minutes ago. Their Stamina and Health is also reverted to where it was at that time. If the caster uses this on themselves, their Stamina remains as it is after casting this spell.

21:Stop
Type: Combat Time Spell
Cost: 75 Stamina
Cast upon a single target, the caster and target roll 2d12+Willpower. If the caster wins, the target is Stopped until the beginning of the caster’s turn. If the target wins, the caster is stopped until the end of the target’s turn.

22:Out of Time
Type: Support Time Spell
Cost: 50 Stamina, 20 Per Turn
Upon cast, the caster is suddenly taken outside of the time loop, effectively freezing everything around the caster while they do what they like. At the end of every turn taken outside of the flow of time, they must pay the cost of the spell. They may bring others with them outside of time for no extra initial cost, but must pay an extra 20 Stamina at the end of each of their turns.

23:Progression
Type: Support Time Spell
Cost: 150 Stamina
Cast upon a target, or the caster. This spell allows the caster to biologically age the target up to a number of years equal to their current Power Level in Time Magic. This spell cannot kill someone by old age, but through aging them will weaken their immune system, and can make them more susceptible to diseases which can cause death.

24:Back Into the Past
Type: Support Time Spell
Cost: 100 Stamina
Initially targets the caster. For every target beyond the caster, this spell costs 50 Stamina extra. This spell pulls the caster and any additional targets from the flow of time, and erases the current constant of time, then places the caster back into a point chosen by the caster. This time can be up to a number of years equal to their Power Level in Time Magic. No change is made to the caster or any other target of the spell. This effect becomes permanent.
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