New Temporal Magic:

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gaby
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Re: New Temporal Magic:

Unread post by gaby »

I always thought that Temporal magic need more spells.
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Nekira Sudacne
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Re: New Temporal Magic:

Unread post by Nekira Sudacne »

There are some new Temporal magic spells in Fleets of the Three Galaxies.

However, as a note of Temporal Rift, these don't need special rules, Rifts can already go anywhere though time.
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drewkitty ~..~
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Re: New Temporal Magic:

Unread post by drewkitty ~..~ »

B.I.T.O. Greater
Temporal specialty magic
Level 12
Duration: 42 hours per level (or perm.)
Range: One Container 20'
Save vs Magic: none
PPE: 100 (300 and 1 Perm PE point)
Developed by a Temporal mage That was sick of not having enough space in her loft, this spell adds 100 square feet per level of the mage to any walk in container. [Has to start off being big enough for a human sized person to get into and have a entrance that person can enter through. Even if both are tight fits.] The ceiling remain constant height through out the space. Any doors leading into the space are the only parts of the space that is congruent to the outside space. (i.e.: the door is the same size on the inside as the outside. Windows are doors in this case)

B.I.T.O.
Temporal specialty magic
Level 7
Duration: 42 hours per level (or perm.)
Range: One Container 20'
Save vs Magic: none
PPE: 50 (150 and 1 Perm PE point)
Developed by a Temporal mage That was sick of not having enough space in his flask. The spell doubles the insides of a small container, not starting with more then 1 cubic foot volume. Starting at level 10 the space space created doubles with each level, with the maximum volume of 100 cubic feet.
Last edited by drewkitty ~..~ on Wed Apr 28, 2010 2:01 pm, edited 1 time in total.
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Syndicate
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Re: New Temporal Magic:

Unread post by Syndicate »

TrumbachD wrote:At the suggestion of Syndicate, I have started this new thread for the creation of new: Temporal Spells, Temporal Magic Items, Temporal Rift Rules, Age Reduction/Increase Magic, Temporal Monsters and anything in the general area of the above.


<ish honored you have done so... ;)

Duplicate Event (temporal)
Level: 10th
Range: self
Duration: instant
Cost: 40 P.P.E.
*special* (this spells costs two actions, but is activated immediately)

Closely related to some aspects of Phase powers, this spell allows the caster to "clone" an event in time/space that he performed within a melee action (full 15 seconds after level 12). For example, at 3:30 pm the caster had pushed a rather heavy container over to release a trapped creature. The caster chooses to use that duplicated event to "body block/push over" a person in combat while he tries to aid another player (simo-action). He can duplicate a combat action (such as a strike or parry), but the action must be re-rolled with no other bonus besides +5. A spell effect he/she/it previously cast could be duplicated as well, but it costs double (80 p.p.e), requires a principles of magic roll (or else is fails), and there is a 1-35% chance the duplicated spell is cast at another point in time (uncontrolled by the caster). Needless to say this is a potentially powerful spell. The "cloned" version of the caster can be placed up to 10' away.

*Altered version of the Double paradox spell*
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