Normal Magic on Temporal Prime (CB)

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On Temporal Prime, the tenuous contact with reality affects many spells. No conjuration/summoning spell works at all on Temporal Prime. The laws that govern this school of magic do not exist here. The other two schools work only if the caster can force a temporary connection to reality (make a Wisdom check at -4 for each spell). Spells in the schools of necromancy and abjuration are subject to the guidelines below. The penalties apply to priest spells as well.
Note that the minimum damage on a die is 1, regardless of any modifiers.
If there's a doubt as to whether or not a spell can be used on Temporal Prime, use the following guidelines to adjudicate the case. No guideline is absolute, but one should only be violated under special circumstances.
Unless otherwise stated, limitations apply to the reverse of spells as well.
==Guideline #1: Temporal Prime is a pseudoreality, not a plane of existence.==
When employing spells that cross planes of existence, the boundary that separates Temporal Prime from reality is a special consideration. Several wizard and priest spells deal with traveling between these planes and influencing creatures from them. The following spells (their spell levels in parentheses) are limited by the special notes.
===Wizard Spells===
Contact Other Plane (5): This spell cannot penetrate back to reality to make the contact necessary.
Dismissal (5): This spell does not work, since the wizard must be in reality to cast it.
Banishment (7): This spell cannot make the connection necessary to force a creature from Temporal Prime.
Teleport Without Error (7): Although the border between reality and Temporal Prime is weak, this spell cannot make the connection to travel from one to the other without serious error. Use teleport probabilities for "never seen." 
Astral Spell (9): The altered Wisdom of a character on Temporal Prime interferes with this spell, making it worthless.
====A wizard spell unaffected by this guideline====
Energy Drain (9): Temporal Prime has a connection to the planes of positive and negative energy, as seen by the existence of a type of undead: the temporal stalkers.
===Priest Spells===
Abjure (4): The altered Wisdom of the character defeats the casting of this spell.
Commune (5): The connection between priest and deity is tenuous. The priest can only ask one question for every two levels.
Plane Shift (5): As with teleport without error, this spell cannot shift the characters between Temporal Prime and reality.
Word of Recall (6): This spell cannot be used to transfer between reality and Temporal Prime. All other effects are the same.
Astral Spell (7): The altered Wisdom of a character on Temporal Prime interferes with this spell, making it worthless.
====A priest spell not affected by this guideline====
Negative Plane Protection (3): By the same laws that allow temporal stalkers to exist, this spell can reach the Positive Material Plane.
==Guideline #2: No substance can be permanently created on Temporal Prime.==
The arcane laws that allow magic to bring matter into existence are extremely weak on Temporal Prime. Because of this, spells suffer various hindrances. The following spells (with their spell level in parentheses) are limited by the special notes.
===Wizard Spells===
Burning Hands (1): Damage is only 1d3 points plus 1 point per level of the caster, due to the difficulty in converting the mystical energy into actual flame.
Wall of Fog (1): The vapor is much thinner, obscuring vision only beyond 4 feet.
Flaming Sphere (2): For reasons similar to burning hands, apply -2 to damage received. Fog Cloud (2): Vision is obscured past 4 feet in the fog bank and 8 feet in the cloudkill-like fog.
Glitterdust (2): The area of effect is cut down to a 10-foot cube to get the same effect.
Magic Mouth (2): When triggered, the mouth does not appear, but the message is still delivered.
Pyrotechnics (2): Since this draws from an existing source of fire, no penalty is incurred except that the source is destroyed.
Stinking Cloud (2): The area of effect is halved to a 10-foot cube.
Web (2): This spell only covers a volume equivalent to four 10-foot x 10-foot x 10-foot cubes and still must be at least 10 feet thick. Anyone in the area when the spell is cast must successfully save vs. spells. The -2 penalty does not apply. Since the web is weaker, a creature of appropriate Strength can break through twice as much webbing as normal.
Fireball (3): Similar to other flame-producing spells, the damage of a fireball is reduced to 1d6-1 points per level of the caster.
Flame Arrow (3): In the version that allows the caster to change regular arrows or crossbow bolts into flaming ones, the number is limited to five arrows or bolts for every five levels of the caster. If hurling flaming bolts at opponents, the damage is limited to 1d4 points of piercing damage plus 4d4 of fire damage.
Lightning Bolt (3): As with fireball, the damage of this spell is reduced to 1d6-1 points per level of the caster.
Melf's Minute Meteors (3): Reduced damage of 1d4-1 per meteor.
Fire Trap (4): When this spell is set off on Temporal Prime, regardless of where it was cast, damage is only 1d4 plus 1 point per every two levels of the caster.
Ice Storm (4): This spell fails completely because the hail or sleet it tries to form would be permanent.
Minor Creation (4): Volume created is limited to one cubic foot for every two levels of the caster.
Shadow Monsters (4): Monsters created have 10% of the Hit Dice of the real monster. Solid Fog (4): Vision is obscured beyond 4 feet, and movement through it is at 4 feet per round per point of movement.
Wall of Fire (4): There is a -2 modifier to the damage inflicted by this wall, and since this wall is erected along one plane, it is easily gotten around.
Cloudkill (5): The area of effect is reduced by half to create the same damaging effect. Demishadow Monsters (5): The Hit Dice are only 20% of the real monster's.
Major Creation (5): Item created is limited to one cubic foot per every two levels of the caster.
Wall of Iron (5): This spell attempts to form permanent substance and fails.
Wall of Stone (5): This spell attempts to form permanent substance and fails.
Chain Lightning (6): The damage restriction of lightning, 1d6-1 per level of caster, applies.
Death Fog (6): The area of effect is halved to produce the same damage by acid. Other restrictions of fog spells are applicable.
Shades (6): Created creatures have 30% of the Hit Dice of the real creatures.
Delayed Blast Fireball (7): The +1 bonus for damage is disregarded.
Incendiary Cloud (8): Since it comes from an actual fire source, there is no modifier to the damage, but the source is destroyed.
Meteor Swarm (9): A modifier of -1 is applied to each die of damage the spell causes.
====Some special notes on wizard spells not affected by this guideline====
Enlarge (1): This spell builds on matter already present and doesn't create all-new matter. Spells like fool's gold (2), plant growth (4), and raise water (6) rely on this distinction.
Magic Missile (1): The missiles remain as magical energy. They never form physical substance. Like other spells that remain as magical energy or force, such as spectral hand (2), fire shield (4), wall of force (5), and forcecage (7), this spell is unaffected.
Whispering Wind (2): Though air technically does not exist on Temporal Prime, there is a type of atmosphere. This spell, and others such as wind wall (3), adapt to this condition and suffer no penalty.
Shadow Magic (5): This spell relies on illusion instead of physical substance for the damage, therefore a shadow magic fireball does not suffer the damage penalty. Phantasmal force (1) and demishadow magic (6) function similarly.
Mordenkainen's Magnificent Mansion (7): The creation on Temporal Prime is only a doorway to the extra-dimensional space. Inside that space, spells function normally, since the extra-dimensional space has stronger ties to reality and the arcane laws necessary.
Simulacrum (7): If the required material is brought to Temporal Prime, there is no reason for the spell not to work. Clone (8) is similar, since the clone is grown from a bit of flesh.
Wish (9): This spell, due to its powerful nature, is one of the few ways to bypass Guideline 2. DMs should realize that the resistance against the wish is greater here, and the spell functions at a weaker capacity than if cast in reality. Limited wish (7) also has the potential to bypass this rule, but its weakened state should not allow much. The best to expect is that, with a limited wish, spells like wall of iron could be successfully cast.
===Priest Spells===
Create Water (1): The attempt to make a permanent substance causes this spell to fail completely. The reverse works fine, as long as there is water to destroy.
Fire Trap (2): See the explanation for the wizard spell of same name.
Flame Blade (2): A penalty of -2 points is applied to the damage of this spell.
Obscurement (2): The formation of thinner vapors causes a possible increase in visibility. Vision is limited to 2d8 feet instead of 2d4.
Produce Flame (2): Damage acquired from this spell suffers a -1 penalty.
Call Lightning (3): This spell cannot be cast due to the lack of an appropriate storm. Create Food and Water (3): This spell fails, since it tries to create permanent matter. Pyrotechnics (3): See the explanation for the wizard spell of the same name.
Produce Fire (4): Damage is reduced to 1d4 plus 1 point for every two levels of the priest. The reverse works normally.
Flame Strike (5): Similar to other flame-producing spells, damage is reduced. This spell causes (1d8-1) x 6 points.
Rainbow (5): There are no rainbows to use as a component, but the alternate components allow this spell to function.
Wall of Fire (5): This spell is classified as a conjuration/summoning spell for the priest.
Blade Barrier (6): Creation of such a large quantity of matter limits this spell to half its area of effect (30 square feet) and half its normal duration. Damage is the normal 8d8.
﻿Heroes' Feast (6): The feast is not quite substance, but partially the essence of other magics. This spell works, but it only serves one person for every two levels of the priest, and all effects are halved (immune to disease for 6 hours, and so on).
Chariot of Sustarre (7): The duration of this spell is only 3 hours. Also, damage due to the flames of this chariot is 1d4 per round.
Firestorm (7): Damage is reduced to 2d8 points plus 1 point for every two levels of the priest. The reverse functions normally.
====Some special notes on priest spells not affected by this guideline====
Faerie Fire (1): The light is not a material substance and is therefore unaffected. This rule also applies to spiritual hammer (2).
Plant Growth (3): If vegetation can be found, this spell is altering a substance which already exists. Spike growth (3) and spike stones (5) operate on the same principle.
Control Winds (5): Similar to wind affecting magic of wizards, this spell adapts to Temporal Prime with no difficulty.
==Guideline #3: Gravity is conceived by the Individual, and there is no physical ground to act against.==
The sensation of gravity and of standing on a surface depend on a creature's perception. These are physical laws of Temporal Prime that can affect certain spells. The following spells (with their spell levels in parentheses) are limited by the special notes.
===Wizard Spells===
Feather Fall (1): Items and creatures do not fall on Temporal Prime, so part of this spell's usefulness is voided. However, feather fall still renders items or creatures light as a piece of down, and this can still come in handy. An arrow that suddenly lost all its mass wouldn't have enough momentum to penetrate skin.
Jump (1): The lack of ground renders this spell practically useless. Given that a creature could find something large enough to shove off against, the affected creature would travel in a straight line (no arc) at a movement rate of 30 feet per round until hitting something or mentally halting.
Spider Climb (1): Since vertical movement is easily accomplished without magical aid, this spell would have few uses.
Levitate (2): As a means of travel, this spell is as useless as spider climb. However, it is still useful for heavy items.
Fly (3): Fly is a form of mental traveling and has a peculiar effect on Temporal Prime. Its ability to move upstream or downstream is extremely inadequate compared to normal movement (a full day of flight would equal about 36 days in reality), but attempting to move cross-stream is another matter. If under a fly spell, a creature moving toward an edge of the timestream travels rapidly, able to move from one edge to the other in a matter of hours. A character attempting this would leave any companions far behind, and it may be difficult to link back up.
Phantom Steed (3): Though it can be created, it is unable to move, due to the method of travel on Temporal Prime.
Fumble (4): Falling on Temporal Prime means a mental miscalculation causing your body to rotate to an awkward angle. Fumbling an item has a 25% chance of sending it tumbling off, requiring a full round to recover.
Ice Storm (4): If by some means a caster could get this spell to work, the hail or sleet would hang in the air where it was created.
Wall of Ice (4): There is no ground to anchor to, therefore the ice plane and hemisphere cannot be cast. An ice sheet can be created, but it cannot fall, due to the rules concerning gravity on Temporal Prime.
﻿
Cloudkill (5): The vapors do not sink, since air does not technically exist. They merely move at the normal rate away from the caster in a single direction.
Distance Distortion (5): Even if the appropriate conditions could be met for this spell to be effective, the prerequisite of summoning an earth elemental is impossible.
Teleport (5): Before it can function, this spell requires a substantial surface on which to arrive. With the strange laws governing Temporal Prime, simply erecting a wooden or stone platform somewhere does not work. If it is tried, the spell will not work, and there is a 50% chance that the caster attracts a time dimensional.
Reverse Gravity (7): The affected creatures or objects "fall" nowhere, but they all turn upside down as their perception of gravity shifts. No penalty is incurred.
Teleport Without Error (7): This spell is under the same restrictions as teleport, but due to the greater clash of forces, the chance of attracting a time dimensional raises to 75%.
Sink (8): This spell works provided the recipient is standing upon solid substance (wood, stone, and so on). If the substance is not thick enough to encase the recipient's entire body, then rooting the subject to one spot is the best effect to be hoped for.
Imprisonment (9): This spell seems to work, although there is no ground in which to store the imprisoned creature. Any creature affected by this spell is encased in a bubble of temporal stasis that then transfers to the exact center of the timestream.
====Some special notes on wizard spells not affected by this guideline====
Dig (4): This spell would function normally if there were ground in which to dig. Move earth (6) functions just as well. Lower water (6) and part water (6) also function if the necessary element is encountered.
Dimension Door (4): This spell allows for movement to an area where physical ground does not exist, therefore it differs from the teleport spells. Passwall (5) works as well, since there is no need for solid ground.
Telekinesis (5): There is no change to the spell's function except to note that hurled objects continue moving until they hit something.
Wish (9): As before, wish and limited wish (7) can get around this guideline, though there is heavy resistance. The teleport spells are frequently modified, due to their convenience in travel, but it is recommended that it take a full wish and special preparation for each available platform.
===Priest Spells===
Trip (2): There is no ground for an item to rise against. This spell isn't effective on Temporal Prime.
Water Walk (4): Even if a body of water could be found on Temporal Prime, this spell would not be necessary, due to the way gravity works.
Air Walk (5): The ability to reorient is better than this spell, and so this is pretty useless.
Chariot of Sustarre (7): Upstream or down-stream, the movement rate would equate to approximately 96 days passing in reality. Cross-stream, this spell works exactly as the 3rd-level wizard spell fly.
Earthquake (7): This spell fails from having no ground to act against. Even if a deposit of earth could be located, it would have to measure four times the priest's area of effect and at least the same in depth.
====A special note on a priest spell not affected by this guideline====
Blade Barrier (6): The spell automatically takes into account the lack of ground and forms a sphere of these blades.
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