Path of the Temporal Arcana

*“Time is on my side.”*

**Requirements:** Look Ahead (Magician)

**Path Completion Bonus**: +1 Spirit

## Core Abilities

**Time Bolt**

**Cost**: 300 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation:** 1 Action

**Range**: 12 meters

A target creature within range gains or loses (your choice) [ 1 / 2 / 3 ] Actions at the start of their next turn. Creatures may attempt a Spirit vs. Spellpower check to negate this effect.

**Slow Object**

**Cost**: 300 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 9 / 13 / 16 ]

**Activation:** [ 2 Actions / 1 Action / 1 Reaction ]

**Range**: 12 meters

You slow time around an object within range that is at most [ 1 / 3 / 9 ] meters on its longest dimension. The object moves at one [ half / quarter / sixteenth ] speed until the end of the Encounter. Slowed objects deal [ half / quarter / no ] damage on attacks.

**Time Skip**

**Cost**: 300 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation:** [ 2 / 1 / 1 ] Action(s)

**Range**: 12 meters

Choose a target creature within range. If they fail a Spirit check vs Spellpower (or fail willingly), their timeline advances. This removes all of their buffs, debuffs, and other status effects which last until [ the end of the encounter / the end of the encounter / the next Rest ].

**Slow Creature**

**Prerequisite**: **Slow Object**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 3 / 6 / 9 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation:** 3 Actions

**Range**: 12 meters

You slow time around one creature. The target must succeed a Spirit vs Spellpower check or lose [ 1 / 3 / all ] Alerts and gain the following debuffs: a [ -2 / -4 / -8 ] penalty to any checks which require haste, a [ -10 / -20 / -30 ] penalty to Accuracy, and all basic actions and abilities require [ 0 / 1 / 2 ] extra Actions to perform.

**Age**

**Prerequisite**: **Slow Creature**

**Cost**: 500 XP

**Expedited for:** Magic

**MP Cost**: [ 3 / 6 / 9 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation:** 2 Actions

**Range**: Touch

You age one touched creature or object. This can rust metal, grow plants, or age wood up to a number of years equal to your Spellpower times [ 1 / 3 / 10 ]. Against a creature, you age them by a number of years equal to your Wisdom [ -1d6 / +0 / +1d6 ] (min. 1) unless they resist with a successful Spirit vs. Spellpower check. Aging a creature in this way deals [ 1d6 / 3d6 / 6d6 ] + SPI damage ignoring Armor.

**Imbue Haste**

**Prerequisite**: **Slow Creature**

**Cost**: 500 XP

**Expedited for:** Magic

**MP Cost**: [ 2 / 4 / 6 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation:** 2 Actions

**Range**: Touch

You hasten one touched creature. They gain the buff *Haste*: [ +0 /+1 / +2 ] Action(s) and [ +1 / +2 / +2 ] Reactions per turn.

**Greater Haste**

**Prerequisite**: **Imbue Haste**

**Cost**: 600 XP

**Expedited for:** Magic

**MP Cost**: [ 4 / 8 / 12 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation:** 2 Actions

**Range**: 6 meters

You hasten all allies within range. They gain the buff *Haste*: [ +0 /+1 / +2 ] Action(s) and [ +1 / +2 / +2 ] Reactions per turn.

**Rewind**

**Prerequisite**: **Slow Creature**

**Cost**: 500 XP

**Expedited for:** Magic

**Activation:** Passive

SPI times per Rest, you may reroll any roll.

**Lesser Time Control**

**Prerequisite**: **Rewind**

**Cost**: 600 XP

**Expedited for:** Magic

**MP Cost**: [ 3 / 6 / 9 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation:** 2 Actions

**Range**: [ 1 / 6 / 12 ] meters

You control a small fragment of time. This can have one of three effects:

* **Fast Forward**: A creature within range receives an extra [ 2 / 4 / 6 ] Action(s) immediately.
* **Stop**: Time stops except for you. You receive an extra [ 3 / 4 / 5 ] Actions during which no other actions can take place. You are affected by the laws of physics as normal. When you make an attack while time is stopped, your attack is automatically a direct hit.
* **Ripple**: You flow through time, flickering in and out of the present. Until the end of the Encounter, the first [ 1 / 2 / 3 ] attacks against you every Round are negated completely. This effect lasts while maintained as a Reaction.

**Stasis**

**Prerequisite: Slow Creature**

**Cost**: 500 XP

**Expedited for:** Magic

**MP Cost**: [ 4 / 8 / 12 ]

**Casting DL**: [ 12 / 16 / 22 ]

**Activation:** 2 Actions

**Range**: 6 meters

You place one creature in a temporal stasis. The creature cannot act or be acted upon for [ 1 / 3 / 9 ] Rounds. While in a temporal stasis, the physical world cannot interact with the creature in any way, harmful or otherwise. The creature may attempt to resist this spell with a Spirit vs. Spellpower check. You may cast this on yourself.

**Greater Time Control**

**Prerequisite**: **Lesser Time Control**

**Cost**: 700 XP

**Expedited for:** Magic

**MP Cost**: [ 4 / 8 / 16 ]

**Casting DL**: [ 14 / 18 / 25 ]

**Activation:** 2 Actions

**Range**: Personal

You control a substantial amount of time. This can have one of three effects:

* **Pause**: Time stops except for you. You receive an extra [ 3 / 6 / 12 ] Actions during which no other actions can take place. You are affected by the laws of physics as normal. When you make an attack while time is stopped, your attack is automatically a direct hit.
* **Time Warp**: You travel through time, either [ 1 / 1d6+3 / 2d6+12 ] + SPI hours into the future, or [ 0 / 1d6 / 2d6+6 ] + SPI Rounds into the past. If this spell was double-cast, you may travel up to that distance from the present; otherwise you travel exactly this distance from the present. If a paradox is created, time unravels and reverts back to before the paradox was created; often with more than lethal results to the space where the paradox was created.
* **Bullet Time**: You seem to the world as fast as a bullet, while the world seems equally slow to you. For one minute (4 Rounds), you gain [ +4 / +8 / +16 ] to Initiative, Agility checks, and Dexterity checks, and your Speed increases by [ 16 / 32 / 64 ]. While this spell lasts, your Vim is treated as [ 30 / 100 / 200 ] higher and glancing blows are entirely negated.

## Course of Conditions

**Aetheric Investment**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Conditions

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 2 / 4 / 6 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation:** Respite

**Range**: Personal

*You send your magical energy into the future, with dividends collected through the plane of aether.*

At the start of [ the next Encounter / any Encounter before the next Rest / any of your turns before the next Rest ], gain [ 4 / 8 / 16 ] temporary MP. Only one cast of **Aetheric Investment** may be active at a time.

**Red Eye**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Conditions

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 2 / 4 / 8 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation:** 1 Action

**Range**: Personal

Your eyes glow red. This turn, the first creature who meets your gaze experiences a wave of fatigue, as if hours had passed for their body. This has the effect of applying fatigue [ 1 / 2 / 4 ] times. Creatures may make a Wisdom vs Spellpower check to notice your red eyes and recognize that a spell was cast on them.

## Course of Damages

**Relentless Tick**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Damages

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 1 / 2 / 4 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation**: 2 Actions

**Range**: 12 meters

*Time marches ever forward.*

Choose a creature within range. They must succeed a SPI check vs Spellpower (or choose to fail willingly). If they fail, [ 1 / 3 / 6 ] turns pass for them, triggering any effects that happen at the start or end of their turn, including (but not limited to) the effects of bleeding, burning, stun, and paralysis. Although the creature experiences these moments, they cannot act on the turns passed by this spell.