HGd10PHB - Spectrum - Time

Time is defined as the journey between moments.

Time magic is one of the most rare and difficult Spectra to master. Most Time spells affect how targets pass through time without actually transporting them or removing them from observation. However, the more powerful spells can really do some amazing things.

Time and Other Spectrum
Time and Space are opposition spectra. Time is superior to Space in quality and has no weakness with regard to Space. Time has no synergistic effect or weakness from any other Spectrum.
 * All Time-based checks receive +10 versus Space (or as Space lists it, Space receives a -10. Whichever works, but the 10 is not cumulative.

Time Aid Spells
Time Aid spells are often used to speed up a needed process, especially with regard to healing or overcoming illnesses. Healing of this nature works by taking the portion of the target wounded back in time to a point when they are not wounded. This form of temporal healing works on all targets including objects, constructs, voidwrought, and so on.

Time Attack Spells
Most Time related attack spells involve aging and entropy (a crossover with the Chaos Spectrum). Canny Time mages can also attack from the future if they remember to actually perform the attack when the moment arrives. Most have a perfect sense of timing and thus can remember what they need to do and when they need to do it. (For example, a mage may stab a certain location where a target's body used to be 10 minutes after the battle has ended because they knew they warped Time 10 minutes earlier to stab someone who used to be there.) The most powerful spells can erase a target from the time stream altogether, not only effectively ending its existence (at least within the timestream) but removing it from the memory of all who have encountered that target.

Time Defense Spells
Time Defense spells are similar to Attack spells, but in reverse. The Time mage that sees an attack coming can draw a defense from the future by warping Time so long as they remember to actually do the defensive maneuver. Time Defense can also defend against other Time related attacks such as reversing an aging or entropy attack. One of the effects of this purpose is the ability to see attacks coming which gives a bonus to all normal defense checks the target of the Defense spell makes.

Time Enchant Spells
Hastening a creature in Battle is a very common and well known Time spell. Slowing or Stopping a creature doesn't directly harm the creature. While this is technically complicated to understand mechanically, the target continues to move regularly through time along with everyone else, but move as if moving through time more rapidly in that temporal location.

Time Illusion Spells
Can make Time seem to pass more rapidly or slowly than what it really is passing. This purpose can also be used to make a person seem to experience the same event over again for whatever reason the Chronomancer has.

Time Learn Spells
Similar to Attack and Defense, Time Learn is an option for Time mages to gain information immediately about something they will have to actually research at another time. Messages can also be sent through time using this Purpose. Some mages can use a form of temporal clairsentience to mentally experience things that have happened at a certain location in the past. They can even extend this to other characters if need be and if their skill is high enough.

Time Movement Spells
Given Time's opposition to Space, Movement through Time is one of the hardest spells to achieve for any mage. The further one moves from their original temporal location and the faster they move through time to get there, the harder the spell is to cast and the more resources it consumes. The simplest spells give creatures an additional Action in a given turn or take it away. Others can increase/decrease the SPD rating for a round or even alter the initiative of a creature.

Time Summon Spells
In the same way that Space can summon just about any target across space with the condition that it is tagged first, Time mages can summon targets across time. The difference is that the Time mage does not know what they will be summoning as they haven't seen what is available yet if summoning from the future. Such a target is tagged in the future and drawn backward in time to the point needed. If summoning from the past, the target must be tagged as well and brought forward through time. The exact time from which the target is drawn is irrelevant, but the spatial location must mach unless the mage also happens to know Space Summon and can use the two in a (longer to cast) synergistic fashion.

Time Transformation Spells
Chronomancers can use this to step themselves out of the time stream to perform a number of actions safely while not available in any manner to those still within the time stream.

Primary Navigation

 * Hero's Guild Players Handbook Home
 * Chapter 1 - Creature Kinds
 * Chapter 2 - Base Characteristics
 * Chapter 3 - Skills
 * Chapter 4 - Traits and Foibles
 * Chapter 5 - Physical Combat Skills 
 * Chapter 6 - Mystical Skills
 * Chapter 7 - Equipment
 * Chapter 8 - Crafting
 * Chapter 9 - Knowledge Social and Movement Skills
 * Chapter 10 - Optional Classes
 * Chapter 11 - Rules of Engagement