![]() Instill Time Īs a standard action you may touch a small container of liquid and instill an alter time effect that targets a single creature or object inside it, which functions as a potion or oil. ![]() When you use Slow on a creature, the target also becomes staggered. This effect is not cumulative with similar effects, such as that provided by the haste spell or a speed weapon, and taking a full attack with a bonus attack from such a source counts as choosing that option for Haste for that round. The target may only benefit from one such benefit per round if they make a full attack with a bonus attack, they do not gain additional attacks of opportunity that round. When you use Haste on a target, that target may either make an additional attack at their highest base attack bonus when making a full attack, or make additional attacks of opportunity during the round (+1 attack of opportunity, +1 for every 5 caster levels you possess). A creature whose regeneration cannot be suppressed or ignored (such as the tarrasque) is immune to this effect. Magical or extraordinary healing from other sources continues to function as normal. With Slow, you can suspend the target’s natural healing abilities, preventing any fast healing or regeneration they may possess for the duration of the effect. With Haste, you can grant them fast healing equal to 1 + 1 per 5 caster levels you possess for the duration of the effect. When you use Haste or Slow on a creature (or group of creatures, such as with the Mass Time talent), you may spend an extra spell point to augment the natural healing abilities of all affected targets. These talents grant you additional alter time abilities. On a success, the effects counter each other, leaving neither in place. If a Haste and Slow ability are used on the same creature, the second caster must attempt a magic skill check against the effect of the first caster. You must concentrate to maintain this effect, but may spend a spell point as a free action to increase its duration to 1 round per caster level without concentration. ![]() This penalty increases by 1 per 10 caster levels you possess. The target has its movement speeds halved (minimum 5 feet) and suffers a -1 penalty to attack rolls, AC, and Reflex saves (Will negates). You slow the target’s movements and perception of time. You must concentrate to maintain this effect, but may spend a spell point as a free action to allow it to remain for 1 round per caster level without concentration. This increases by +10 feet per 5 caster levels, and a +1 bonus per 10 caster levels. The target gains a +10 feet enhancement bonus to all forms of movement, as well as a +1 bonus to attack rolls and a +1 dodge bonus to AC and Reflex saves. When you gain the Time sphere, you gain the following ways to alter time: Haste Effects maintained through concentration require you to remain within close range of the target or location after placing the effect. Effects that target an area are centered on you. All alter time effects require a standard action to activate (unless otherwise stated) and have a range of touch, and are subject to spell resistance. The base Time sphere grants you two methods to alter time.
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