New class -- Time Mage -- now with Path(s)!

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Hi there! I made up this base class, and wasted quite a while doing so (though I admit it was a lot of fun). I figured I'd present it for comments/critiques/other people to use! Basically, I took the idea of the Time Mage from Final Fantasy (primarily from Final Fantasy Tactics, but also from other FFs) and created this concoction. It draws a lot from many different games, even ones not Final Fantasy -- bonus points and cookies for anyone who can find all the references. Though I did include a good many original ideas and names.

Anyway, I apologize in advance for the lack of super-formatting; I haven't the slightest how to do those crazy power format styles. If told, I'll probably redo it to make it as readable as possible. Also note that the class is a little slim on powers compared to other classes (say, 3 encounter powers to choose from instead of 4) just because I had a lot of powers to make already. Suggestions for powers and such are welcome.

Feel free to use/abuse this class if you want, and as is customary, it's PEACH and all that, so I'd appreciate any feedback or commentary. You can even use this thread for any other Final Fantasy or other such game-inspired class ideas.

Updates:
4/22/09. Changed Slow2 and Teleport2 to "Greater ____" and Haste2 to "Improved Haste".
1/7/09. Change Mute and Silence to deal Psychic damage.
12/1/08. Added level 2 utility spells Bolster Momentum and Time Phase - Timely Strike is now a Utility 6.
11/12/08. Wormhole's destination restricted; range of Timely Strike halved. New Temporal Guardian PP!
10/30/08. Tenacious Grip is now an Immediate Interrupt; Regen is now Personal.
10/25/08. Smarted up; Time Mastery now a minor action.
10/23/08. Time Mastery changed to be a free action; enhanced Shockwave, daily 5 and Bind, encounter 17.
9/20/08. Slightly enhanced Slow at-will and Continuous Warp level 1 daily powers.
7/29/08. Addition of Cosmic Sage paragon path.
7/19/08. Changes to class features and various spells, and addition of new at-wills.
7/??/08. Addition of Time Traveler paragon path.

[highlight]Time Mage[/highlight]
"Layer upon layer make your mark now... Haste!"

Class Traits/Features
-------Class Traits:--------
Role: Controller.
Power Source: Arcane.
Key Abilities: Intelligence, Charisma, Constitution

Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, Quarterstaff
Implements: Rods, staffs
Bonus to Defense: +2 Will

Hit Points at 1st Level: 10 + Con score
Hit Points per Level Gained: 4
Healing Surges per day: 6 + Con modifier

Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level. Diplomacy (Cha), History (Int), Insight (Wis), Nature (Wis), Perception (Wis), Religion (Int)

Time Mages, much like Wizards, tap into the natural arcane power that lies dormant in the universe; however, in keeping with their name, Time Mages specialize in magic that warps the very nature of time and space. Being a Time Mage requires an exquisite amount of intellect, as well as a commanding spirit; understanding the very fibre of time is a daunting task alone, but to move them by force of will can be equally challenging. A Time Mage also makes good use of his bodily vitality. Without some natural hardiness, the effects of such reality-bending magic can be rather strenuous. Finally, if a truly practical use is needed, a Time Mage's worth is bolstered by the fact that he or she can double as a clock; Time Mages can keep excellent track of time, and as such always know exactly what time of day it is.

Note: A 21st-level Time Mage qualifies for the Archmage epic destiny.

-----Time Mage Class Features:-----

Swiftness: As a result of their expertise, Time Mages excel at reacting more quickly than others. They gain a +2 bonus to initiative rolls.

Ritual Casting: You gain the Ritual Caster feat as a bonus feat.

Spellbook: A Time Mage automatically possesses a spellbook in which to keep his/her daily spells, utility spells, and rituals. HOWEVER, you begin with only one mastered 1st-level ritual of your choice, and you do not learn any additional rituals as you gain levels. Note that Time Mages do not gain additional daily or utility spells in the way that Wizards do.

Implements: Implements function the same for Time Mages as they do for Wizards, though Time Mages only wield staffs and rods, and do not possess the Arcane Implement Mastery class feature.

Time Mastery: Once per encounter, when wielding an implement, a Time Mage can push one of his spells forward in time, so that it occurs on the start of his next turn. You cast the spell as a minor action and choose the primary target or origin square as normal. The target of a ranged or melee spell remains as that target, regardless of whether the target is still in range. However, an area or close spell's origin does not change, regardless of whether the creatures targeted by it move out, or if new creatures move in. Personal spells or spells that are immediate actions cannot be affected by this ability.

Bonus At-Will: Every Time Mage knows the basics of altering Time to their benefit. You may choose either Haste or Slow as an extra at-will power. You can still choose the other as normal.
Powers:
At-Will Spells
===Level 1 At-Will Spells===

--Haste
Manipulating time to your advantage, you grant yourself or an ally a boost.
At-Will * Arcane, Time
Minor Action - Ranged 5
Target: One creature
Effect: You grant the target a +1 power bonus to speed until the end of your next turn. This does not affect any movement caused by powers, or any kind of shifting. The bonus increases to +2 at 21st level.

--Slow
You bend time in a localized area, hindering the victims' actions.
At-Will * Arcane, Implement, Time
Standard Action - Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Int vs. Will
Hit: Target is slowed (save ends).

--Dark
A small cloud of black magic forms around your opponent, choking him and obscuring vision.
At-Will * Arcane, Implement, Necrotic
Standard Action - Area wall 3 within 10 squares
Target: One creature in wall
Special: You may opt not to target any creatures, if preferred.
Attack: Int vs. Fort
Hit: 1d4 + Cha modifier necrotic damage.
Increase damage to 2d4 + Cha modifier at 21st level.
Effect: The power's area is covered in magical darkness. The darkness blocks line of sight, providing total concealment to creatures inside it. A creature attacking from within the darkness treats other creatures as having concealment. The darkness remains in place until the end of your next turn. You can dispel it earlier as a minor action.

--Distort
By warping a chosen point, you injure anyone in the distortion.
At-Will * Arcane, Force, Implement
Standard Action - Ranged 10
Target: One creature or unoccupied square
Attack: Int vs. Fort
Hit: 1d6 + Int modifier force damage.
Increase damage to 2d6 + Int modifier at 21st level.
Effect: You pull all creatures within 2 squares of the target 1 square towards the target, if possible.

--Mute
An enemy is suddenly enveloped in an unfriendly and penetrating silence.
At-Will * Arcane, Implement, Psychic
Standard Action - Ranged 10
Target: One creature
Attack: Int vs. Will
Hit: 1d4 + Int modifier psychic damage and target cannot speak and is deafened until the end of your next turn.
Increases to 2d4 + Int modifier at 21st level.

--Old
You force your enemy to temporarily feel the weight of time upon him.
At-Will * Arcane, Implement, Time
Standard Action - Ranged 5
Target: One creature
Attack: Int vs. Fort
Hit: Int modifier damage and the target is weakened until the end of your next turn.


Level 1 - 10 Spells
===Level 1 Encounter Spells===

--Warp
You create a strong spacial disturbance in a nearby area, wreaking havoc in your enemies' ranks.
Encounter * Arcane, Force, Implement
Standard Action - Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Int vs. Fort
Hit: 1d10 + Int modifier force damage.
Effect: You pull all creatures within 3 squares of the burst's origin square by a number of squares equal to your Cha modifier toward the origin, if possible. (The attack is resolved first.)

--Gravity
You briefly bolster the natural gravity affecting your enemy and he reels under its pressure.
Encounter * Arcane, Force, Implement
Standard Action - Ranged 20
Target: One creature
Attack: Int vs. Fort
Hit: 2d6 + Int modifier force damage, and the target is knocked prone.

--Don't Move
With a clenched fist, you will your opponents' feet to the ground, rendering them immobile.
Encounter * Arcane, Force, Implement
Standard Action - Area burst 2 within 10 squares
Target: Each creature in burst
Attack: Int vs. Fort
Hit: Target is immobilized (save ends).

--Dark Matter
Harnessing the dark energies of space, you blast your target with sinister power.
Encounter * Arcane, Implement, Necrotic
Standard Action - Ranged 10
Target: One creature
Attack: Int vs. Ref
Hit: 2d8 + Int modifier + Cha modifier necrotic damage.

===Level 1 Daily Spells===

--Speed
Magic energy swirls about your person, forcing your enemies to act at a pace more to your liking.
Daily * Arcane, Implement, Time
Standard Action - Close burst 3
Target: Each enemy in burst
Attack: Int vs. Will
Hit: Target is dazed and slowed (save ends).
Miss: Target is slowed until the end of your next turn.

--Upset Rhythm
A snap of your fingers wildly and randomly alters a foe's personal time frame, causing them to trip up in their actions.
Daily * Arcane, Implement, Time
Standard Action - Ranged 10
Target: One creature
Attack: Int vs. Will
Hit: Target takes a -2 penalty to all attack rolls (save ends) and is weakened until the end of your next turn.
Miss: Target takes a -2 penalty to attack rolls until the end of your next turn.

--Continuous Warp
You punch a tiny hole in the space-time continuum, resulting in a swirling, twisting mass of pain.
Daily * Arcane, Conjuration, Force, Implement
Standard Action - Ranged 10
Target: All creatures adjacent to or in the warp
Attack: Int vs. Fort
Hit: 1d10 + Int modifier force damage.
Effect: You conjure the warp into a square within range, and it makes an attack against all targets. Any creature that starts its turn next to or in the warp takes 1d6 + Int modifier force damage. Any creature that starts its turn within 3 squares of the warp's square is pulled 1 square towards the warp, if possible. You can spend a move action to move the warp 1 square.
Sustain Minor: You can sustain this power until the end of the encounter.

===Level 2 Utility Spells===

--Tenacious Grip
A simple application of a little gravity can render one a fortress unto themselves.
Daily * Arcane, Force
Immediate Interrupt - Ranged 10
Trigger: You or an ally within range are pushed, pulled, or slid
Effect: When an effect forces the triggering creature to move - through a push, pull, or a slide - it can move 2 squares less than the effect specifies. This benefit lasts until the end of the encounter.

--Bolster Momentum
An ally, straining to reach their target, is given the extra time they need to position themselves.
Encounter * Arcane, Time
Immediate Interrupt - Ranged 10
Trigger: An ally within range moves
Effect: The triggering ally gains a +2 power bonus to speed until the end of their turn.

--Time Phase
You begin to flicker in and out of the time stream, shielding yourself from the brunt of oncoming blows.
Encounter * Arcane, Time
Minor Action - Personal
Effect: You become insubstantial until the end of your next turn.

--Shell
You close your eyes, and a magic bubble of energy encircles you, warding off attacks.
Encounter * Arcane, Force
Immediate Interrupt - Personal
Trigger: You are hit by an attack
Effect: You gain a +2 power bonus to your Reflex, Will, and Fortitude defenses until the end of your next turn.

===Level 3 Encounter Spells===

--Silence
You wave your hand, and suddenly everything is silent.
Encounter * Arcane, Implement, Psychic
Standard Action - Area burst 2 within 10 squares
Target: Each creature in burst
Attack: Int vs. Will
Hit: 1d4 + Int modifier psychic damage and the target cannot speak and is deafened (save ends both). The target takes a -2 to saves against this effect.

--Time Split
You move parts of the victim's body in differing ways along the time stream in an attempt to rend it.
Encounter * Arcane, Implement, Time
Standard Action - Ranged 20
Target: One creature
Attack: Int vs. Will
Hit: 3d6 + Int modifier damage, and ongoing 5 damage (save ends).

--Reverse Gravity
You reverse one or two creatures' gravity for a few moments, effectively flinging them in the air and slamming them back down again.
Encounter * Arcane, Force, Implement
Standard Action - Ranged 10
Target: One or two creatures
Attack: Int vs. Fort, one attack per target
Hit: 2d10 + Int modifier damage, and the target is knocked prone.

===Level 5 Daily Spells===

--Stop
With but a gesture, you pull your targets out of Time entirely.
Daily * Arcane, Implement, Time
Standard Action - Area burst 2 within 10 squares
Target: Each creature in burst
Attack: Int vs. Will
Hit: Target is stunned (save ends). After the target saves against being stunned, it is slowed (save ends).
Miss: Target is slowed until the end of your next turn.

--Temporal Distortion
You generate a field of energy in which time obeys your whims.
Daily * Arcane, Implement, Time, Zone
Standard Action - Area burst 2 within 10 squares
Effect: The burst creates a zone of magical energy which endures until the end of the encounter or for 5 minutes. Any enemy that starts its turn in the zone is slowed (save ends). Allies that start their turn in the area (including you) gain a +1 bonus to their speed until the end of their turn.

--Shockwave
You generate a forceful shockwave that buffets and repels enemies.
Daily * Arcane, Force, Implement
Standard Action - Area burst 2 within 10 squares
Target: Each creature in burst
Attack: Int vs. Fort
Hit: 4d6 + Int modifier force damage, and target is pushed a number of squares equal to your Cha modifier away from the origin (minimum 1).
Miss: Half damage only.

--Compelling Gravity
Cleverly, you alter two creatures' gravity such that they collapse into eachother and hamper the other's actions.
Daily * Arcane, Force, Implement
Standard Action - Ranged 10
Target: Two adjacent creatures within range
Attack: Int vs. Fort, one attack per target
Hit: If either attack roll hits, then the targets become attached. If they are both the same size category, then they are both restrained (save ends). If they are different size categories, then the smaller creature is restrained and automatically pulled toward the larger creature whenever it moves (save ends both). The larger creature cannot move anywhere that does not make room for the smaller creature while they are attached. Unless the larger creature is two or more sizes larger, then it is slowed until the smaller creature is no longer attached.
Miss: If both attack rolls miss, then each target takes 1d6 + Int modifier force damage.

===Level 6 Utility Spells===

--Float
With a single word, you rise up from the ground, though the air beneath your feet feels as sturdy as the surface you just left.
Daily * Arcane
Move Action - Personal
Effect: You raise up 1 square off the ground, but your fighting capacity is unhindered. If some effect, such as a pit opening below you, causes you to be more than 1 square off the ground, you drop down to 1 square off the ground. You do not take damage from such a fall.
Sustain Move: You can sustain the power until the end of the encounter or for 5 minutes. When you sustain this power, you can move up to your speed horizontally. If you don't sustain this power, you descend to the ground without taking falling damage.

--Dispel Magic
You unleash a ray of crackling arcane energy that destroys a magical effect created by an opponent.
Daily * Arcane, Implement
Standard Action - Ranged 10
Target: One conjuration or zone
Attack: Intelligence vs. the Will defense of the creator of the conjuration or zone
Hit: The conjuration or zone is destroyed. All its effects end, including those that normally last until a target saves.

--Regen
With a flicker of blue light, you speed up your natural recuperative abilities.
Daily * Arcane, Healing, Time
Minor Action - Personal
Effect: You gain 1 + your Con modifier regeneration for the rest of the encounter or for 5 minutes.

--Timely Strike
As an ally moves to attack, you give him a little extra boost to catch the foe off gaurd.
Encounter * Arcane, Time
Immediate Interrupt - Ranged 5
Trigger: An ally in range makes an attack roll
Effect: Your ally gains a +2 power bonus to the triggering attack roll.

--Teleport
You quickly phase out and reappear a short distance away.
Encounter * Arcane, Teleportation
Move Action - Personal
Effect: You teleport 2 + your Cha modifier squares.

===Level 7 Encounter Spells===

--Flash
You flood the battlefield with light.
Encounter * Arcane, Implement, Radiant
Standard Action - Close burst 3
Target: Each enemy in burst
Attack: Int vs. Ref
Hit: 1d4 + Cha modifier radiant damage, and target is blinded (save ends).

--Quarter
Pushing with all the strength you can muster, you overwhelm your foe with darkness and crushing force.
Encounter * Arcane, Force, Implement, Necrotic
Standard Action - Ranged 10
Target: One creature
Attack: Int vs. Fort
Special: You gain a bonus to the attack roll equal to your Con modifier.
Hit: The target takes force and necrotic damage equal to your healing surge value.

--Greater Slow
You slow the passage of time in a broad area, halting your foes.
Encounter * Arcane, Implement, Time
Standard Action - Area burst 2 within 10 squares
Target: Each creature in burst
Attack: Int vs. Will
Hit: The target is dazed and slowed (save ends both).

===Level 9 Daily Spells===

--Wormhole
You rearrange space as you see fit, paying little heed to how it affects your enemies.
Daily * Arcane, Force, Implement, Teleportation
Standard Action - Area burst 2 within 10 squares
Target: Each creature in burst
Attack: Int vs. Fort
Hit: 2d6 + Int modifier force damage, and the target is teleported to an unoccupied square within 10 squares of both you and its original position.
Miss: Half damage only.

--Comet
You raise a hand to the sky and call forth a burning hunk of space rock to strike your foes.
Daily * Arcane, Fire, Implement
Standard Action - Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Int vs. Ref
Hit: 5d6 + Int modifier fire damage.
Miss: Half damage.

--Gravity Field
You greatly strengthen the gravitational pull in a selected area, threatening to crush those within.
Daily * Arcane, Force, Implement, Zone
Standard Action - Area burst 2 within 10 squares
Target: Each creature in burst
Attack: Int vs. Fort
Hit: 1d6 + Int modifier force damage, and the target is knocked prone.
Effect: The burst creates a zone of difficult terrain, and any creature that enters it or starts its turn in it is subject to another attack. The zone lasts until the end of the encounter or for 5 minutes. You can dismiss the field as a minor action.

===Level 10 Utility Spells===

--Improved Haste
Your allies suddenly become a blur on the battlefield.
Daily * Arcane, Time
Minor Action - Area burst 2 within 10 squares
Target: Each ally in burst (including you if you are in the burst)
Effect: The target gains a +2 bonus to speed until the end of your next turn. The target also gains a +1 power bonus to AC and Reflex defenses until the end of your next turn.
Sustain Minor: The effect persists.

--Return
You pull a foe backwards in time, canceling his advance.
Encounter * Arcane, Time
Immediate Reaction - Ranged 20
Trigger: An enemy within range makes a move action
Effect: The triggering creature is automatically moved back to the square he started in, but the action spent is still expended.

--Greater Teleport
Considering space is your personal plaything, you can move through it rather easily.
Daily * Arcane, Teleportation
Move Action - Personal
Effect: Teleport 15 squares.

--Astra
The space around you or a nearby ally bends away from them, deflecting incoming threats.
Daily * Arcane, Force
Minor Action - Ranged 10
Target: You or one creature
Effect: The target gains a +1 power bonus to all defenses until the end of the encounter or for 5 minutes. The bonus increases to +2 if you are the target.


Level 11 - 20 Spells
===Level 13 Encounter Spells===

--Don't Act
Suddenly the victims' arms feel like lead, making it nigh impossible to function.
Encounter * Arcane, Force, Implement
Standard Action - Area burst 2 within 10 squares
Target: Each creature in burst
Attack: Int vs. Fort
Hit: The target cannot take any standard actions (save ends).

--Time Slip
Draining a foe's energy and slowing them to a halt, they begin to feel faint...
Encounter * Arcane, Implement, Time
Standard Action - Ranged 10
Target: One creature
Attack: Int vs. Will
Hit: 2d8 + Int modifier damage, and the target is slowed and weakened (save ends both). If the target fails its first saving throw, it becomes unconscious (save ends).

--Sprawling Vortex
Hands outstretched, you mangle your enemies by twisting space as far as it can go.
Encounter * Arcane, Force, Implement
Standard Action - Close blast 5
Target: Each creature in blast
Attack: Int vs. Fort
Hit: 3d10 + Int modifier force damage.

===Level 15 Daily Spells===

--End of Time
You tap a creature on the shoulder and it simply disappears, sent to the End of Time to float about harmlessly for a short while.
Daily * Arcane, Implement, Teleportation, Time
Standard Action - Melee 1
Target: One creature
Attack: Int vs. Will
Hit: The target is sent to a featureless area at the End of Time, and while there cannot see, hear, or otherwise affect anything in the present. Similarly, no one can see or attack the creature, and its space is unoccupied and treated as such. The target remains at the End of Time for 3 rounds, and while there, can use a Second Wind (if not already used) or any other power or action that targets themselves. At the end of the effect, the target reappears in its original space. If the space is not vacant, it reappears in the nearest unoccupied space.
Miss: The target takes 1d4 + Int modifier damage.
Special: A willing ally can be affected by this spell without requiring an attack roll.

--Dark Bomb
You fling a tiny ebon orb across the room, which promptly explodes with dark energy.
Daily * Arcane, Implement, Necrotic
Standard Action - Area burst 2 within 10 squares
Target: Each creature in burst
Attack: Int vs. Ref
Hit: 4d8 + Int modifier + Cha modifier necrotic damage.
Miss: Half damage.

--Empty Wall
A pure black void streaks across the room at your command.
Daily * Arcane, Conjuration, Force, Implement
Standard Action - Wall 8 within 10 squares
Effect: You conjure a solid wall of contiguous squares consumed by void. The wall can be up to 8 squares long and up to 3 squares high. Any creature that starts its turn next to the wall takes 1d8 + Int modifier force damage. The wall blocks line of sight and prevents movement. No creature can enter a square containing the wall.
Special: A creature can attack the wall, but it has absolute, unchangeable immunity to all damage types except force. Each square has 30 hit points. Any creature that touches the wall takes 1d4 force damage. The wall lasts until the end of the encounter or for 5 minutes, unless it is destroyed.

===Level 16 Utility Spells===

--Magic Switch
You expend some of your spellcasting energies redirecting a particularly lethal attack.
Daily * Arcane
Immediate Interrupt - Personal
Trigger: You are damaged by an attack
Effect: Expend one of your encounter or daily powers in addition to this one, and subtract an amount equal to your level + your Intelligence score from the damage recieved from the triggering attack. The damage recieved cannot be made lower than 0.

--Anti-gravity
By fully harnessing the gravity affecting you, you can easily simulate graceful flight.
Daily * Arcane
Standard Action - Personal
Effect: You gain a speed of fly 8 until the end of your next turn.
Sustain Minor: You can sustain this power until the end of the encounter or for 5 minutes. If you don't sustain it, you float to the ground without taking falling damage.

--Timeshifting Aura
Your very presence warps and bends time to better suit your needs.
Daily * Arcane, Stance, Time
Minor Action - Personal
Effect: If an enemy starts its turn adjacent to you, the enemy is automatically slowed (save ends). In addition, allies that start their turn adjacent to you gain a +1 speed bonus until the end of their turn. These effects only occur as long as you are able to make opportunity attacks.

--Quick
You bestow upon an ally the time he or she needs.
Daily * Arcane, Time
Standard Action - Ranged 10
Target: One ally within range
Effect: The target may immediately make a standard action.

--Critical Quick
Struck by a vicious blow, you decide to take back the advantage.
Daily * Arcane, Time
Immediate Reaction - Personal
Trigger: You become bloodied
Effect: You immediately take a standard action.

===Level 17 Encounter Spells===

--Stardust
Calling upon the power of the stars, you engulf the enemy in a swirling cloud of astral matter. The tiny fragments readily pierce your victims' flesh.
Encounter * Arcane, Implement
Standard Action - Area burst 3 within 20 squares
Target: Each creature in burst
Attack: Int vs. Ref
Hit: 2d6 + Int modifier damage, and the target is blinded until the end of your next turn.

--Bind
By encompassing and entwining foes completely in gravitational force, your enemies are rendered nearly harmless.
Encounter * Arcane, Force, Implement
Standard Action - Area burst 2 within 10 squares
Target: Each creature in burst
Attack: Int vs. Fort
Hit: The target is immobilized and cannot take any standard actions (save ends both).

--Spatial Rend
You attempt to shred your opponent by transporting its various ligaments to separate spaces.
Encounter * Arcane, Force, Implement
Standard Action - Ranged 20
Target: One creature
Attack: Int vs. Fort
Hit: 3d10 + Int modifier force damage, and the target takes ongoing 5 force damage and is dazed (save ends both).

===Level 19 Daily Spells===

--Gravity Crush
You tighten your fist, and everything around you is flattened.
Daily * Arcane, Force, Implement
Standard Action - Close burst 4 or Close burst 2
Target: Each enemy in burst
Attack: Int vs. Fort
Special: You can choose to make this attack Close burst 2 instead of Close burst 4 and gain a +2 power bonus to the attack rolls.
Hit: 3d10 + Int modifier force damage, and the target is knocked prone.
Miss: Half damage only.

--Stillness
A wave of energy flows out from you, bringing everything around you to a sudden stop.
Daily * Arcane, Implement, Time
Standard Action - Close burst 3
Target: Each enemy in burst
Attack: Int vs. Will
Hit: The target is stunned (save ends).
Miss: The target is dazed and slowed until the end of your next turn.

--Dark Mist
An area of your choosing overflows with the dark, tumultuous power of space.
Daily * Arcane, Implement, Necrotic, Zone
Standard Action - Area burst 3 within 20 squares
Target: Each creature in burst
Attack: Int vs. Ref
Hit: 2d8 + Int modifier + Cha modifier necrotic damage.
Effect: The burst creates a zone of black mist that lasts until the end of your turn. The mist blocks line of sight, providing total concealment to creatures inside it. A creature that enters the zone or starts its turn there takes 1d4 + Int modifier + Cha modifier necrotic damage. As a move action, you can move the zone 2 squares.
Sustain Minor: The zone persists.


Level 21 - 30 Spells
===Level 22 Utility Spells===

--Rewind
You don't need a miracle to be given a second chance.
Daily * Arcane, Time
Free Action - Personal
Effect: Negate or undo ALL effects of the last action you took. Instead, you can perform any action except for the one you just negated.

--Delay Attack
You know the attack is coming - if only you had enough time to move out of the way. Oh, wait.
Daily * Arcane, Time
Immediate Interrupt - Personal
Trigger: An enemy you can see hits you with an attack
Effect: Shift 2 squares.

--Time Stop
Everything around you slows to a halt, frozen in time. Then, after a few moments, everything starts to speed up again, returning to normal time.
Daily * Arcane, Time
Minor Action - Personal
Effect: You gain two extra standard actions, which you can't use to attack other creatures.

--Reflect
A massive shining barrier appears before you, turning the attack around 180 degrees, much to your oppressor's chagrin.
Daily * Arcane
Immediate Interrupt - Personal
Trigger: An enemy targets you with a ranged attack
Effect: Instead of targeting you, the attack targets the triggering creature.

===Level 23 Encounter Spells===

--Azoth
You sap enemies of their strength and pull them further and further out of time.
Encounter * Arcane, Implement, Time
Standard Action - Area burst 2 within 10
Target: Each creature in burst
Attack: Int vs. Will
Hit: 2d6 + Int modifier damage, and the target is dazed and weakened (save ends both). If the target fails its first saving throw, it becomes unconscious (save ends).

--Star Cross
Two glittering shards of space matter fly down from above and repeatedly slash your foes in criss-cross patterns, flaying them alive.
Encounter * Arcane, Implement
Standard Action - Ranged 20
Target: One creature
Attack: Int vs. Ref
Hit: 3d6 + Int modifier damage.
Secondary Target: The same target or any creature within 5 squares of the primary target
Secondary Attack: Int vs. Ref
Hit: 3d6 + Int modifier damage.

--Demi
With a great effort, you envelop your target in paralyzing darkness that threatens to pulverize it.
Encounter * Arcane, Force, Implement, Necrotic
Standard Action - Ranged 10
Target: One creature
Attack: Int vs. Fort
Special: You gain a bonus to the attack roll equal to half your Con modifier.
Hit: The target takes force and necrotic damage equal to twice your healing surge value.

===Level 25 Daily Spells===

--X-Zone
You transport your foes into the 'X-Zone', a term essentially synonymous with removing them from the spatial dimension. The precise effects of removing a body from space are as of yet still undetermined, but it can be assured that they are far from beneficial.
Daily * Arcane, Implement
Standard Action - Area burst 2 within 10 squares
Target: Each creature in burst
Attack: Int vs. Will
Hit: 6d6 + Int modifier damage, and the target disappears entirely until the end of your next turn, having been transported into the X-Zone. Upon the target's return, it arrives in its original space or the nearest unoccupied space. In addition, the target is prone, dazed, and takes ongoing 5 damage (save ends both).
Miss: Half damage, and the target takes ongoing 5 damage (save ends).

--Asper
Latching onto the target's spiritual energy, you draw from it in order to power your next attack.
Daily * Arcane, Implement
Standard Action - Ranged 10
Attack: Int vs. Will
Hit: 2d10 + Int modifier damage, the target is weakened until the end of your next turn, and you recover an encounter power.
Miss: Half damage and the target is weakened until the end of your next turn.

--Doom
You speed your foe along its way to its inevitable demise. Pinning it to the ground with insurmountable gravity and supercharging it with time magic, you burn away its lifetime within a matter of minutes.
Daily * Arcane, Force, Implement, Time
Standard Action - Melee 1
Attack: Int vs. Will
Hit: Target is stunned (save ends).
Effect: The target takes ongoing 5 damage until the end of your next turn. The target gains two extra standard actions per turn until the end of your next turn. At the end of every turn of the target, the ongoing damage increases by 5. If the target is out of the spell's range at any point, the effect ends. You can end the effect as a minor action.
Sustain Standard: The effect persists.

===Level 27 Encounter Spells===

--Black Shock
A pure black wave of energy shoots out from your fingertips and washes over your adversaries.
Encounter * Arcane, Implement, Necrotic
Standard Action - Close blast 5
Target: Each creature in blast
Attack: Int vs. Ref
Hit: 3d8 + Int modifier + Cha modifier necrotic damage, and the target is weakened until the end of your next turn.

--Flare
Focusing the meteoric power of the skies to a single point, you consume an enemy in shining white fire.
Encounter * Arcane, Fire, Implement
Standard Action - Ranged 20
Target: One creature
Attack: Int vs. Ref
Hit: 4d10 + Int modifier fire damage, and the target is blinded until the end of your next turn.

--Isolate
You remove all space and matter around your enemies, leaving them to deal with the frozen emptiness.
Encounter * Arcane, Cold, Implement
Standard Action - Area burst 2 within 10 squares
Target: Each creature in burst
Attack: Int vs. Fort
Hit: 3d6 + Int modifier cold damage, and the target is dazed and slowed (save ends both).

===Level 29 Daily Spells===

--Galaxy Stop
"...Destiny lies in my hands! Stop movement! Galaxy Stop!"
(http://youtube.com/watch?v=C1Vfh1EogB8).

Daily * Arcane, Implement, Time
Standard Action - Close burst 20
Target: Each enemy in burst
Attack: Int vs. Will
Hit: Target is stunned (save ends). After the target saves against being stunned, it is immobilized and cannot use standard actions (save ends both).
Miss: Target is dazed and slowed (save ends both).

--Meteor
A looming shadow covers the battlefield, signaling the approach of a massive burning boulder that threatens to obliterate the unwary.
Daily * Arcane, Fire, Implement
Standard Action - Area burst 5 within 20 squares
Target: Each creature in burst at the start of your next turn
Attack: Int vs. Ref
Hit: 10d8 + Int modifier fire damage.
Miss: Half damage.

--Black Hole
A single beam of light precedes an ever-expanding, voracious black hole.
Daily * Arcane, Force, Implement, Zone
Standard Action - Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Int vs. Fort
Hit: 4d6 + Int modifier force damage.
Miss: Half damage.
Effect: The burst creates a zone of black void that lasts until the end of your next turn. Any creature that enters the void or starts its turn there takes 1d6 + Int modifier force damage. The void is considered difficult terrain, and blocks line of sight, granting creatures within total concealment. Also, any creature within 3 squares of any part of the void is pulled a number of squares equal to your Cha modifier (minimum 1) towards the void's origin, if possible.
Sustain Standard: The zone persists, and the area of the zone expands outwards 1 square in all directions. You are dazed and restrained until the end of your next turn.
Time Mage Feats
------------------------------
Time Mage Feats
------------------------------


Herioc
------


Expanded Spellbook, Daily [Time Mage]
Prerequisites: Wis 13, Time Mage
Benefit: Choose one daily Time Mage spell of each level you know. Add this spell to your spellbook. Each time you gain a new level of daily Time Mage attack spells, you learn one extra spell of that level (in other words, add two spells to your spellbook instead of only one). This feat doesn't change the number of daily attack spells you can prepare each day.

Expanded Spellbook, Utility [Time Mage]
Prerequisites: Wis 13, Time Mage
Benefit: Choose one utility Time Mage spell of each level you know. Add this spell to your spellbook. Each time you gain a new level of utility Time Mage spells, you learn one extra spell of that level (in other words, add two spells to your spellbook instead of only one). This feat doesn't change the number of utility spells you can prepare each day.

Paragon
-------


Improved Time Mastery [Time Mage]
Prerequisites: Time Mage, Time Mastery Class feature
Benefit: When using the Time Mastery ability, all attack rolls made by the affected spell gain a +2 feat bonus.

Spell Focus [Time Mage]
Prerequisites: Cha 13, Time Mage
Benefit: Creatures that attempt saving throws against your Time Mage powers take a -2 penalty to the rolls.

Epic
----


Arcane Mastery [Time Mage]
Prerequisite: Time Mage
Benefit: Once per encounter, you can spend an action point to regain the use of a daily Time Mage power instead of taking an extra action.

Elemental Cycle
Benefit: Whenever you cast a spell that has the Time keyword and deals damage, you may change the damage type to any of the following: Acid, Cold, Lightning, Fire, or Thunder. The power gains this keyword as well.

Spell Accuracy [Time Mage]
Prerequisite: Time Mage
Benefit: You can omit a number of squares from the area of effect of any of your area or close Time Mage powers. This number can't exceed your Wisdom modifier.

Multiclass
-----------


Time Initiate [Multiclass Time Mage]
Prerequisite: Int 13
Benefit: You gain training in the Arcana skill. Choose a 1st-level Time Mage at-will power. You can use that power once per encounter. In addition, you can use a staff or rod as an implement when using a Time Mage power or a Time Mage paragon path power.
Time Mage Paragon Paths:

Time Traveler
Time Traveler
-------------

Prerequisite: Time Mage class

Having gained a rather close understanding of the intricacies of Time, you have aimed your studies toward pushing the limit of this delicately woven fabric. By stretching reality and creating loopholes of your own invention, vast power awaits you -- and the knowledge that grants you this is precisely what you seek.

---Time Traveler Class Features---

Time Action (11th level):
By spending an action point as a free action, a Time Traveler can "replace" their previous action (one taken this turn), and perform a different action of the same type in its place. This means the previous action and all its effects are fully negated and undone.

Sudden Boost (11th level):
When you first become bloodied in an encounter, you can move yourself forward in time, as an immediate reaction, to avoid further attacks. You disappear entirely until the start your next turn, whereupon you reappear in your original square, if vacant, or the nearest unoccupied square. You cannot take actions until you have reappeared.

Time Burst (16th level):
Once per encounter, when you score a critical hit on an enemy, you can choose to push your foe forward in the time stream as an Int vs. Will attack. On a hit, the foe disappears entirely until the end of your next turn, whereupon the foe reappears in its original square. If this square is not vacant, it appears in the nearest unoccupied square. On a miss, this ability is not expended and can be used again during the encounter the next time you score a critical hit.

===Time Traveler Encounter Level 11===

--Time Sap
Time is a valuable resource... one which you can readily access from those wasting it on less fruitful ends.
Encounter * Arcane, Implement, Time
Standard Action - Area burst 2 within 10 squares
Target: Each enemy in burst
Attack: Int vs. Will
Hit: 2d6 + Int modifier damage, and the target is dazed (save ends).
Effect: If you hit 4 or more enemies, you gain an extra standard action this turn.

===Time Traveler Utility Level 12===

--Time Travel
A gentle touch thrusts an ally forward in time, sheltering them until the threat has passed.
Daily * Arcane, Time
Minor Action - Melee touch
Target: You or a willing ally
Effect: The target moves forward in time any number of rounds up to your Int modifier. They disappear entirely during this period, and cannot take actions until their reappearance. When they reappear, they appear in their original square (if unoccupied) or the nearest unoccupied square.

===Time Traveler Daily Level 20===

--Reverse Time Travel
In a mind-bending, nearly paradoxical situation, you summon a future version of yourself to aid you in combat. Shortly after, you travel back in time to heed your own call.
Daily * Arcane, Time
Minor Action - Personal
Effect: A future version of yourself appears in the nearest unoccupied space. Your double is an exact copy of you in your current state, and acts as a typical ally. He acts immediately after you on the same initiative count. You control your double's actions as you would yourself. If either of you uses a power, ability, item, or anything else whose use can otherwise be expended, it is consumed or used up for both of you. Any damage or healing you recieve is also automatically dealt to your double, and if you are killed, your future self is destroyed and evaporates instantly, possessions and all. At the end of your next turn, you and all of the items you possessed at the time of casting (regardless of where it currently is) disappears forever and you assume the role of the future version of yourself.


Cosmic Sage
Cosmic Sage
-------------

Prerequisite: Time Mage class

Your mastery of the forces that govern the earth are only the beginning; in search of greater power, you turn your gaze to the limitless stars above. The dark energy lying dormant in the cosmos beckons to you. By harnessing the magics found in the endless reaches of space, you strive to make your power similarly endless, and your foes as insignificant to you as they are to the universe at large.

---Cosmic Sage Class Features---

Cosmic Action (11th level): When you spend an action point to take an extra action, if you use your action to make an attack that deals damage, you can change the damage type to either necrotic or fire. It also gains this keyword for the attack.

Constellation (11th level): Once per round, when using an area or close attack, if four of the attack's targets are all equidistant from eachother (typically, if they form a perfect square), those targets each take 5 + Cha modifier necrotic damage. Note: This only affects one group of four.

Starry Skies (16th level): When you first become bloodied in an encounter, you release a dark wave of energy that deals necrotic damage equal to your Cha modifier to all your enemies within 3 squares of you. You can deal Constellation damage against four of these foes even if you've used it earlier this round.

===Cosmic Sage Encounter Level 11===

--Rasp
Dark energy swirls about your targets, leaving them weak, feeble, and ripe for the picking.
Encounter * Arcane, Necrotic, Implement
Standard Action - Area burst 2 within 10 squares
Target: Each creature in burst
Attack: Int vs. Fort
Hit: 2d6 + Int modifier + Cha modifier necrotic damage, and the target is weakened (save ends).

===Cosmic Sage Utility Level 12===

--Celestial Void
The ground beneath you is replaced by a yawning void, hindering others' movement, yet affording you greater freedom than ever.
Daily * Arcane, Zone
Standard Action - Close burst 2
Effect: The burst area transforms into a zone of black void. Moving through a square of the void costs two extra squares of movement. If you are in the void, you may teleport to any unoccupied square in the void as a move action. The void lasts until the end of the encounter or for 5 minutes. You can dismiss the effect as a minor action.

===Cosmic Sage Daily Level 20===

--Giga Flare
Bringing all the might of the stars to bear, you create a focused explosion of incredible power.
Daily * Arcane, Fire, Implement
Standard Action - Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Int vs. Ref
Hit: 8d10 + Int modifier fire damage, and the target is blinded (save ends).
Miss: Half damage only.


Temporal Guardian
Temporal Guardian
-------------

Prerequisite: Time Mage class

The only thing more reliable than the sturdy forces of Time is the bond between you and your allies. The many perils and dangers you have overcome on your journeys are a testament to this fact. When faced with this knowledge, what more reasonable course of action is there than to combine these two forces?

---Temporal Guardian Class Features---

Temporal Action (11th level): When you spend an action point, instead of taking an extra action, you can grant one to a single ally within 10 squares. The ally does not gain any bonuses he or she would normally gain from spending an action point; they may merely take an extra action immediately.

Group Swiftness (11th level): Your allies gain a +2 bonus to initiative rolls and a +1 bonus to speed whenever they are within 20 squares of you as long as you are able to make opportunity attacks.

Temporal Surge (16th level): When you use your Second Wind, all allies within 10 squares gain a +2 bonus to defenses until the end of your next turn. In addition, they may each make a saving throw against a condition that affects them.

===Temporal Guardian Encounter Level 11===

--Temporal Vortex
Concentrating and exerting your will upon the fray, you force time to be lenient with your allies but strict with your foes.
Encounter * Arcane, Implement, Time
Standard Action - Area burst 3 within 10 squares
Target: Each enemy in burst
Attack: Int vs. Will
Hit: 1d8 + Int modifier damage, and the target is dazed (save ends).
Effect: All allies in the burst gain a +1 power bonus to defenses and speed until the end of your next turn.

===Temporal Guardian Utility Level 12===

--Undo
Witnessing your companion recieve a deadly blow, you vow not to let that happen again -- or at all.
Daily * Arcane, Time
Immediate Interrupt - Ranged 10
Trigger: An ally within range is hit by an attack
Effect: The triggering ally is unaffected by the attack.

===Temporal Guardian Daily Level 20===

--Quick Nova
The flow of the battle is yours to command; with a word, you halt the scene and you and your allies obliterate a chosen foe.
Daily * Arcane, Implement, Time
Standard Action - Ranged 10
Target: One creature
Attack: Int vs. Will
Hit: 1d8 + Int modifier damage, and a number of allies up to your Int modifier that are within 10 squares of the target may make a basic melee attack or a basic ranged attack against the target, regardless of if the target is within range of their basic attack.
Miss: A number of allies up to half your Int modifier that are within 5 squares of the target may make a basic melee attack or a basic ranged attack against the target.
Some thoughts on the class...
Long, drawn out commentary
I really like the idea of the Time Mastery, since it seems like it'd open up whole new worlds of strategy. I confess, though, that it along with some of the other class features worry me as far as balance is concerned. I wondered for a while if giving an extra action point was a good idea.

It's probably pretty obvious I used the wizard class as my guideline for this guy. He's meant to be a controller much like him, with many large attacks, though with even more of a focus on status effects. Unlike in Final Fantasy, this makes him quite potent. Balance-wise I'm still made anxious by his at-wills, but I hoped I could get some feedback for that.

Further comments!

Some possible balance worries:
Other than the at-wills, (Old specifically, as 'weakened' seems to be a very potent status effect) a few other powers leave me wondering if I addressed them properly. Quarter and Demi I spent some time on, because I didn't want to lose their feel and just turn them into standard attack powers, so I worked very hard to make them reasonable. Any power that actually did half an opponent's health seemed like it had potential for brokenness, to me, so I instead focused on the user's health, which makes them amazing spells for any Con-focused Time Mage. This also makes them ripe for abuse if multi-classed into by other classes, but... well, I tried.

Also, the potency of the final three dailies might be a tad much (though Galaxy Stop is probably equal to Legion's Hold, so I'm not worried about it). I tried to give them a boost in power at a risk, which I think might have worked out pretty well. I really like the Meteor idea, (with it taking a round to take effect) because it requires some set up, but not too much -- a Time Mage, specifically, should have plenty of ways to keep enemies within an area burst 5.

Black Hole, though. I balanced it by making the caster immobile after he began sustaining it, but I'm not positive how effective that is. The idea is that the mage can't sustain it for too long or it will draw him in as well (which could make for some pretty epic sacrifices) but now that it occurs to me, a party member could essentially put the time mage on a horse and drag him away while the earth slowly becomes engulfed in a black hole. ...as such, I'm really open to suggestion on this spell.

Last balance issue, I'm worried about giving him two starting action points. This seems like it might be a bit too potent for, say, humans. Or multiclassers with potent paragon path abilities. I attempted to balance it by weakening Spell Mastery; for Time Mages, it only restores an encounter power or class feature, not a daily power. Not sure if that did the trick.

Other notes:
Some might find certain powers for the Time Mage weird or out of place (like the ones that deal Necrotic damage). Well, that's totally reasonable, since it's a stretch. Howe'er, I was in need of variety (both in elemental damage types and spell ideas) and it didn't seem too bad; after all, the Time Mage of Final Fantasy Tactics claims he's going to hit people up with "dark-evil" magic when he casts Demi. So, I took the idea of "dark-evil" space powers and ran with it. I think it's kinda nifty.

Concering the Reverse Gravity power... pretty sure I read someone's idea for a spell by the same name. It's not plagiarism, I swear! I came up with it before I read of such a spell anywheres... props for the cool idea though, to whomever. Great minds think alike.

The numbered spells like "Slow2", I couldn't think of any cleverer names for, but I refused to use Slowja or Slowga or whatever. I hope you don't mind their unorthodoxness too much.

Uhm, you might notice I couldn't think of any ideas for a description for Galaxy Stop. I like the animation a lot, too. Maybe something witty and clever will pop into my mind and I'll replace it.
Have a pretty picture of Time Mages! (Probably should have put this on the first post... Too lazy.)

IMAGE(http://i16.photobucket.com/albums/b34/Eldiran/t-timemage-a.jpg)
...
Reserved.
So, this looks pretty nice, but I wonder if some of those powers that just dole at status are actally a little underpowered. I haven't yet played a Wizard myself, but I've partied with one and it looks like a lot of your powers can be powered up with some damage. All in all though I really like this. I'll have to recommend it to one of my Wizard friend.
This looks pretty interesting.

Tagged for later comment. ^_^
Thanks!

So, this looks pretty nice, but I wonder if some of those powers that just dole at status are actally a little underpowered. I haven't yet played a Wizard myself, but I've partied with one and it looks like a lot of your powers can be powered up with some damage. All in all though I really like this. I'll have to recommend it to one of my Wizard friend.

Hmm, really? I suppose you're talking about powers like "Don't Move" or "Don't Act"... At first glance, they seem rather potent. But, given how easy it is to make saves, perhaps I underpowered them? I'll think about giving them some extra range or aftereffects to boost them up. Thanks for the feedback!
An update! (*bump*) I added a paragon path! I'm hoping I can get some more feedback for it and/or the Time Mage class in general before sinking too far down into the House Rules forum again.

Upcoming paragon path, for Wizards and Time Mages: the Calculator... sometime eventually later probably.
Anyone have any further comments...?

*bump*
I think it looks pretty good. You've got a lower damage potential than the wizard, but you impose many more conditions to enemies, thus allowing other party members to function more freely.

I'm curious to see if you've had a chance to playtest it yet. The one thing that jumped out at me as potentially problematic is the extra Action Point after an extended rest. It fits very well with the class concept, but APs can be a serious advantage if used correctly.

Over all, very well done.
Haven't looked through it all yet (I will, looks good), but what really strikes me is the at-wills. They seem, well, weak. I understand that the class is more concerned with effects than damage, but the choice to have only one of them do damage strikes me as a bad idea.

Since Haste and Slow are pretty much the signature spells of TMG, why not give them to the PC like a wizard gets cantrips?

So you'd get two at-wills + haste and slow. The at-wills would still be your fallback spells, but you'd always have haste and slow.

Also haste itself seems kind of weak. If slow is -2 speed in a 3x3 area, why not have haste be a +2 to speed in a 3x3 area?
Because it's affecting a PC and not a monster... Giving a PC +2 speed is better than dropping a monster's speed.

Oh and... TIME MAGE FTW!!!
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Still, a standard action to give one pc +1 to speed does not seem worth it. It would only be worth it if the enemy was exactly 1 square out of the allies movement range. When else would it be useful?

And even then, you could use distort to pull them back into range, and do some damage while your at it.

Honestly, between haste and a basic ranged attack, I'd always choose a basic ranged attack. This is a problem.
seeing how haste would be a small bonus to one target; you might as well make it a minor action. it's more like a cantrip than anything.

or you could make it more powerful. make it affect all allies within an area burst (2) and they can run with out the standard penalties(that's very good because you can move 4 when slowed). that is pretty good for most situations and great for some.
Actually, Haste already is a minor action! I agree it would be very underpowered if it were anything else.

@10footpole: Yeah, the extra action point struck me as rather risky. I think I'm going to get rid of it entirely, maybe increase the initiative bonus a tiny bit in return.

@james: I see what you're saying about making Haste and Slow like cantrips... it's definitely worth consideration. I see that having Distort as the only damaging at-will may kind of force people into choosing that and one other thing. At the very least, I think I may give Old a tiny bit of damage. (Like, Int modifier, probably.)

Perhaps if I threw in Haste and Slow as 'cantrips', that would make a suitable replacement for the bonus action point... we'll see if I can think of anything clever as replacement at-wills.

Oh and... TIME MAGE FTW!!!

Glad you like it! :D
I always ran a time mage with summons... It cleaned house.

Of course everything cleaned house at level 99.
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Take The Magic Dual Colour Test - Beta today!
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The thing that strikes me as odd is that you have to expend a feat to learn new utility and daily spells? Just wondering what your reasoning for this is.

I belive that I am readding this wrong.


"Note that Time Mages do not gain any additional daily or utility spells in the way that Wizards do."

is it that they dont get the extra utility and daily spells that wizards do or something else?
He's using the feats to alllow a Time Mage to duplicate the wizard's spellbook feature. The feat let's him know two of each level and pick one for the day.

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71235715 wrote:
Indeed -- I might not have been clear enough, but the Time Mage doesn't recieve extra spells in the way that the wizard does from his Spellbook feature. I didn't want to encroach upon the wizard's trademark versatility, which is why the Time Mage needs two feats to match up to a regular wizard spellbook-wise, and they don't recieve the many bonus rituals a wizard does.

Anyway, I made a big update that I think helps clear out some of the prospective glitches. This includes trading the extra action point for an extra at-will -- either Haste or Slow -- to keep Time Mages representing typical Time Magic, and also allowing versatility. Also I added two new at-wills and gave Old a bit of damage so that choosing Distort isn't a given (especially since I lowered Distort to d6 instead of d8).

A lot of status-inducing encounter/daily spells recieved tweaks to make them more useful, and some damages were upped as well.

I really wish I had a more active group and/or wasn't always the DM, so I could playtest this. I don't expect anyone to playtest it for me, but if someone makes use of it, please tell me how it goes.

Soon I'll put up that Calculator Paragon Path.

P.S. gotta love Lv. 99 Time Mages. It's a pity Meteor takes half an eternity to charge... it's just plain fun to watch.
I like it!
Not a single copy i could find from the mage, From scratch. Definitly Playing this after my Ninja.
Indeed -- I really wish I had a more active group and/or wasn't always the DM, so I could playtest this. I don't expect anyone to playtest it for me, but if someone makes use of it, please tell me how it goes.

I'll let you know.

I've got a guy who is ga-ga over the old Chronomancer class, so this should be a good fit...I'll see how it will work.
I've been thinking about this too as I have a player who wants to play a time-based magic user, so I had an idea for another time-related spell/power.

--Time Stall
At the last moment, you use the power of time to pull yourself out of a dangerous spot....
Encounter * Arcane, Force
Immediate Interrupt - Personal
Trigger: An enemy attacks you and has combat advantage against you.
Effect: Cancel the combat advantage the attacker has over you and instantly shift two squares away from the point of attack.

So, what do you think...too powerful or what?
Okay, I'm just full of stuff today....

I just took a look at the Dragon Magazine release of the new illusion spells for the wizard class.

While I think that the entire class layout is amazing, I'm just wondering whether the time mage spells should be just that; an additional set of spells/school of wizardry, rather than an entire class?

Just a thought and again, this is not to negate your amazing work, Eldiran.
I like it!
Not a single copy i could find from the mage, From scratch. Definitly Playing this after my Ninja.

Yessss! A cookie! My internet life is complete.

Glad to hear you like it; let me know how/if it works!

--Time Stall
At the last moment, you use the power of time to pull yourself out of a dangerous spot....
Encounter * Arcane, Force
Immediate Interrupt - Personal
Trigger: An enemy attacks you and has combat advantage against you.
Effect: Cancel the combat advantage the attacker has over you and instantly shift two squares away from the point of attack.

So, what do you think...too powerful or what?

This is almost identical to the level 22 Time Mage utility 'Delay Attack', except with the inclusion of Combat Advantage. ...which, itself, is identical to a level 22 Ranger utility. I would say that it is actually weaker than those two, just because the trigger is less universal, and since you're shifting, you can pretty much negate any melee attack, which is where CA is most likely to occur. That said, it's probably still suitable for a level 22 Utility.

I just took a look at the Dragon Magazine release of the new illusion spells for the wizard class.

While I think that the entire class layout is amazing, I'm just wondering whether the time mage spells should be just that; an additional set of spells/school of wizardry, rather than an entire class?

I'm willing to bet it probably would be more suitable that way. It seems likely that any official time-related goodness would be set up as Wizard Class Acts. It was more fun to make my own class, though :P . Since I compared the Time Mage directly to the Wizard when balancing powers, I think that you could easily just take any Time Mage powers as a Wizard. Unless there are powerful synergies I'm missing, a Wizard with his pick of Time Mage spells shouldn't break anything.

Thanks for the com(pli)ments! If your pal makes use of the class/powers/ideas derived from it, I'd be glad to hear how it works out.
Eldiran,

While I'm not sure about the balance really, I must say, your descriptions and ideas are fantastic. You also seem to be making more of a stylish class than an overpowered homebrew class, which is awesome.

Also I read Time Traveler paragon class, and while I'm not sure how useful the time travel is, once again, fantastic descriptions and ideas.

This is one of the cooler home brew classes I have seen, and I don't even like Final Fantasy, keep up the good work.

Time for me to start on my Samurai class...
i really like this class, do you it in a pdf or word format? and if so i would like to get a copy from you for my own game.
Oh Final Fantasy Tactics, how I love thee.

Seriously, my favorite game of the bunch. God only knows how many times I've played through it, and what ungodly class combinations were created.

Nice class.

Hm. I suddenly wish Hasbro/Wizards would give us a FFT-style videogame.

DS please!
Feedback Disclaimer
Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
@Bandaman: Thanks! Glad you like it. I agree the time travel (particularly reverse time travel) may not be as useful as it seems... but it's just a nifty idea, so I went with it anyway.

@Doombert: Wellll, I have it in a raw text file! If you want that, just send me a PM with your email and I'll send it to you.

@greatfrito: My thoughts exactly. DnD would be crazy perfect for a DS tactics rpg, and FFTA is just not in the same league as FFT... Too bad "D&D Tactics" for the PSP was apparently an abominable flop... at least, so I heard. I can't afford a PSP.
@greatfrito: My thoughts exactly. DnD would be crazy perfect for a DS tactics rpg, and FFTA is just not in the same league as FFT... Too bad "D&D Tactics" for the PSP was apparently an abominable flop... at least, so I heard. I can't afford a PSP.

Yeah, I plan on getting the newer FFTA at some point, as I've heard it is far more tolerable than the first FFTA (and, I'm a junky. Just reading your class I think I went into FFT withdrawls).

I never even heard about a DnD tactics thing. Never a fan of the PsP, but man oh man does it have tempting games anymore.
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Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
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I've played D&D Tactics. It's not horrible, but it's not great either.

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Well, that's good to hear... maybe sometime I will... I dunno. Borrow it from someone. Until then I'll just pine over FFT: The Lion War for the PSP.

Someday... *longing eyes*

So, new paragon path, Cosmic Sage. Hopefully not too unbalanced... for a short while I was balancing it against the Blood Mage, but soon I realized that was a terrible idea.
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Wow, this is some good stuff. If I didnt already have about fifteen character builds lined up that I wanted to try(plus my natural aversion to mage characters, though that's not as substantial as it was in 3rd) Id definitely playtest this Time Mage for ya

Also, I dont think Time Traveller is underpowered/not useful. Time Action is roughly as good as the action point = reroll features, Sudden Boost is a nice 'panic button', and Time Sap? If you went Demigod for the encounter-refreshing feature you could basically gatling gun any sufficiently large pockets of enemies. Time Sap! *extra action* *refresh encounter* Time Sap! *etc*
And Reverse Time-Travel is handy without being broken. Effectively 2 extra turns while making yourself a bigger target. My only issue with it is the Lvl22 Utility Time Travel. Standard Action to take your own ally out of the fight? Minor action even would be pushing it. Immediate Reaction though and you have yourself a decent evasion power.
Thanks to a DM who finds TPKs desirable, our group is completely re-rolling at 11th level. I'll be using a gnome Time Mage, and it's going to be quite the trial by fire.

I'll let you know how it works out.
Thanks for the continued interest/comments, and my apologies for the slow responses. (Just got back from a trip...)

Also, I dont think Time Traveller is underpowered/not useful. Time Action is roughly as good as the action point = reroll features, Sudden Boost is a nice 'panic button', and Time Sap? If you went Demigod for the encounter-refreshing feature you could basically gatling gun any sufficiently large pockets of enemies. Time Sap! *extra action* *refresh encounter* Time Sap! *etc*

That's a combo I hadn't thought of! It sounds mildly abusable... but I don't think I'm going to fix it, actually. The Demigod feature is really the problem causer, and I suppose I need some broken component if I want to compete with a Blood Mage. :P

And Reverse Time-Travel is handy without being broken. Effectively 2 extra turns while making yourself a bigger target. My only issue with it is the Lvl22 Utility Time Travel. Standard Action to take your own ally out of the fight? Minor action even would be pushing it. Immediate Reaction though and you have yourself a decent evasion power.

I was basing it off of the Cleric power called something like "Astral Refuge", which is a standard action, but I think you're right. Unlike Astral Refuge, this doesn't allow for any healing, so odds are I'll be changing it to a minor action, possibly considering some sort of reaction/interrupt as well...

Thanks to a DM who finds TPKs desirable, our group is completely re-rolling at 11th level. I'll be using a gnome Time Mage, and it's going to be quite the trial by fire.

I'll let you know how it works out.

Heheh, my condolences for your past characters. An 11th-level Gnomish Time Mage surely sounds interesting... I hope you enjoy it!
Alright, I've had a couple of sessions with this and so far, it's working great.

The group is collectively second level, so the higher powers have not been accessed yet.

So, he's been using his powers to support the party, mainly by using them as "denial of area" attacks.

"Dark" inflicts attack penalties to their enemies. The way I work it is that I make perception tests (w/the -10 modifier for "blinded") for those caught in the spell's effect vs. their own will defense value. If they fail, then I roll a directional die (a d8 will do with 1 being the direction they are facing, and each number going directionally clockwise from there) to determine which way their facing will change due to disorientation.
Once that is determined, then they proceed with their action. If they are running, then they run in the wrong direction. If they were facing a target to attack, then they still make the attack, but with the -10 modifier unless they get turned and there is another target (friend or foe) adjacent to them. Then I make the roll against the newly faced target.

However, I do have a question; when you use a power like warp, does the pull affect allies in the area as well or are they immune?

Finally, while I'm liking this a lot, the guy who is playing the time mage still has hangups about wanting stuff from the old "Chronomancer" class. We'll see what goes on as the game progresses.
Alright, I've had a couple of sessions with this and so far, it's working great...

Sweet! Glad to hear it... let me know more as it goes along, please!

Out of curiosity, what powers has he chosen, and how effective have they been?

That's a very complex way to implement Dark, but it sounds like it's working out for you. Very intriguing, indeed.

The intent was that all warp powers (basically anything that says "pull, if possible") would always affect allies. It was also intended that the effects would always pull as much as the number specified, no less, in spite of the fact that the user of a pull/push/slide can usually choose a lower number.

'Course, anyone's free to run it as they please... I just think it would be more balanced that way. Maybe I should specify it in the class description to make it clearer.

I'm afraid I'm not familiar with the old Chronomancer material. If you have any ideas for additional powers or anything that drew from it, I would say go for it and toss 'em in-- compared to other classes, the Time Mage could use a few more power choices.
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