Time

Time.png

Temporamancy is the magic of the runic element, time. Therefore it has the following properties:

Magic Type: Time Magic

Effects on Magic Damage: Increase damage of magic attacks done against those of the space element by 20%.

Effects on Magic Defense: 20% chance for immunity to space and time magic attacks.

Affinities: Future, Past

Months: Marpegoth, Elynt

Information about the element: The runic sign of time is the eight element of the year. Those born under this element are usually intuitive yet tend to show off. They often clash with those born under the runic element of death. Time Magic often involves the use of predictions.

Elemental Effects

Effects on Magic Damage: Increase damage of magic attacks done against those of the space element by 20%.

Effects on Magic Defense: 20% chance for immunity to space and time magic attacks.

Supportive Effects: Automatically have a 20% chance to evade any form of attack.

Time Affinities

Those born under the element of time will have a stronger affinity to one of two aspects of time. Those aspects are future and past.

Future is the aspect of temporamancy favored by fortune tellers and strategists. It is reaching into the possible time that has yet to come, peering ahead through the pages yet written. Through future, one might know of a danger around the corner or inspire dread of a possible doomed future for their opponent. These are your fortune tellers, your posteramancers. Those with the future affinity are show offs, always confident in their vision and ready to boast that they knew what was coming before anyone else did, even if they really didn't.

Past is the aspect of time that has passed, whether it be years ago or mere minutes ago. It is the aspect of detectives and historians, those who strive to know what has happened so that they can learn from it. Through the aspect of past one might be able to identify a thief, uncover forgotten history, or even remind their opponents of past wounds. Those with the past affinity are intuitive, intelligent, and they know this as a fact.

The Soul of Time

All who live upon Nor'Ova have within them what is known as their runic soul. It is the very part of their being that connects them to their runic element. By connecting and using your runic element more and more, your runic soul grows and strengthens.

The runic soul of time is that of the Three Headed Hydra, with a head representing past, present, and future. The various affinities have their own minor soul that they connect to.

  • Future: The affinity soul of Future is the Wraith. They have a constant aura that has a 20% chance of inflicting fear on any foe that comes within 1 space of them.
  • Past: The affinity soul of Past is the Clock. They have a 20% chance to re-roll any failed roll.

The Time soul of the Three Headed Hydra can be reached when the one born under time has 5 time spells. Once this happens, the person will have access to both the affinity soul and the runic soul. The runic soul awakens when its bearer and  his or her party face mortal danger, such as most of everyone being within 1 hit of being killed (most being subjective to party size). By making an arcana check, the temporamancer might then awaken his or her runic soul, which will cause the last recent damages delt to the caster and party to not have happened, restore the caster and party by 20%, and block the next attack - physical or magical. Due to the immense power of this awakening, the temporamancer can only call upon this power once a day.

Minor Elemental Manipulations

Those who are strong in their elemental affinity can make small tugs on their element, causing minor affects.

Future: You can cause small manipulations like cause dread in others, get a glimpse to see if a tressure box is dangerous, or even improve your perception since you can kind of tell in advance what you are looking for. The degree of control needed will determine how much runic soul you need to have. The ability to do so is an Arcana check.

Past: You can cause small manipulations like revealing long gone tracks, turning back the hands of time on broken objects, or even tripping someone by causing their feet to fall out of sync. The degree of control needed will determine how much runic soul you need to have. The ability to do so is an Arcana check.

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