Time Foundation

copyright 1999 by Dan Ashlock

Contents

(Index)

   Introduction
      Stasis Effects
      Paradox Effects
   Spells
      Area of Time
      Blink Forward
      Bobble(F)
      Cloak of Stasis
      Commune with Geomoton
      Commune with Transformational
      Danger Sense
      Dismiss Geomoton
      Dismiss Transformational
      Disrupt Stasis
      Duplicate
      Enervation
      Evil Twin
      Faster(F)
      Fold Xerox(F)
      Forecast
      Force Forward(F)
      Haste(F)
      Instant Replay(F)
      Moments(F)
      Paradox Blast
      Paradox Bolt
      Paraphasic Area
      Phase Dislocation
      Phase Lurk
      Protection from Paradox
      Protection from Stasis
      Retrocognition
      Slow(F)
      Stop(F)
      Summon Geomoton
      Summon Transformational
      Supermetabolism
      Temportal(F)
      Temportation(F)
      Time Anchor(F)
      Time Window
      Timestop(F)
      Wall of Stasis
   Paradox Tables
      Minor Paradox Table
      Major Paradox Table

Introduction

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The foundations are very powerful areas of magic that are quite difficult to learn. In some ways they are like the elements but speak to a more fundamental layer of reality, the foundations on which all other things rest. Unlike the elements, which have elementals tied to them, the corresponding class of entity, foundationals, come from two non-opposed foundations, one of which is persistent and the other of which is transient. The two foundationals that are founded in time are the time-reason foundationals, Geomotons , and the time-chaos foundationals, Transformationals .

Time foundations mages can change the rate at which time flows generating effects from haste and slow spells to various stasis effects. They can impose interesting geometries, other than linear, on time and so achieve what are called ``interesting time'' effects. They can use paradox as a weapon or protect people from the effects of paradox. They have various powers connected with both standard and lateral time travel, and finally some of their spells concern the creation of atemporal effects and regions.

This area of magic is very much able to disrupt a campaign and only mature or daring referees should permit player characters to learn this area of magic. Rich in plot devices, it is a disaster waiting to happen.

Stasis Effects

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Stasis effects appear as perfect reflectors from the outside. From the inside they are normally not perceptible as duration ceases to pass. Perception and movement, even by teleportation, through a stasis effect is impossible. It is also impossible to move a stasis field without magic aid specifically enabled to move stasis fields. If a stasis effect is attacked (hit with damage) it makes a save, called the stasis stability save equal to the casters magic save, -1 per point of damage in a particular attack with no automatic failures. If the effect makes the save there is no lasting effect of the attack - it is stopped and forgotten. If the stasis effect fails the save then it is dismissed. Spells may permit an add to this save for additional mana, see the spell descriptions for details.

Paradox Effects

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Messing about with time can create paradox effects. At the end of the time foundation writeup is a minor and major paradox table. Various spells specify rolls on these tables and they may also be used whenever the referee encounters a time paradox. It's hard do anticipate paradoxes so many of the results are inappropriate to particular situations. In this case, just re-roll.

Spells

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Area of Time.
Rank: 4.
Csp: -120.
Mana: 9 or more.
Range: touch, see below.
Duration: up to 1 day.
Area of Effect: 3" radius.
Description:

This spell permits the caster to walk the boundary of an area that fits within the area of effect. Inside that area, time to flows up to 2x as fast or 2x slower. The duration is 2x per +1 mana and the multiplier/divisor of time rate may be modified with added mana as given below. The rate differential must be chosen when the spell is cast and cannot be shifted thereafter. The boundary of the area does magic damage as given below when someone attempts to cross it. Special failure mode one reverses the intended rate differential. Special failure mode two moves it +d6 mana up the table below in the intended (faster/slower) direction. Special failure mode three combines modes one and two.

Extra Rate Damage at Extra Rate Damage at
Mana Differential Boundary Mana Differential Boundary
0 2x 0 8 51x 6
1 3x 0 9 77x 10
2 4x 1 10 115x 14
3 7x 1 11 173x 22
4 10x 1 12 259x 32
5 15x 2 13 389x 49
6 23x 3 14 584x 73
7 34x 4 15 876x 109

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Blink Forward.
Rank: 2.
Csp: -3.
Mana: 5 or more.
Range: none.
Duration: instantaneous.
Area of Effect: caster.
Description:

This spell takes the caster forward in time up to six rounds, his choice of how long. The caster vanishes and reappears in the future in the same location. The caster may take along additional mass at a cost of 2x total mass per +1 mana. The caster must be in contact with the mass - though several people holding hands in a chain counts as ``in contact''. Maximum distance of forward jump is 2x per +1 mana. Special failure mode one randomizes the arrival point by +/- d3 rounds with back time travel being simple failure. Special failure mode two multiplies the forward travel time by 3d6. Special failure mode three causes the spell to take +2 mana per round forward, but no more than all the caster's remaining mana.

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Bobble(F).
Rank: 4.
Csp: -12.
Mana: 9 or more.
Range: targeting roll.
Duration: up to 1 day.
Area of Effect: up to 1" radius.
Description:

This spell permits the caster to create a stasis field around a targeted creature, object, or hex. The stasis field lasts from one round to one day at the caster's option with the timing not completely exact. Anything that would intersect the surface of the stasis is pushed inside or outside with probability equal to the fraction of the object in our out of the area of effect. The caster may choose any size for the bobble up to the nominal area of effect. The effect forms too rapidly for an agility save to be relevant. Those inside the stasis field are not aware of anything until such time as the field goes down. The caster may get 2x maximum duration, +1" maximum radius, or +5 stasis stability save for +1 mana. The stasis effect is spherical save that it deforms to miss solid objects, e.g. mountain sides, that are impossible to enclose or push aside. Special failure mode one divides the stasis duration by 3d6. Special failure mode two divides the duration by 3d6 and then again by a different 3d6. Special failure mode three ground zeros the caster.

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Cloak of Stasis.
Rank: 6.
Csp: -60.
Mana: 11 or more.
Range: touch.
Duration: 1 hour.
Area of Effect: one person or creature.
Description:

This spell creates a double walled stasis effect with a very thin interior that surrounds a single living creature. The caster may leave gaps if he wishes - eyes nose and mouth are typical places to leave such a gap. The caster must leaves at least one gap or the field merges and the creature finds himself inside an immobile stasis field. Equipment on the creatures person is also coated - and are inaccessible unless a hole is left for them. Equipment may be put on over the stasis field. The real power of this spell is that the cloak of stasis can be moved and deflects all damage unless the stasis field fails its stasis stability save. The caster may affect +1 creature for +3 mana, and may get 2x duration or +5 stasis stability save for +1 mana. Special failure mode one divides the duration by 3d6. Special failure mode two creates an immobile stasis field, most inconvenient. Special failure mode two causes the field to surround the creature and merge into a stasis bubble - the creature is trapped, perceiving no duration, until the spell ends.

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Commune with Geomoton.
Rank: 4.
Csp: -32.
Mana: 9 or more.
Range: none.
Duration: permanent.
Area of Effect: caster.
Description:

In order to have an effect, this spell is cast in the presence of a geomoton. If multiple geomotons are present the caster may pick one. The spell permanently modifies the caster's aura so that he can understand the geomoton's equivalent of speech, no matter what it is. Likewise, the caster's speech is comprehensible to the geomoton. Special failure mode one makes one direction of the communication, selected at random, pidgin-like. Special failure mode two renders both directions of communication comically inefficient. Special failure mode three causes the aura adjustment to fade over a period of 3d6 weeks.

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Commune with Transformational.
Rank: 4.
Csp: -32.
Mana: 9 or more.
Range: none.
Duration: permanent.
Area of Effect: caster.
Description:

In order to have an effect, this spell is cast in the presence of a transformational. If multiple transformationals are present the caster may pick one. The spell permanently modifies the caster's aura so that he can understand the transformational's equivalent of speech, no matter what it is. Likewise, the caster's speech is comprehensible to the transformational. Special failure mode one makes one direction of the communication, selected at random, pidgin-like. Special failure mode two renders both directions of communication comically inefficient. Special failure mode three causes the aura adjustment to fade over a period of 3d6 weeks.

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Danger Sense.
Rank: 4.
Csp: -72.
Mana: 9 or more.
Range: none.
Duration: 1 hour.
Area of Effect: caster.
Description:

This spell allows the caster to make a perception save to tell when he is about to be attacked to trigger a trap. The sense causes the caster to feel uneasy as he does something that leads to an attack or disaster. If the caster makes the perception save by 30 or more he gets directional information. If the caster makes the save by 60 or more the caster can accurately target a counter attack. The caster may get 2x duration or +5 to the perception save for +1 mana. Special failure mode one causes the caster to feel false dangers randomly as well as the real ones. Special failure mode two makes the caster feel that everything he can open or walk through is a trap no matter what, but the spell otherwise works normally. Special failure mode three makes the caster feel random individuals nearby are about to attack him.

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Dismiss Geomoton.
Rank: 5.
Csp: -12.
Mana: 11 or more.
Range: targeting roll.
Duration: instantaneous.
Area of Effect: one geomoton.
Description:

This spell permits he caster to dismiss a geomoton back to the space time from whence it came. The spell's target must save versus stress to avoid being dismissed (the save is involuntary). The caster can subtract five from this save for +1 mana and may cast another dismissal with a delay of -6 for +2 mana. If cast on a creature other than a geomoton, the target will see a momentary blur and will feel minor nausea. Special failure mode one causes the caster to take d3 d6's of magic damage. Special failure mode two teleports the spell's target toward the caster 2-20", stopping in front of the caster rather than overshooting. Special failure mode three causes the caster to be sucked along with the spell's target to its home continuum if it blows its save.

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Dismiss Transformational.
Rank: 5.
Csp: -12.
Mana: 11 or more.
Range: targeting roll.
Duration: instantaneous.
Area of Effect: one transformational.
Description:

This spell permits he caster to dismiss a transformational back to the space time from whence it came. The spell's target must save versus stress to avoid being dismissed (the save is involuntary). The caster can subtract five from this save for +1 mana and may cast another dismissal with a delay of -6 for +2 mana. If cast on a creature other than a transformational, the target will see a momentary blur and will feel minor nausea. Special failure mode one causes the caster to take d3 d6's of magic damage. Special failure mode two teleports the spell's target toward the caster 2-20", stopping in front of the caster rather than overshooting. Special failure mode three causes the caster to be sucked along with the spell's target to its home continuum if it blows its save.

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Disrupt Stasis.
Rank: 4.
Csp: -6.
Mana: 9 or more.
Range: targeting roll.
Duration: instantaneous.
Area of Effect: one stasis field.
Description:

This spell causes a beam of light-absorbing darkness to spring from the caster's outstretched finger. If it hits a stasis field, then it reduces it's stasis stability save by 12d6. If the save goes negative then the field is gone, if not the save regains 5 points per round until it is back to normal. The surface of the field swirls and moves in proportion to the amount of disruption (reduced stasis stability save). The caster may get +3d6 to the disruption for +1 mana. Special failure mode one halves the damage. Special failure mode two causes the caster to take one hitpoint of damage per die of damage the disruption does (the disruption still works). Special failure mode three permits the disruption to work normally but causes the caster to lose additional mana equal to the remaining stasis stability save in the stasis field, if any.

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Duplicate.
Rank: 7.
Csp: -2000.
Mana: 15 or more.
Range: touch.
Duration: instantaneous.
Area of Effect: one object.
Description:

This spell summons a copy of the target from an alternate time line. The copy appears next to the target and is an exact duplicate. This spell only functions on inanimate objects. The caster must make a save versus magic when he casts this spell. If he blows the save he becomes the focus of a paradox. If the save is blown by 30 or less, its a minor paradox. More than 30 entitles the caster to a major paradox. If this spell is cast without a caster, e.g. from a magic item, then a random person nearby becomes the paradox focus. The duplicate lasts 1 year divided by one-fifth the amount of mana in the duplicated item. This duration is 2x per +1 mana. Special failure mode one summons an inexact duplicate instead of an exact one. Special failure mode two summons something completely at random of roughly the same magical potency and value as the target. Special failure mode three envelops the caster in a stasis field with +2 to its stasis stability save per mana spent on the evil twin spell. It lasts until disrupted.

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Enervation.
Rank: 2.
Csp: -24.
Mana: 5.
Range: targeting roll.
Duration: 1 day.
Area of Effect: one person or creature.
Description:

This spell distorts the timing of the various cycles of its target's metabolism. This causes the target to take 3d6 stamina damage when the spell first hits, to expend double stamina whenever stamina is expended except in the taking of damage, and to regain stamina at 1/5th the normal rate. Drinking water restores 1 stamina instead of d3. If this spell hits a person or creature that is already under the influence then the 3d6 accrues again but no other additional affects accrue, other than resetting the duration. The caster may get +1 day duration for +1 mana. Special failure mode one deletes the 3d6 of stamina damage. Special failure mode two doubles the initial damage to 6d6 but does not have the rest of the effects. Special failure mode three causes the spell to affect its intended target and the caster, both.

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Evil Twin.
Rank: 6.
Csp: -18.
Mana: 13.
Range: targeting roll or touch.
Duration: instantaneous.
Area of Effect: one person or creature.
Description:

This spell summons a copy of the target from an alternate time line. The copy appears next to the target and is its opposite in motivation and temperament. Magic items and other equipment are duplicated save for artifact grade items or items with minds which have evil twins also summoned. The caster must make a save versus magic when he casts this spell. If he blows the save he becomes the focus of a paradox. If the save is blown by 30 or less, its a minor paradox. More than 30 entitles the caster to a major paradox. If this spell is cast without a caster, e.g. from a magic item, then a random person nearby, excluding the evil twin, becomes the paradox focus. Special failure mode one summons a weird twin instead of an evil twin. Special failure mode two summons the caster's evil twin instead of the targets. Special failure mode three envelops the caster in a stasis field with +2 to its stasis stability save per mana spent on the evil twin spell. It lasts 3d100 hours if not disrupted.

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Faster(F).
Rank: 5.
Csp: -3.
Mana: 9.
Range: targeting roll or touch.
Duration: 10 minutes.
Area of Effect: one person or creature.
Description:

This spell reduces the recipient's cycle time by 2, i.e. from 12 to 10 for most actions and from 8 to 6 for off hand actions. The duration is +10 minutes per +1 mana. The cycle time reduction is one better per +2 mana to a maximum of one such addition per two ranks the caster has with time foundation; in any case the cycle time is at least zero. The caster may affect +1 person for +1 mana with a delay of -6 for each additional effect. Special failure mode one reverses the effect, adding to the cycle time. Special failure mode two reverses and doubles the effect. Special failure mode three divides the duration by 3d6.

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Fold Xerox(F).
Rank: 3.
Csp: -60.
Mana: 7 or more.
Range: targeting roll or touch.
Duration: 6 rounds.
Area of Effect: one person or creature.
Description:

This spell twists a creatures time line so that it exists twice in the current time for a short period. Effectively, two copies of the subject of the spell exist for the duration of the spell. This requires some complex bookkeeping. One copy is the current the other is the one folded back from the future. Any damage taken by the current copy is taken by both. Any damage taken by the folded copy is his alone. Anything used by the current copy is unavailable to the future copy. If the future copy uses something, mana, supplies, etc. that the past copy uses later then make a roll on the minor paradox table. If the current copy is knocked out make a minor paradox roll. If the current copy is killed make a major paradox roll. The caster may get +6 rounds duration of the fold, -5 to any paradox rolls, per +1 mana.

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Forecast.
Rank: 1.
Csp: -60.
Mana: 1.
Range: none.
Duration: see below.
Area of Effect: caster.
Description:

This spell allows the caster to know what the weather will be like tomorrow. For +1 mana he gets +1 day, to a maximum of 6 weeks. Special failure mode one makes the timing of the forecast off a little. Special failure mode two makes the spell radically wrong about the weather. Mode three is a fizzle.

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Force Forward(F).
Rank: 3.
Csp: -3.
Mana: 7 or more.
Range: targeting roll.
Duration: instantaneous.
Area of Effect: one person, creature, or object, 100kg max.
Description:

This spell takes its target forward in time up to six rounds, caster's choice of how long. The target vanishes and reappears in the future in the same location. The caster may force 2x more mass forward per +1 mana. Maximum distance of forward jump is +6 rounds per +1 mana. Special failure mode one randomizes the arrival point by +/- d3 rounds with back time travel being simple failure. Special failure mode two multiplies the forward travel time by 3d6. Special failure mode three causes the spell to take the mage forward with the target.

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Haste(F).
Rank: 4.
Csp: -12.
Mana: 7 or more.
Range: targeting roll or touch.
Duration: 10 minutes.
Area of Effect: one person or creature.
Description:

This spell adds +2 to all the recipient's speeds, except for spirit speed, +1 more per +2 added mana. The duration is +10 minutes per +1 mana. The caster may affect +1 person for +1 mana with a delay of -6 for each additional effect. Special failure mode one reverses the effects. Special failure mode two reverses and doubles the effects. Special failure mode three sucks out a stamina for each extra speed pip each round the spell's recipient does anything. The recipient takes d6 hits per two stamina he lacks after running out.

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Instant Replay(F).
Rank: 3.
Csp: -3.
Mana: 7 or more.
Range: none.
Duration: instantaneous, see below.
Area of Effect: 20" radius.
Description:

This spell rewinds time one full combat round before the round in which the spell was cast (to the beginning of the previous round). The caster remembers everything that happened and regains no consumables (stamina, mana, etc.) Everyone else forgets everything and regains consumables expended during the rewind period. The caster may get 2x radius or +1 round of rewind for +1 mana. This spell required good bookkeeping: referee remember to warn everyone to keep track if there is a chance of it coming up. Special failure mode one makes the caster a focus of a minor paradox but the spell otherwise works normally. Special failure mode two causes one other person in the area of effect, selected randomly, to have the same memory and consumable status as the caster. Special failure mode three causes the caster to forget and regain as everyone else does.

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Moments(F).
Rank: 2.
Csp: -3.
Mana: 5.
Range: none.
Duration: 6 rounds.
Area of Effect: caster.
Description:

This spell allows the caster to foresee the future in a limited fashion. He can see the possible futures emanating into the next few moments. The practical effect is that he may ask the referee the odds of success on an action and be told the accurate odds if he makes a perception save. (Q - "odds on Grak hitting that guy with the glowing blue armor?" A - "5%"). Such a question costs three pips of initiative. For 12 initiative pips the caster may get a detailed, but not necessarily accurate, description of what will happen if he tries something. This spell requires concentration (-10 physical elusiveness) to get a detailed report of the 12 initiative pip sort. The caster may get +6 rounds duration or +5 to his perception save for this spell for +1 mana. The character may only see actions he has thought of except in exceptional circumstances. The particular combat effects of this spell, when it is used exclusively to enhance combat ability, are +30 physical elusiveness versus hand to hand attacks, +15 versus missile and other ranges attacks, +15 to saves that implement ducking, dodging, or taking cover, +15 to hit (all sorts). Special failure mode one will cause the caster to be paralyzed with indecision from chaotic and vivid images. Special failure mode two causes the probabilities to be inverted (1-p). Mode three forces the caster to save versus shock or loose a point of sanity.

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Paradox Blast.
Rank: 4.
Csp: -45.
Mana: 9 or more.
Range: touch.
Duration: instantaneous with delay.
Area of Effect: (2d3-1)" radius.
Description:

This spell is cast at a specific point and goes off d3+1 rounds later. It does 12d6 of damage as fire or magic, whichever best penetrates a given targets defenses. The caster may get +1" radius and +d6 damage for +1 mana. The first +1" radius makes the radius 2d3". Thereafter, each +2" radius becomes a +d3". Any magic items in the area of effect make their intrinsic save to avoid being destroyed if they need to. If tough enough not to need the save or if they make their save, magic items make another intrinsic save at -1 per 3 points of damage done. If they blow this save then the action diagram (including trigger conditions), mana reserve, or function changes in a random fashion mediated by the referee. Special failure mode one displaces the center of the blast 2d6" in a random direction. Special failure mode two adds 3d3" to the radius. Special failure mode three causes the spell to force those in the area of effect to roll a minor paradox instead of the spell doing damage in the normal fashion.

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Paradox Bolt.
Rank: 3.
Csp: -9.
Mana: 7 or more.
Range: targeting roll.
Duration: instantaneous.
Area of Effect: one person, creature, or object.
Description:

This spell causes a rippling bolt of distortion to spring from the casters fingers. The caster may get +1 paradox bolt for +2 mana with a delay of -5 to fire each bolt after the first. The target of the bolt is subject to an unspecified temporal paradox which in turn creates an effect off of the following table:

Paradox Bolt Effects
01-20 (2d3+1)d6 of fire damage.
21-40 (2d3+1)d6 of magic damage.
41-60 Enervation, as the spell.
61-70 Fold Xerox, as the spell, for 2d3 rounds.
71-80 Exchange target's stamina and mana.
81-85 (2d6)d6 of fire damage.
86-90 (2d6)d6 of magic damage.
91-94 Evil twin that exists for 5d6 rounds.
95-98 Skip forward in time 3d6 rounds.
99-00 Stop, as the spell, for 2d3-1 rounds.
Special failure mode one causes the spell to affect the caster as well with target and caster getting the same roll. Special failure mode two causes the caster and victim to both get rolls with the caster taking the higher roll. Special failure mode three causes the caster alone to roll on the paradox bolt effects table.

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Paraphasic Area.
Rank: 6.
Csp: -lots.
Mana: 13 or more.
Range: none.
Duration: permanent.
Area of Effect: up to 3" radius.
Description:

This spell requires the caster to spend 16DP preparing an area that fits within the nominal area of effect of the spell. The caster has one temporal phase available in the area per rank with time foundation. During the preparation the caster designates each way of entering the area, doors, directions, teleportation, travel from alternate time line, as tied to a temporal phase. If the spell is cast successfully then entering the area places one in the designated temporal phase. Creatures and objects in one temporal phase cannot interact with, or even perceive, those in another. The caster may add +1 added temporal phase for +1 mana. People outside of the area of effect can see only the phase that their line of sight enters along. A simple example of this is a cross shaped room that renders those crossing from east to west imperceptible to those crossing north to south. If walls are added in each phase after the spell is cast you can even make two corridors that appear to cross one another - and which act as a completely sealed off room to someone with a time anchor. Special failure mode one causes the caster to lose a point of sanity. Special failure mode two gives the spell a duration of 3d6 weeks. Special failure mode three creates shimmering lines in the area that make it apparent something is up.

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Phase Dislocation.
Rank: 5.
Csp: -3.
Mana: 11 or more.
Range: none.
Duration: 6 rounds.
Area of Effect: 3" radius.
Description:

This spell permits the caster to put all living (undead, etc.) creatures in the area of effect into one of two distinct temporal phases. Creatures in one temporal phase cannot interact with, or even perceive, those in another. At the end of the spell's duration the creatures come back into phase with one another. The caster may chose phases for a number of creature equal to his rank with time foundation without any problem. The next creature requires a stress save, the one after that a save at -5, and so on. If a save is blown then the phase is chosen at random for that creature. The caster may get +5 to this save, 2x duration of the phase separation, +2" radius, or +1 additional separate phase for +1 mana. Inanimate objects on the person of, or touched by, a creature jump into that creature's phase becoming unapparent to the other phases. Objects dropped or relinquished by a creature become visible in all phases. Special failure mode one does 3d6 of edge damage to each creature as the spell starts. Special failure mode two causes creature to randomly jump phases on a roll of their willpower of less on d100 rolled each round. Special failure mode three puts the caster in a phase all his own but otherwise permits the spell to function normally.

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Phase Lurk.
Rank: 4.
Csp: -6.
Mana: 9 or more.
Range: none.
Duration: concentration.
Area of Effect: caster.
Description:

This spell requires concentration so intense it prevents other spell casting, though not the triggering of magic items that do not require concentration. It permits the caster to adjust his temporal phase. Inanimate objects, other than those on the caster person, are not affected by the phase change. Living creatures are affected. The caster may adjust his level of perceptability from normal to completely imperceptible. Any items he picks up join him in whatever state he is in. His ability to perceive other creatures is symmetric with their ability to perceive him. When this spell ends the caster must save versus unconsciousness. This spell permits the caster to adjust his phase as he wishes in a multiphase environment, e.g. a Paraphasic Area spell. If placed in a permanent magic item the item can perform the concentration but any spell cast requires the caster to save versus magic at -3 per mana in the spell he casts of lose the phase lurk. Spells cast from phase lurk affect only to the degree the caster is perceptible, i.e. 0-100 percent for living creatures, full effect for inanimate objects. Damage is similarly divided by the lurk coefficient. The exception to this is the ability of magic weapons to hit things normally not accessible. Use the phase lurk table to asses this. Special failure mode one requires a stress save to hold the phase lurk each round. Special failure mode two causes the phase lurk to drain one mana per round and end if that mana is not available. Special failure mode three causes the caster to always be at least 10% visible, i.e. maximum phase lurk coefficient of 90, he cannot move completely into another phase.

Phase Lurk Table
% Phase Lurk Rough Appearance Weapon to hit normally
1-20 A bit faded +1
20-50 Translucent +2
51-70 Transparent +3
71-90 Intermittent +4
91-99 Shimmers +5
100 Invisible n/a

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Protection from Paradox.
Rank: 2.
Csp: -60.
Mana: 3 or more.
Range: touch.
Duration: instantaneous, see below.
Area of Effect: one person, creature, or object.
Description:

This spell creates 30 points of paradox protection, +5 per +1 mana. These points last until used. This protection acts as ablative armor against damage done by paradox effects. In addition, one-third of any paradox protection points act as a minus to a roll on the minor paradox table. One-fifth of paradox protection points act as a minus to a roll on the major paradox table. Special failure mode one halves the paradox protection points granted by the spell. Special failure mode two causes the points to bleed away at a rate on one per minute. Special failure mode three deletes the deduction from paradox rolls while leaving the ablative armor in place.

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Protection from Stasis.
Rank: 3.
Csp: -120.
Mana: 5 or more.
Range: touch.
Duration: instantaneous, see below.
Area of Effect: one person, creature, or object.
Description:

This spell creates a magical knot that is associated with the spells recipient. This knot is imperceptible save by arcane senses and does nothing until and unless the creature is encased in a stasis field. If that happens, the knot unties and does 2d100 points of damage to the stasis field's stasis stability save. If the damage exceeds the stasis stability save then the stasis field never forms. Otherwise the field regains 5 points of stability save per round until it arrives at its nominal value. The caster may add +d100 points of damage per +2 mana. Normally the knot lasts indefinitely. Special failure mode one causes the spell to do half damage. Special failure mode two causes the knot to untie if 10 or more mana are expended within 3" of the spells recipient; it is not obvious this has happened. Special failure mode three causes the knot to do magic damage equal to 1/5th the damage it does the stasis field to everything in what would have been the interior region of the stasis field.

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Retrocognition.
Rank: 4.
Csp: -300.
Mana: 9 or more.
Range: none.
Duration: 10 minutes.
Area of Effect: caster.
Description:

This spell allows the caster to view, hear, etc. back in time on the spot he casts the spell. He may run through time at 10 times the normal rate, +5 to the multiplier for +1 mana, 2x duration for +1 mana. He may also pick his starting time up to -1 hour (2x per +1 mana) in the past. If the caster has a relic of a significant event then he may use retrocognition starting at the time of that event. Once the caster locates an event of interest he may run time backward or forward about it to view it. For +3 mana the caster may hear what is going on as well as see it. Special failure mode one divides the scanning rate by 3d6. Mode two causes the caster to get a random starting point. Mode three lets the spell work but requires the caster to save versus shock or loose 3d6 mana.

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Slow(F).
Rank: 4.
Csp: -12.
Mana: 7.
Range: targeting roll or touch.
Duration: instantaneous.
Area of Effect: one person or creature.
Description:

This spell subtracts d3 from all of its target's speeds, except for spirit speed, -d3 more per +2 added mana. Each type of speed comes back at a rate of one pip per round. The caster may throw +1 slow per +1 mana with a delay of -6. Multiple slows on a single target do not add, simply take the largest result. Special failure mode one reverses the effects. Special failure mode two reverses and doubles the effects. Special failure mode three causes the spell to affect the caster as well.

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Stop(F).
Rank: 5.
Csp: -3.
Mana: 5.
Range: targeting roll.
Duration: instantaneous.
Area of Effect: one person or creature.
Description:

This spell freezes the target in place for one round unless they make a save versus magic. On the next round they are -4 speed, regaining 2 speed per round until back to normal. While frozen the target counts as paralyzed for combat purposes. The caster may get +1 stop effect, at a delay of -6, per +1 mana. The magic save is -5 per +1 mana. The caster may get +1 round of freeze and -2 worse on the post-stop slowness for +3 mana, but no more such adds than half his rank with time foundation. Special failure mode one adds 2d6 to the target's speed for d3+1 rounds. Special failure mode two does the caster d6 points of magic damage for each point in the targets highest non-spirit speed bonus (Asp/Msp/Bsp/Csp). Special failure mode three causes the spell to affect the caster as well.

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Summon Geomoton.
Rank: 6.
Csp: -600.
Mana: 1 or more.
Range: short.
Duration: 1 day.
Area of Effect: see below.
Description:

This spell allows the caster to summon a geomoton (a reason-time foundational). The geomoton may have up to 20 design points per mana spent on the spell. The caster may summon a specific geomoton or type of geomoton if he knows one, but will get a random geomoton with no more than the maximum number of design points otherwise. This spell in no way compels obedience and is usually annoying to the geomoton. The referee designs geomotons and should provide a list of well known types (see the monster rules). The duration of the geomoton's stay may be doubled for +1 mana. Special failure mode one does the geomoton d100 points of magic damage as he comes through. Special failure mode two causes the geomoton to teleport 3d100 minutes as he appears, in a random direction. Special failure mode three causes the geomoton to come with d3 friends, possibly of different types.

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Summon Transformational.
Rank: 6.
Csp: -600.
Mana: 1 or more.
Range: short.
Duration: 1 day.
Area of Effect: see below.
Description:

This spell allows the caster to summon a transformational (a chaos-time foundational). The transformational may have up to 20 design points per mana spent on the spell. The caster may summon a specific transformational or type of transformational if he knows one, but will get a random transformational with no more than the maximum number of design points otherwise. This spell in no way compels obedience and is usually annoying to the transformational. The referee designs transformationals and should provide a list of well known types (see the monster rules). The duration of the transformational's stay may be doubled for +1 mana. Special failure mode one does the transformational d100 points of magic damage as he comes through. Special failure mode two causes the transformational to teleport 3d100 minutes as he appears, in a random direction. Special failure mode three causes the transformational to come with d3 friends, possibly of different types.

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Supermetabolism.
Rank: 4.
Csp: -60.
Mana: 7 or more.
Range: none.
Duration: 1 hour.
Area of Effect: 1 person or creature.
Description:

This spell speeds and integrates the recipient's metabolism. The effects are as follows. The recipient regains one stamina per round. The recipient's rate of healing and regaining health is multiplied by 5. All the recipients non-spirit speeds are increased by 1. The caster may get 2x duration for +1 mana. When the spell ends the recipient loses all their stamina and must save versus unconsciousness, at -5 per doubling of the nominal duration. Special failure mode one causes this spell to cost one stamina per round but otherwise function normally. Special failure mode two divides the duration by 3d6. Special failure mode three causes the caster to lose 3d6 stamina, without additional ill effect is that is more stamina than he has.

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Temportal(F).
Rank: 7.
Csp: -600.
Mana: 13 or more.
Range: none.
Duration: up to 1 hour.
Area of Effect: one portal, up to 3" square.
Description:

This spell permits the caster to make an arch, door, or other portal into a time travel gate. When the spell is cast, no matter where the caster is, the gate will open onto the past permitting travel in both directions. The portal may not translocate. The caster must have good knowledge of the portal's arrival point or a relic of the arrival point tied to a significant event or those walking through the portal, once activated, will make a minor paradox roll and fail to travel. The caster may simply state a duration back and open the portal safely - his sense of duration is good enough for ``good knowledge''. Portal maximum size is +3" square and maximum open duration is 2x per +1 mana. Once the gate closes, those in the wrong time must save versus magic each hour or be snapped back into their correct time at the gate. Special failure mode one opens the portal to a random time no more than 10% off of the intended distance back. Special failure mode two open the portal on a completely random time; referee has license to send through anything. Special failure mode three causes the gate to open in the wrong time line or world.

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Temporatation(F).
Rank: 6.
Csp: -5.
Mana: 11 or more.
Range: none.
Duration: instantaneous, see below.
Area of Effect: caster.
Description:

This spell permits the caster to vanish and reappear in the past. This spell permits no translocation though is may be cast with any teleportation spells the caster knows to achieve translocation. The caster must have good knowledge of his arrival point or a relic of it tied to a significant event or he will make a major paradox roll and fail to travel. The caster may simply state a duration back and travel safely - his sense of duration is good enough for ``good knowledge''. The special focus of this spell remains in the present. If it is destroyed while the caster is in the past the caster is translated to the far spirit plane and must walk home (tricky). After 10 minutes in the past the caster is snapped back into his origin time. This duration in the past is 2x per +1 mana. Special failure mode one gains a roll on the minor paradox table. Special failure mode two gains a roll on the major paradox table. Special failure mode three snaps the caster onto the far spirit plane (getting him back may require an adventure).

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Time Anchor(F).
Rank: 4.
Csp: -lots.
Mana: 9 or more.
Range: touch.
Duration: permanent.
Area of Effect: see below.
Description:

The special focus of a time anchor spell is typically a small item like a ring or figurine. It takes 20DP to prepare and, when the spell is finalized and the casting roll made (something that takes only a few minutes), it is anchored in the time where the finalization took place. Anyone carrying or touching the time anchor acts as if they belong in that time and cannot be snapped back to their present time. This permits long-term residence at the far end of a time travel spell. Sometimes a room is made the focus of a time anchor spell so that that room can serve as a trans-temporal meeting place. It is possible to carry an unfinalized time anchor around with you to finalize in emergencies. Finalized time anchors move forward through time in the normal manner. They cannot be moved through time at other rates and so anyone with a time anchor is immune to time travel of any sort, e.g. force forward. A person with a time anchor is also in all phases of any phase separation effect. Special failure mode one causes the time anchor to cease to function after 3d6 days. Special failure mode two causes the time anchor to deduct 3d6 from spell casting rolls made within 3" of it. Special failure mode three causes the time anchor to stop in time when activated. This typically causes it to vanish as everything else moves forward in time.

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Time Window.
Rank: 5.
Csp: -36.
Mana: 11 or more.
Range: touch.
Duration: 10 minutes.
Area of Effect: one mirror, pool, etc.
Description:

This spell enchants a reflective surface (other than a stasis field) so that it is a window on the past. The caster picks the starting point in time a space from those things he has substantial knowledge of or a relic of. The window the proceeds forward from the starting point, showing past events. For +3 mana those viewing the time window may hear what is going on as well. For +1 mana each the caster may get rewind, move at 10x normal rate, pause, pan, and begin again functions added to the time window. If the relic is a personal trace, hair, blood, etc, then the time window may look outward from the eyes of the person from whom the relic was taken. Special failure mode one randomizes the start point somewhat. Special failure mode two completely randomizes the start point. Special failure mode three causes the viewpoint of the time window to hide some critical point in a subtle fashion.

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Timestop(F).
Rank: 7.
Csp: -8.
Mana: 15 or more.
Range: none.
Duration: 1 round.
Area of Effect: 5" radius.
Description:

This spell stops time within the area of effect, except for the caster. A stasis effect appears at the edge of the area of effect. The caster may not change the shape of, or damage, time stopped objects or creatures. He can rearrange them (if he can lift them) and steal things from them. If the caster leaves the area of effect the spell ceases. The caster may buy +3" radius, +5 stasis stability save, or +1 round duration for +1 mana. Placing one timestop inside another has wildly variable effects, essentially a license to the referee to do almost anything. Special failure mode one adds 3d6 to the (non-spirit) speeds of all those in the area of effect. Special failure mode two subtracts 3d6 from the (non-spirit) speeds of all those in the area of effect. Special failure mode three timestops the caster only (transforming him into a silver statue of himself) until an outside force breaks the stasis.

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Wall of Stasis.
Rank: 5.
Csp: -36.
Mana: 9 or more.
Range: targeting roll.
Duration: 10 minutes.
Area of Effect: 6 square".
Description:

This spell permits the caster to summon up a wall of stasis; the interior of this stasis effect is an infinitesimal lamina in the interior of the wall. The stasis appears as a soap-bubble thin mirror, shaped as the caster desires, though shapes of more than a passing complexity will require the caster to make a stress save to pull them off. The referee assigns a minus to the stress save if it is egregiously complex. Somewhat random simpler shapes result if the save is blown. The stasis field blocks all forms of direct perception, movement, and damage. If the stasis is a closed surface then it prevents all perception - those inside are indetectable. The caster may get 2x area or 2x duration, or +10 to the stasis stability save, for +1 mana. Stasis walls do not move. Special failure mode one divides the duration by 3d6. Special failure mode two causes the stasis wall to assume a semi-random shape. Special failure mode three causes the wall to curve so as to enclose the caster in a sphere with stasis inside. It will push material objects aside as it forms, if they are in the way. The effect is that the caster and those inside the sphere are inside a stasis until it expires or is broken.

Paradox Tables

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The paradox tables are used to resolve paradoxes. When time travel of some sort creates an impossibility then roll on the minor or major paradox table, as appropriate or specified. The focus of a paradox is the object nearest the center of the paradox.

Minor Paradox Table
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01-20
Freebie: backtime event not relevant or inconvenience vanishes
21-35 Minor melt: most recent version of paradox focus takes (2d3)d6 fire damage as does anything in the same hex with it
36-45 Forward skip: focus of paradox skipped forward in time to resolve or suspend paradox. Travel is minimum needed to resolve. Choose best version of focus to resolve paradox.
46-60 Melt: most recent version of paradox focus takes (2d6)d6 fire damage as does things in same hex, nearby hexes take 2d6 less per 1" away.
61-70 Sideways skip: focus of paradox exchanged with very similar object from a parallel time line in a manner that resolves the paradox.
71-80 Major Melt: most recent version of paradox focus takes (4d6)d6 fire damage as does things in same hex, nearby hexes take d6 less per 1" away.
81-90 Pay-before-you-buy: the history of the paradox focus is revised in some minor fashion, tied to the paradox if possible but otherwise random.
91-95 Flashback: at random times, especially when mana is expended nearby, the paradox focus will vanish. In reality it is being used to superimpose a past version of itself in a manner that resolves the paradox. Vanish on a roll of 5+mana expended with 5" each round the paradox focus is stressed. Magic save at -50 to end flashback after each incident. Flashbacks last d3+1 rounds.
96-98 Pay-before-you-buy II: pick two random basic stats and move 2d6 points between them as well as changing personal appearance and gear. Magic items get intrinsic save to avoid paradox modification.
99 Foldflash: as flashback but instead the character fold-xeroxes (see the spell Fold Xerox) with random duration of 2d6 rounds.
00 Roll major paradox

Major Paradox Table
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01-20
Roll Minor Paradox
21-40 Small Zortch: most recent version of paradox focus takes (2d3)d6 magic damage as does anything in the same hex with it.
41-50 One random magic item near the paradox focus has its function completely changed.
51-60 If paradox focus is person or creature, pick two derived stats until you get at least one that has had points expended on it. Exchange the points expended between the two. If no such expenditure or not person or creature, re-roll.
61-75 Zortch: most recent version of paradox focus takes (2d6)d6 magic damage as does anything in the same hex with it. Take 2d6 less per 1" away.
76-85 If paradox focus is person or creature, pick two skills. Exchange the points expended between the two. Extra points granted to bring skills up to minimum cost, after spending unspent experience on same. If no such expenditure or not person or creature, re-roll.
86-90 Big Zortch: most recent version of paradox focus takes (4d6)d6 magic damage as does anything in the same hex with it. Take d6 less per 1" away.
91-92 Create an evil twin of the paradox focus. See the spell Evil Twin or, if focus is object, use your imagination.
93-94 Roll minor paradox on all persons or creatures within 2d6".
95-96 Paradox focus is horribly damaged.
97-98 Major history rewrite to resolve paradox, effects can go thousands of years or thousands of miles or both.
99 Reset. History is re-wound to the first point where a choice is made that led to the paradox.
00 Fusion. Paradox focus time line is fused with another, effects may vary.