Time Mage

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Time Mage
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Editing: Constructive edits welcome

[edit] Time Mage

That guy was moving so slow, he'd been dead a week before he knew I had killed him.
—Remington Stone, Human Time Mage, Overheard at the local bar.


The Time Mage is a dexterity wizard. Warping the bounds of space and reality, Time Mages often strike down their foes before knowledge of her presence is detected. Dispatching a monstrous assassin before murder even crystallized in its heart, Time Mages are among the most feared of the specialized magicians. Their motto is not to hit hard, but to hit first, hit well, and hit often. If left alone, Time Mages can quickly bestow a number of beneficial status effects on their allies, and negative effects on their foes, turning the tide of battle.

Entry Requirements
Skills: 4 ranks in Concentration and Sleight of Hand.
Feats: Dodge, Lightning Reflexes.
Special: 3 levels in any class (not counting Fighter or Barbarian).

Table: The Time Mage

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special


Fort Ref Will
1st +1 +0 +2 +0 Mind or Matter
2nd +2 +1 +3 +0 Greater Initiative, Hasten
3rd +3 +1 +4 +1 Fast Movement
4th +4 +1 +5 +1 Improved Mobility, Time Magic
5th +5 +2 +6 +2 Increase Speed, Mind or Matter
6th +6 +2 +7 +2 Mind or Matter
7th +7 +2 +8 +3 Distant Time, Mind or Matter
8th +8 +3 +9 +3 Quick
9th +9 +3 +10 +4 Time Jump
10th +10 +4 +10 +5 Mind or Matter, Evasive Celerity

Class Skills (4 + Int modifier per level)
Class Skills The Time Mage’s class skills (and the key ability for each skill) are: Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Alchemy), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Local, Archana, Psionic) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).


[edit] Class Features

Weapon and Armor Proficiency: A Time Mage is proficient with all simple weapons, plus the whip. Time Mages are proficient with light armor and shields (except tower shields). Because the dexterity driven components required for Time Mage spells are relatively simple, she can cast Time Mage spells while wearing light armor without incurring the normal arcane spell failure chance. However, a Time Mage wearing medium or heavy armor or using a shield incurs a chance of spell failure (equal to the item's arcane spell failure). A Time Mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells per Day: When a new Time Mage level is gained, the character gains new spells per day as if she had also gained 1/2 a level in whatever spellcasting class (if any) she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds 1/2 the level of Time Mage (rounding down) to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.


Mind or Matter: At Level 1, a Time Mage must pick a path. Will she follow the road of the physical world (The sword) or the metaphisical world (Pure magic). This will affect certain bonus feats and spells received at various levels. If The Sword, she gains Cleave or Weapon Finesse as a Bonus Feat regardless of prerequisites. If Pure Magic, she gains Quicken Spell or Quicken Power as a Bonus Feat.

Hasten (Sp): Beginning at 2nd level, a time mage can use the spell Hasten as a touch spell on any 1 character or creature. The effect last 3 rounds. The affected character gains a +1 bonus on attack rolls and a +1 dodge bonus to AC. In addition, he gains a Reflex save bonus equal to the Time Mage's Dexterity Modifier. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. When making a full attack action, a hasted creature may make one extra attack with any weapon she is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.) This may be used a number of times per day equal to her class level. Multiple Hasten effects don’t stack, nor does it stack with Haste. Hasten dispels and counters Slow and Slowga.

Greater Initiative (Ex): At Level 2, the time mage gains a +2 on Initiative checks. This bonus stacks with the Improved Initiative feat.

Fast Movement (Ex): At 3rd level, a time mage gains an enhancement bonus to her base land speed. It is equal to the Time Mage's Dex Bonus x5ft. A time mage in medium or heavy armor loses this extra speed while it is worn.

Improved Mobility (Ex): At Level 4, a Time Mage may select Improved Initiative or Evasion as a bonus feat. If she already has evasion from a previous class, she may choose Improved Evasion instead.

Evasion (Ex): A Time Mage can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if a Time Mage is wearing light armor or no armor. A helpless Time Mage (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

Improved Evasion (Ex): A Time Mage’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, but henceforth she takes only half damage on a failed save. A helpless Time Mage (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion

Time Magic (Sp): Beginning at 4th level, a Time Mage can learn the Slowga or Reflect spell.

Slowga (Sp): use Slowga as a touch spell with a duration of 5 rounds. The target must make a Reflex save DC (15 + Dexterity modifier) to negate. An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a penalty on attack rolls, AC, and Reflex saves equal to the Time Mage's Dexterity Bonus. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed. Multiple Slowga effects don’t stack, nor does it stack with Slow. Slowga counters and dispels haste or hasten. This may be used a number of times per day equal to her class level.

Reflect (Sp): A Time Mage can use the Spell Turning as a personal spell, with a duration of 2d10 + her dexterity modifier rounds. Spell Turning: Reflect 1d4+6 spell levels back at caster. (Targeted/non-touch only)

Mind or Matter (Ex): At level 5, if the time mage chose The Sword, she is granted Cleave as a bonus feat. If she already has Cleave, she gains Great Cleave as a bonus feat regardless of if she has the prerequisites. If she chose Pure Magic, she gains Chain Power or Chain Magic as a bonus feat.

Increase Speed (Ex): At Level 5, increase your base land speed by 10ft.

Mind or Matter (Ex): At the 6th level, if the Time Mage chose The Sword, she gains Shot on the Run or Spring Attack as a bonus feat regardless of if she has the prerequisites. If the Time Mage chose Pure Magic, she may choose Maximize Spell, Maximize Power, Enlarge Spell, or Enlarge Power as a bonus feat.

Distant Time (Ex): At level 7, a time mage can use touch attacks or spells/powers at a range of 30ft or increase the duration of the Slowga and Hasten spells by 5 rounds.

Mind or Matter (Ex): At level 7, if the time mage chose The Sword, she is granted the spell Teleport. If she chose Pure Magic, she gains the spell Regen.

Teleport (Sp): Teleport up to a distance of your base land speed + (Dex Mod x10), a number of times per day equal to her class level. She may then make a melee attack on any target within 5ft. The target is considered flatfooted and loses its dex bonus to AC during this attack.

Regen (Sp): This spell may be cast at a range of 30fta number of times per day equal to her class level. For 1 + caster's Dex Mod rounds, the target heals HP damage at a rate of the caster's Dex mod + 2d6.

Quick (Su): At the 8th level the Time Mage is always effected by the Hasten spell. The Time Mage may suppress the effects at will as a free action.

Time Jump (Sp): The Time Mage gains this spell at level 9. Similar to Time Hop. Duration: Dex mod + 1 rounds. The target may make a Will save DC (16 + Dexterity modifier) to negate this spell.The subject of the power hops forward in time. In effect, the subject seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has passed at all. In each round of the power’s duration, on what would have been the subject’s turn, it can attempt a DC 15 Wisdom check. Success allows the subject to return. The subject can act normally on its next turn after this power ends. If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary. This may be used once per day.

Mind or Matter (Ex): At level 10, if the time mage chose The Sword, she is granted the spell Stopaga. If she chose Pure Magic, she gains the spell Past Due.

Stopaga (Sp): A time mage can stop a target at a range of 30ft. The target must make a Reflex save DC (16 + Dexterity modifier). The target is stopped and held in suspended time for a duration of 1d4 + caster's dexterity modifier rounds, during this time the target cannot take any action and is completely helpless. Mutiple Stopaga effects do not stack. This may be used a number of times per day equal to her Dexterity Modifier.

Past Due (Sp): A time mage can target a single creature up to 40ft and force them to make a Will save DC (16 + Dexterity modifier) or the target becomes paralyzed for 1d6 rounds. If the target fails the initial save it must make a Fortitude save DC (10 + Dexterity modifier) or die horrifically as random body tissue ages to necrotic levels. Even if the Fortitude save is successful, the subject still takes 3d6 points of damage. This may be used a number of times per day equal to her Dexterity Modifier.

Evasive Celerity (Ex): At 10th level, your knowledge of the hasten spell makes you difficult to target with spells. While under the effect of a hasten spell, individually targeted spells have a 20% chance of failing against you. The effect of this ability does not stack with blink or similar spell effects. If Hasten's duration was increased with Distant Time, targeted spells have a 30% chance of failing against you instead.


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