3e SRD:Temporal Acceleration
From D&D Wiki
|This material is published under the OGL|
|Duration:||2 rounds (apparent time)|
The manifester speeds up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. The manifester is free to act for 2 rounds of apparent time. Normal and magical fire, cold, acid, and the like can still harm the manifester. While temporal acceleration is in effect, other creatures are invulnerable to the manifester's at tacks and powers; however, he or she can manifest powers and leave their effects to appear when the temporal velocity power ends. (The powers' durations do not begin until the temporal velocity duration is over.)
The manifester cannot move or harm items held, carried, or worn by a creature stuck in the standard time frame, but can affect any item that is not in another creature's possession.
The manifester is undetectable while temporal velocity lasts. He or she cannot enter an area protected by a null psionics field or by powers or spells that neutralize high-level powers or spells.
When temporal acceleration lapses, the manifester is disoriented on his or her return to the standard time frame. He or she suffers a 2 penalty on all attack rolls, saving throws, and skill checks for 1 round.
This page is protected from editing because it is an integral part of D&D Wiki. Please discuss possible problems on the talk page.