Time Mage (3.5e Prestige Class)

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Time Mage[edit]

Time moved so slow for that guy that I had killed him a week before he ever saw me.
—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: Knowledge (Arcana) 10 ranks, Knowledge (History) 10 ranks, Knowledge (Time) 9 Ranks
Special: Be a 6th level Chronomancer

Table: The Time Mage

Hit Die: d6

Level BAB Saving Throws Special Speed Bonus Spellcasting
Fort Ref Will
1st +1 +0 +2 +0 Distort (Con+1) +0 +1 level of existing arcane spellcasting class
2nd +2 +0 +3 +0 Haste(Con+1) +0
3rd +3 +1 +3 +1 Fast Movement,Time Mastery +10 +1 level of existing arcane spellcasting class
4th +4 +1 +4 +1 Teleport(Int+2) +10
5th +5 +1 +4 +1 Slow, time portal,mobillity +10 +1 level of existing arcane spellcasting class
6th +6 +2 +5 +2 Stop,plane shift(Con+2) +20
7th +7 +2 +5 +2 rewind,greater teleport +20 +1 level of existing arcane spellcasting class
8th +8 +2 +6 +2 Time Shield, Reflect(Int+1) +20
9th +9 +2 +6 +2 Quick +30 +1 level of existing arcane spellcasting class
10th +10 +3 +7 +3 Lasting Life , time stop(Con+1) +30

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).


Class Features[edit]

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).

Ability Boost (Ex) As a time mage gains levels in this prestige class, his ability scores increase as noted on Table: The time mage.

These increases stack and are gained as if through level advancement.


Distort (Su): The first ability a time mage learns is distort. A time mage attacks his foes with the power of distorted space, using time and space to deal damage and sometimes impart other debilitating effects. The time mage may use this a number of times per day equal to her Intelligence modifier + level.

A distort is a ray with a range of 60 feet. It is a ranged attack that affects a single target or a area up-to 30 feet affecting all that are in the area, allowing no saving throw. A distort deals 1d6 points of damage at 1st level and increases in power as the time mage rises in level. A distort is the equivalent of a spell whose level is equal to the time mage’s class level, with a minimum (1d6) spell level of 1st and a maximum (10d6) of 10th when a time mage reaches 10th level or higher.

A distort is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to distort. A distort deals damage to objects. Metamagic feats cannot improve a time mage’s distort (because it is a spell-like ability, not a spell).

Improved Initiative: A time mage gains Improved Initiative as a bonus feat.

Haste (Sp): Beginning at 2nd level, a time mage can use Haste as a touch spell, with a duration of 2d6 + her dexterity modifier rounds, a number of times per day equal to her Intelligence modifier + one and one additional time per day at 6th level and ever four levels thereafter. Her caster level equals her class level.

Fast Movement (Ex): At 3rd level, a time mage gains an enhancement bonus to her speed, as shown on Table: The Time Mage. A time mage in armor or carrying a medium or heavy load loses this extra speed.

Time Mastery: On attaining 3rd level, and at every two levels thereafter (5th, 7th, 9th, and etc), a time mage gains a special ability of her choice from among the following options.

Spell Regress: At the beginning of the day the Time mage gains the ability to choose a spell to add a per day use to. This spell last only for that day, so the chosen spell's use/day is increased by 1 for that day and that day only. This is a 1/day spell.

Greater Initiative (Ex): The time mage gains a +4 on Initiative checks. This bonus stacks with the Improved Initiative feat.

Ripple Shot (Su): The time mage gains an ability to shoot missile-like time ripples at his or her enemies..For every two time mage levels, you gain an additional missile—two at 5rd level, three at 7th, four at 8th, and the maximum of ten missiles at 20th level. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. The missle deals 2d6 points of force damage each. The time mage can use this ability a number of times per day equal to her Intelligence modifier +1.

Time Hop (Ps): The time mage can use the Time Hop power 1/day for every five class levels, with a duration of 1d8 rounds. Her manifester level equals her class level. Prerequisite: 5th Level

Item Aging: The Time mage is able to pick an item or object and completely control its passing through the time stream. Stopping it, reversing it (reversing time on it), or speeding it up. 1/day plus int times level.

Time Increase (Su): Choose one of your time mage abilities that has a duration and increase the duration by one die. I.E. 2d6 would become 3d6, 2d4 would become 3d4, and 2d10 would become 3d10, etc. A time mage may select this ability multiple times either choosing a new ability or the same as a previous ability, its effects stack. Prerequisite: 7th Level

Time Regression (Ps): The time mage can use the Time Regression power 1/day for every four class levels. Her manifester level equals her class level. Prerequisite: 6th Level

Increase Range (Ex): Increase the range of the time mages distort ability by 30ft. A time mage may select this ability multiple times its effects stack.

Enhance Distort (Ex): A time mage can choose one of her daily use touch abilities and can apply it to her distort ability. A time mage may select this ability multiple times by applying a new ability to her distort. Prerequisite: 7th Level

Increase Speed (Ex): Increase your base land speed by 10ft. A time mage may select this ability multiple times its effects stack.

Distant Time (Ex): A time mage can choose one of her daily use touch abilities and gains the ability to use it at a range of 30ft or increase the range of the slow or stop class features by 30 ft. A time mage may select this ability multiple times by choosing and applying it to a new ability or increase the range of one already selected.

Age (Su): The time mage can force a single target to make a Will save DC (10 + class level + Dexterity modifier) or the target ages to the next age category for their species. The time mage may use this ability 1/day for every two class levels.Choosing this spell again gives the Time mage the ability to age an enemies body to the point of disintegration. At 20th level, the time mage may do the opposite and change the targets age down one age category for their species, but not the time mage themselves. Prerequisite: 5th Level

Passing Time (Su): A time mage can target a single creature and force them to make a Will save DC (10 + class level + Dexterity modifier) or the target becomes paralyzed for 1d6 rounds. If the target fails the initial save the target must make a Fortitude save DC (10 + Dexterity modifier) or die. Even if the Fortitude save is successful, the subject takes 3d6 points of damage. The time mage may use this ability 1/day for every five class levels. Prerequisite: 5th Level

Feat: A time mage may gain a bonus feat in place of a time mastery.


Teleport (Sp): At 4th level, a time mage can teleport, as the Dimension Door spell,times the distance of your base land speed, a number of times per day equal to her Intelligence modifier + one and one additional time per day at 10th level and ever five levels thereafter. His/her caster level equals her class level.

Mobility (Ex): beginning at 5nd level +4 dodge bonus to AC against attacks

Slow (Sp): Beginning at 5th level, a time mage can use Slow as the spell at a range of 40 ft., the target must make a Reflex save DC (10 + 1/2 class level + Dexterity modifier), with a duration of 2d6 + her dexterity modifier rounds, a number of times per day equal to her Intelligence modifier + one and one additional time per day at 10th level and ever four levels thereafter. Her caster level equals her class level.

Time Portal: 5th: At the fourth level the Time mage gains the ability to open portals in time. A Time mage is capable of jumping a certain number of minutes through time as a standard action, to do this, they must make separate Will and Fortitude saves, both of which has a DC equal to (10+the number of minutes attempting to be travelled+the number of people travelling with you,if the Time Shade fails their Fortitude save then the attempt fails and the Time mage is fatigued, if Time mage fails the Will save their jump through the portal succeeds but Time mage is fatigued. Every level thereafter attained in Time mage the power of Time Portal increases to hours(5th), months(10th), years(15th), century(20th), millenia(25th), (has to be charged for 4 rounds when used in combat with full concentration). 1/day.

Plane Shift: 6th: Functions in the same way as D&D Plane Shift spell. 1/day to go and come back.

Stop (Su): A time mage can stop a target at a range of 40 ft., the target must make a Reflex save DC (10 + 1/2 class level + Dexterity modifier). The target is stopped and help in suspended time, as the Time Stop spell, for a duration of 2d4 + her dexterity modifier rounds, during this time the target can not take any action and is completely helpless. The time mage can use this ability a number of times per day equal to her Intelligence modifier + one and one additional time per day at 12th level and ever six levels thereafter.

rewind (Su): A number of times per day equal to her Intelligence modifier + one a time mage can touch a target and the touched target rewind health 5 for 2d8 + her dexterity modifier rounds and rewind all lost limbs and negative effects.So this spell can bring someone back from critical hits or even death. This ability does not stack with fast healing granted by magic items or nonpermanent magical effects. This ability can be used one additional time per day at 14th level and ever seven levels thereafter.

Greater Teleport: 7th: The Time mage is able to use the Greater Teleport spell. Upgrades dimension door.

Time Shield (Sp): At 8th level, a time mage can use Entropic Shield as a personal spell, with a duration of 2d10 + her dexterity modifier rounds, a number of times per day equal to her Intelligence modifier + one and one additional time per day at 16th level and every eight levels thereafter. Her caster level equals her class level.

Reflect (Sp): At 8th level, a time mage can use Spell Turning as a personal spell, with a duration of 2d6 + his/her dexterity modifier per rounds, a number of times per day equal to her Intelligence modifier + one and one additional time per day at 20th level and ever ten levels thereafter. The number of spell levels that are turned are unlimited during this time. Her caster level equals her class level.

Quick (Su): At 9th level the time mage becomes always effected by the Haste spell.

The time mage may suppress the effects at will as a free action.

Lasting Life (Ex): At lv10 A time mage no longer ages and suffers the penalties of old age, he/she still gains any bonuses and any penalties that were in effect before this ability is gained stay in effect.

Time Stop (Sp): Beginning at 10th level, each day a time mage can stop time a total number of rounds equal to 10 + her Dexterity bonus. A time mage may choose to divide this abilty among multiple uses, and she doesn’t have to use it all at once. Using time stop is a swift action. Her caster level equals her class level.

Epic Time Mage[edit]

Table: The Epic Time Mage

Hit Die: d6

Level Special
11st Speed +70
12nd Distort +11d6,
13rd
14th Distort +12d6, Speed +80
15th
16th Distort +13d6
17th Speed +90
18th Distort +14d6,
19th
20th Distort +15d6, Speed +100

6 + Int modifier skill points per level.

OR You can get Temporal Lord Epic Class


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