Time Shade (3.5e Prestige Class)

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Time Shade[edit]

Don't worry. I can wait, I've got time...Haha I've got all the time in the world.
—Chronic, Spacewarper Time Mage, Journal of Janglur Swift

Warning the path of a Time Shade is often a lonely one. Not that you can't make friends, but no one besides another Time Shade can truly understand you, your magic, and the lonely life you can lead. As a Time Shade you have all of time and unlimited universes to see with all the time to see them.

Becoming a Time Shade[edit]

Characters who wish to master not only the time and space, but the ever changing universes as well often choose this class. This class attracts the lower health, highly mobile characters. Usually characters will come from the time mage, or timewalker classes, but anyone who meets the requirements are welcome. Dexterity is the most important in this class, with charisma, wisdom, and intelligence as close seconds. This may seem strange however in order for one to master time one must first be faster than time itself.

Entry Requirements
Alignment: Any non-lawful.
Skills: 5 ranks in Concentration, Knowledge Arcana, and Spellcraft.
Feats: Dodge, Lightning Reflexes.
Spellcasting: Be able to perform at least 2 spells manipulating time and 1 spell manipulating speed.
Special: 2 levels in any caster class(does not include fighters, barbarians, and the like).
Table: The Time Shade

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +0 Splitting Time, Clairvoyance
2nd +2 +0 +3 +0 Enhance Weapons, Greater Initiative
3rd +3 +1 +3 +1 Splitting Time Scry, Temporal Manipulation
4th +4 +1 +4 +1 Time Portal, Temporal Manipulation
5th +5 +1 +4 +1 Splitting Time lvlup, Temporal Manipulation, Plane Shift, Improved Initiation
6th +6 +1 +5 +1 Paradox Manipulation, Temporal Manipulation, Fast Movement
7th +7 +2 +5 +2 Time Grenade, Greater Teleport, Temporal Manipulation, Splitting Time
8th +8 +2 +6 +2 Greater Distort, Temporal Manipulation
9th +9 +2 +6 +2 Splitting Time, Temporal Manipulation
10th +10 +3 +7 +3 Mass Stop, Temporal Manipulation

Class Skills (4 + Int modifier per level)
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 (History, Local, Archana, Psionic, Planes) (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]

All of the following are class features of the Time Shade.

Weapons and armor proficiency: A Time Shade is proficient with all simple weapons as well as medium and light armor. However medium armor will affect a Time Shade's ability to cast spells.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Time Shade, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Splitting Time: 1st: The first ability a Time Shade develops is Splitting Time. A Time Shade focuses on the streams of time during an encounter. For the rest of the encounter he can choose to either have a 1d4+wis modifier on his AC or 1d4+dex modifier on his attack rolls. This lasts for the rest of the encounter. At the 3rd and 5th level the Time Shade develops new uses for the Splitting Time spell. 1/day + levels in the spell (gain 1 level at 3rd, 5th, 7th etc...).

Object Clairvoyance: 1st: A Time Shade gains the ability to attach an invisible sensor to an object which gives him both sight and hearing as long as the spell lasts. Duration is 1min + dex modifier. 1/day + char modifier.

Enhance Weapons: 2nd: At the 2nd level the Time Shade is able to place almost any spell they know upon a weapon. If ranged this ability allows the Time Shade to use the weapon's range rather than the spell's range. If the spell is an area spell the center is where the projectile lands, even if the spell could normally be centered only on the caster. The projectiles can deliver touch attacks. A Time Shade cannot use this ability to place spell's with a range of personal. The Time Shade may decide, before she fires, to have the spell activate during the flight of the projectile to the target but the projectile loses all momentum and falls to the ground. It takes a full action to cast the spell and fire. If the spells has a Reflex save you may add your dexterity modifier to the difficulty class for the saving throw to the person directly hit. Imbuing a weapon with a spell counts as a use of that spell.

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

Dodge (Ex): At Level 2, +1 dodge bonus to AC against selected target

Splitting Time: 3rd: The Time Shade develops the ability to use splitting time to look into the past, present and potential futures of his current time stream (works in the same way as a scrying spell).

Temporal Manipulation: 3rd: On attaining 3rd level, and at every level thereafter ending at level 10, a time shade gains a special ability of her choice from among the following options.

TM: Blink: Operates in the same way as the normal Blink spell for D&D.

TM: Feat: A time mage may gain a bonus feat in place of a Temporal Manipulation.

TM: Item Aging:Item Aging: The Time Shade 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 + 1 per level.

TM: Specific Time Regression Attack: Choosing this spell allows the Time Shade to control an enemies passing through the time stream. This spell damages 1d6 per round, can be held long as Time Shade passes concentration checks decided situationally by your DM. Enemy makes a Will save DC(10+1/2 class level+charisma modifier). 1/day + dex modifier at the lesser level. Choosing this spell again gives the Time Shade the ability to age an enemies body to the point of disintegration. The enemy must make a Will save DC (10 + class level + charisma modifier) failing this the enemy disintegrates into dust. 1/day.

TM: Specific Time Regression Heal:Choosing this spell allows the Time Shade to control an allies passing through the time stream.This spell damages 1d6 per round, can be held long as Time Shade passes concentration, will and fortitude saves decided situationally by your DM. 1/day + dex modifier at the lesser level. Choosing this spell again gives the Time Shade the ability to reverse time completely on the targeted ally. Allowing him to restore his ally to their original health before getting hit. So this spell can bring someone back from critical hits or even death. 1/day.

TM: Space Portal: The Time Shade opens up two portals in space, which occupy a 10ft by 10ft square. The two portals are connected and anything that goes through one comes out the other. This spell can be used defensively (intercepting and redirecting projectiles etc...) and offensively (opening a portal underneath an enemies feet causing him to fall through it) and last for 3 rounds + 1 every 4 levels in Time Shade. The portals are limited by line of sight of the character but they can be placed anywhere. This is a standard action and can be used 2/day + 1 at every 3rd level thereafter in Time Shade.

TM: Spell Regress: At the beginning of the day the Time Shade 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.

Mobility (Ex): +4 dodge bonus to AC against some attacks of opportunity

Time Portal: 4th: At the fourth level the Time Shade gains the ability to open portals in time. A Time Shade is capable of jumping a certain number of minutes through time as a standard action (from their point of view), 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, allies can travel through as well however if fatigued they have a higher roll to become unfatigued), if the Time Shade fails their Fortitude save then the attempt fails and the Time Shade is fatigued, if Time Shade fails the Will save their jump through the portal succeeds but Time Shade is fatigued. Every level thereafter attained in Time Shade the power of Time Portal increases to hours(5th), months(6th), years(7th), century(8th), millenia(9th), eons(10th), (has to be charged for 4 rounds when used in combat with full concentration). 1/day.

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.

Plane Shift: 5th: Functions in the same way as D&D Plane Shift spell. 1/day to go and come back.

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

Paradox Manipulation: 6th: On attaining 6th level the Time Shade is able to temporarily meld one other time stream with his own causing his power to double, all spells power, duration, and range double. At the end of the spells duration the Time Shade is fatigued. This spell lasts 1 round + caster level. 1/day.

Fast Movement (Ex): At 6th level, a Time Shade gains an enhancement bonus to her base land speed. It is equal to the Time Shade's Dex Bonus x5ft. A Time Shade in medium or heavy armor loses this extra speed while it is worn.

Time Grenade: 7th: The Time Shade throws a small ball of distorted time energy. After a slight delay the energy explodes outward 40ft in every direction from the center point. This creates a field of distorted time energy dealing 1d6 damage per caster level. 1/day.

Greater Teleport: 7th: The Time Shade is able to use the Greater Teleport spell. Upgrades dimension door if the Time Shade has it from their class. 1/day.

Greater Distort: 8th: The Time Shade is able to use the spell Distort, from Time Mage class or upgraded version, in an arc effecting a larger area but at the same range of the original spell. 1/day.

Mass Stop: 9th: The Time Shade can use the Stop spell, from Time Mage class, on up to 3 people 40ft away. 1/day.

: 10th:?????

Table: Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Power Points/Day: Your ability to manifest powers is limited by the power points you have available. Your base daily allotment of power points is given on Table: The . In addition, you receive bonus power points per day if you have a high score (see Table: Ability Modifiers and Bonus Power Points). Your race may also provide bonus power points per day, as may certain feats and items. Your power points and bonus power points at each level do not increase automatically after 10th level.

Powers Known: You begin play knowing X powers of your choice. Each time you achieve a new level, you unlock the power of a new power. You can manifest any power that has a power point cost equal to or lower than your manifester level.

The total number of powers you can manifest in a day is limited only by your daily power points.

You simply know your powers; they are ingrained in your mind. You do not need to prepare them (in the way that some spellcasters prepare their spells), though you must get a good night's sleep each day to regain all your spent power points.

The Difficulty Class for saving throws against powers is 10 + the power's level + your modifier.

Your powers known at each level do not increase automatically after 10th level.

You choose your powers from the following list (Exception: The Expanded Knowledge and Epic Expanded Knowledge feats allow you to learn powers from the lists of other classes.):

1st—', ', '.

2nd—', ', '.

3rd—', ', '.

4th—', ', '.

5th—', ', '.

6th—', ', '.

7th—', ', '.

8th—', ', '.

9th—', ', '.

Maximum Power Level Known: This column determines the highest level power you can learn at this level.

To learn or manifest a power, you must have an score of at least 10 + the power’s level.


'' (Ps):

'' (Sp):



 : See the archmage's "High Arcana" for an example: http://www.dandwiki.com/wiki/SRD:Archmage#High_Arcana-->}} .

Bonus Feats: .

The epic gains a bonus feat (selected from the list of epic feats) every levels after .

Epic Bonus Feat List:

Ex-Time Shade[edit]

Campaign Information[edit]

Playing a Time Shade[edit]




Time Shades in the World[edit]

NPC Reactions:

Time Shade Lore[edit]

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
11 .
16 .
21 .
26 .

Time Shades in the Game[edit]


Sample Encounter:

EL whatever:

Table: The Epic
Level Special

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