A rare set among even Mages, using a specialized form of magic by channeling the energy of time into their spells.
Time Origin
Time: Uses Arcane or Psychic magic (once chosen, this cannot be changed) and the Time Mage is limited to the spells which they know, and cannot gain more through study or a spellbook. They are able to spend MP however in order to grant themselves a bonus to a Dodge check. The bonus is equal to half the MP spent.
Time Resistance
You receive a bonus to Bodily Defense equal to 1/2 level, and 1/4 level added to Mental Defense against spells.
This replaces Esoteric Resistance.
Time Origin
4th Level: You are immune to the ravages of time and stop aging. Any age bonuses/penalties still apply to you and become permanent.
8th Level: Once per encounter you can infuse one of your spells with the immortal power of time and space. On a damaging spell you age the target in addition to damaging them. They take a penalty to all checks, this penalty is a 1d5 roll and this lasts a number of rounds equal to your Magic.
12th Level: Increase all of your move speeds by an amount equal to your Magic + Resistance.
16th Level: You take 1 less ability damage from effects which deal ability damage (minimum of 0).
20th Level: If you would die, roll a 1d10. On a 1-5 you die as normal, and on a 6-10 an alternate reality version of yourself replaces you 1d5 days later.
This replaces Mage’s Origin and the Origin Abilities gained.