Synergist - Saboteur - Long Range
Skill Bonus: Stamina, Notice, Magick, Mechanics, Attunement Weapons: Crossbow, Knife, Firearm, Rod, Staff, Whip Armor: Robes, Hats, Light Armor Innate Magic: Time Magic (High)
It takes a special kind of person to desire to understand and alter the flow of time itself. Time mages are known for their ability to do just that while typically wielding a rifle or crossbow as an implement rather than the traditional grimoire or bow of your other Mages. They take the essence of what makes the universe run and bend it to their will. This can aid allies by literally speeding their actions or hinder enemies by slowing theirs. They can even rewrite events in progress, seeing their allies at a disadvantage and altering the flow of things to give them just that little edge to get in a blow before their enemies can even act. Those abilities are just things that the study of time magic can bestow. The school of time magic itself can do all of that and more. A time mage well versed in their magic can alter the flow of time inside of an enemy tearing their very essence apart regardless of protection, disable and/or immobilize the enemies within times flow, or even bestow upon allies the ability move in spacetime without normal restrictions effectively teleporting them to a destination. Time mages are the masters of one of the constants of the universe and by bending it to their will they achieve unparalelled control over the battlefield.
Abilities
The Time Mage's primary A-Ability is Time Magic. For more information one what spells are available to the Time Mage, see the Time Magic page.
The Time Mage's secondary A-Ability is Chrono Trigger.
Time Mage Feature Abilities
Gunmage
Effect: When using a Crossbow, the Time Mage gains the +5 ACC bonus from Sighted when casting Time Magic spells.
When using a Firearm, the Time Mage can use the Firearm's range when casting Time Magic spells that have a range of 5 or more.
Power of the Void
Feature - Special
Effect: During Initiative, the Time Mage may take a -5 penalty to their Initiative to gain Void Charged (4). The decision to use this must be made before their Initiative roll.
Void Charged increases MP Gain by 2. Some abilities have a Void effect. A character may expend Void Charged to trigger its Void effect.
Rank 1
Time Magic I
A-Ability
Description: Teaches the character two Rank I Time Magic spells.
Signal Flare
Innate - Chrono Trigger - Static 1 - Weapon Range - Requires: Rifle or Crossbow
Description:
Effect: Creates a light (Area 5, centered on the target square) that also provides vision for the Time Mage. Lasts until dismissed or another Signal Flare is created.
Prime: The Time Mage gets ACC +10 against targets within the Signal Flare.
A Time Mage may choose either Signal Flare or Stagger Shot as an Innate ability. They may still gain the other ability normally.
Stagger Shot
Innate - Chrono Trigger - Chain 1 - PA - Weapon Range - Requires: Rifle or Crossbow
Description:
Damage: Normal damage.
On Hit: Applies one stack of Voidshot (4) to the target.
Interrupt: Detonate all Voidshot stacks, dealing half WP*MA True damage per stack (no evade).
A Time Mage may choose either Signal Flare or Stagger Shot as an Innate ability. They may still gain the other ability normally.
Ruin Shot
Chrono Trigger - Chain 1 - MA - Weapon Range - Weapon Ability - Chain Bonus - Requires: Rifle or Crossbow
Description:
Damage: Normal damage.
On Hit: Adds +5 MND to further abilities in this chain. This bonus stacks with further uses of Ruin Shot.
Void: Causes Ruined (4). Ruined restores 1 MP to the attacker each time the target is hit with physical, unaspected, or True damage.
Warp Shot
Chrono Trigger - Chain 1 - Weapon Range - Requires: Rifle or Crossbow, Signal Flare
Description:
Damage: Normal damage.
Effect: Warp Shot originates from the Time Mage's Signal Flare in regards to line of sight, line of effect, and range.
Void: Warp Shot has no range limit--it only requires line of sight.
Grav Shot
Chrono Trigger - Static 1 - Weapon Range - Requires: Rifle or Crossbow
Description:
Damage: Normal damage.
On Hit: Pulls the target one space towards the Time Mage.
Void: Grav Shot pulls the target an additional space.
Break - Trigger Happy
Chrono Trigger - Full Round Action - Self Area 5 - PA - Requires: Rifle or Crossbow
Description:
Effect: Place up to 5 Voidshot on creatures within Area 5, with a maximum of two per creature. Then, detonate all Voidshot.
Break - Time Slip
Chrono Trigger - Interrupt - All
Description:
Trigger: Initiative has been rolled, but the first combatant has not taken their turn yet.
Effect: The Time Mage may rearrange the positions of either all his allies or all enemies in initiative.
If all allies are chosen, the Time Mage may swap the initiatives of himself and his allies, placing them in any order. Allies who receive an Initiative Quicken still receive this bonus; only the initiative of allies are changed.
If all enemies is chosen, the Time Mage may swap the initiatives of enemies, placing them in any order. Enemies who receive an Initiative Quicken still receive this bonus; only the initiative of enemies are changed. Enemies who have two initiative rolls are treated as two separate instances and may be exchanged normally.
Rank 2
Time Magic II
A-Ability
Description: Teaches the character two Rank II Time Magic spells.
Bright Flare
Augment: Signal Flare
Description:
Effect: Signal Flare reduces ACC by -5 for all enemies inside it.
Equip: Crossbow
Support Ability
Description:
Effect: The character may equip Crossbows, regardless of job.
Auto: Rampart
Support Ability
Description:
Effect: The character gains Rampart.
Void Shield
Feature - Chrono Trigger - Interrupt
Description:
Trigger: The character takes damage.
Void: The character's EVA increases by 10 for this attack.
Split Stagger
Chrono Trigger - Chain 1 - PA - Weapon Range - Requires: Rifle or Crossbow, Stagger Shot
Description:
On Hit: If the target has any Voidshot stacks, they gain one additional Voidshot and another creature within Range 5 of the target that has no Voidshot gains one as well.
Phase Shot I
Chrono Trigger - Chain 1 - PA - Weapon Range - Requires: Rifle or Crossbow
Description:
Effect: Phase Shot ignores one ally when drawing line of sight.
Void Bomb
Chrono Trigger - Static 1 - MA - Range 5
Description:
Effect: The Time Mage fires a pocket of unstable space/time from their weapon and into an empty square (and at least two squares away from any other creature). If a creature moves into that square, the pocket explodes violently, dealing MA*8 unaspected damage (no evade) in Area 1 where the bomb was created. The Time Mage may have as many Void Bombs on the field as they like. Targets that enter a square with a Void Bomb against their will receive a DEX vs. RES save to not trigger the Void bomb.
Prime: The Time Mage may draw line of sight from their Signal Flare to place a Void Bomb.
Void: Use when a Void Bomb is triggered to increase its damage by MA*4.
Quickdraw
Chrono Trigger - Static 2 - PA - Weapon Range - Requires: Rifle or Crossbow
Description
Damage: Normal damage.
Effect: At Initiative, the Time Mage gains +1d10 Initiative. On that turn, however, the Time Mage must use Quickdraw as their first ability or perform no other action. The Time Mage cannot Initiative Quicken in a round that he uses Quickdraw, and cannot move in a turn that he uses Quickdraw.
Special: A Time Mage cannot use Power of the Void and Quickdraw in the same round.
Rank 3
Time Magic III
A-Ability
Description: Teaches the character two Rank III Time Magic spells.
Affinity: Time I
Innate - Support
Effect: Affinity for Time Magic increases by 1, increasing the damage of all Time Magic spells by MA*1.
Whenever the character applies Ruined, they apply Ruined II instead (each attack restores 2 MP instead).
Equip: Firearm
Support Ability
Description:
Effect: The character may equip Firearms, regardless of job.
Instability Control I
Augment: Void Bomb
Description:
Effect: The character's Void Bombs no longer trigger when allies move over them.
Void Ammo I
Augment: Stagger Shot
Description:
Effect: The character's Ammunition shot is taken up by Void Ammo, which does not run out. Voidshot detonation deals an additional MA*2 damage.
Void Aegis
Augment: Void Shield
Description:
Effect: Void Shield no longer increases EVA, but instead reduces incoming physical, unaspected, and True damage by 20%.
Psycho Shot
Chrono Trigger - Finisher 1 - Weapon Range - Requires: Rifle or Crossbow
Description:
Damage: Normal damage.
Effect: If Psycho Shot hits, a followup standard attack can be made (against either the target, or a different one) as a Free action at full ACC.
Void Armor I
Chrono Trigger - Static 1 - Self
Description:
Void: Gain Wall (4) equal to 10% of their Maximum HP.
Void Rip
Chrono Trigger - Static 1 - Range Sight - Requires: Void Bomb
Description:
Effect: The Time Mage may choose to detonate a single Void Bomb that he can see without a creature having to move into it first.
Prime: The Time Mage may choose to detonate a single Void Bomb within range of his Signal Flare as well, even if he can't see it.
Void Drone I
Chrono Trigger - Static 2 - MA - Range 3
Description:
Effect: Deploy two Void Drones that shares the character's square. The Drones cannot be directly targeted or damaged. At the end of the Time Mage's turn, all Void Drones active fire a bolt of energy that deals MA*2 damage (no evade), targeting the closest enemy (selected random per drone if there is a tie). Deployed drones vanish at the end of combat or if the Time Mage is KO'd. The Time Mage may have up to two drones active at a time.
Ricochet Shot
Chrono Trigger - Static 2 - Weapon Range - Requires: Rifle or Crossbow
Description:
Damage: Normal damage
Effect: If Ricochet Shot hits, the Time Mage may bounce Ricochet Shot to another target, striking at full ACC. Ricochet Shot may continue until it misses. A target can be hit no more than once by Ricochet Shot.
Void: The Time Mage may reduce their Void to 0 to bounce a missed Ricochet Shot. They cannot do this if they have no Void to spend.
Rank 4
Time Magic IV
A-Ability
Description: Teaches the character two Rank IV Time Magic spells.
SOS: Haste
Support Ability
Description:
Effect: Once per battle when HP Critical, the character gains Haste (4).
Battery Drone
Augment: Void Drone
Description:
Effect: The character may dismiss a Void Drone as a Simple Action to gain Void Charged and 10 MP. They may not dismiss a Void Drone that was deployed this turn.
Instability Control II
Augment: Void Bomb
Description:
Effect: The character can elect not to trigger a Void Bomb when an enemy moves atop it.
Power Bombs I
Augment: Void Bomb
Description:
Effect: Void Bomb damage increases to MA*10.
Plant Drone
Chrono Trigger - Simple Action
Description:
Effect: Commands one of your drones to stay in your current position. It continues to operate normally. You may also use this ability to recall all planted drones to your current position.
Stagger Phage
Innate - Chrono Trigger - Chain 1 - PA - Weapon Range - Requires: Rifle or Crossbow
Description:
On Hit: If Stagger Phage hits a target without any Voidshot, they gain one Voidshot. If Stagger Phage hits a target that has any Voidshot, all creatures adjacent to them gain one Voidshot instead.
Break - Void Rift
Chrono Trigger - Simple Action
Description:
Effect: The Time Mage gains Void Rift (4) and Void Charged. Void Rift bestows Void Charged on Initiative for free. If the character already has Void Charged, they gain +2 Initiative.
Break - Reset
Chrono Trigger - Simple Action - Range 5
Description:
Effect: Targeted creature gains Reset (4). Make note of the creature's HP, and any buffs or conditions on them, as well as their location. When Reset expires, or when you dismiss it as a Free action, the creature returns to the position, HP, and buff/condition state they were in when Reset was first cast. Reset does not restore broken slots.
Rank 5
Time Magic V
A-Ability
Description: Teaches the character two Rank V Time Magic spells.
Void Master
Augment: Power of the Void
Description:
Effect: Whenever the character changes their Void, they also gain 2 MP.
Draw of the Void
Augment: Signal Flare
Description:
Effect: All enemies that are in range of the character's Signal Flare move 1 square closer to the center.
Sticky Bomb
Augment: Void Bomb
Description:
Effect: The terrain adjacent to a Void Bomb becomes Difficult terrain.
Enhanced Reverbration
Augment: Void Bomb
Description:
Effect: The character may only have three Void Bombs in existence at a time, but the explosion of a Void Bomb is Area 2.
Spellbound
Support Ability
Description:
Effect: Buffs cast last an extra turn.
Telephony
Chrono Trigger - Enhancer 1 - Enhances: Time Magic
Description:
Effect: You can cast this spell using your Signal Flare as the point of origination for line of sight and range.
Battalion
Chrono Trigger - Chain 2 - Self - Requires: Rifle or Crossbow
Description:
Damage: Normal damage.
Effect: All Void Drones fire.
Void Armor II
Chrono Trigger - Static 1 - Self
Description:
Void: The character may reduce their Void to 0 and gain Wall (4) equal to 1/2 the amount of Void lost.
Rank 6
Time Magic VI
A-Ability
Description: Teaches the character two Rank IV Time Magic spells.
Auto-Haste
Support Ability
Description:
Effect: The character starts combat with Haste 5 (4).
Chrono Lock
Support Ability
Description:
Effect: Gain immunity to Aging, Slow and Stop. They may automatically save against X-Zone if they so choose.
Void Drone II
Chrono Trigger - Static 2 - Range 3
Description:
Effect: As Void Drone I, but deploys two drones at a time; the character may have up to four drones active.
Prime: Void Drones also give 1 Flux each time they fire.
Rank 7
Time Magic VII
A-Ability
Description: Teaches the character two Rank VII Time Magic spells.
SOS: Quick
Support Ability
Description:
Effect: Once per combat, when the character reaches HP Critical, they immediately receive initiative. This takes effect whether they have already taken their turn or not.
Void Armor III
Chrono Trigger - Static 1 - Self
Description:
Effect: The character may spend Flux to create a barrier around themselves, which bestows Wall equal to six times the amount of Flux spent.
Break - Desperado
Chrono Trigger - Static 2 - Requires: Rifle or Crossbow
Description:
Effect: All deployed drones fire. Then, performs 4 weapon attacks at half damage and full ACC at any target in range. Then, performs one final attack on the last target (MA*10 True damage, Area 1, no evade).
Break - Time Compression
Chrono Trigger - Interrupt
Description:
Trigger: Start of the round, before initiative is rolled.
Effect: You gain 100 Flux. All allies gain an additional Action Slot this turn. The entire battlefield is considered to be within the Time Mage's Signal Flare for this turn.
Rank M
Time Magic M
A-Ability
Description: Teaches the character one Rank Master Time Magic spells.