⏳ Tier Null / Unbound Time Spells ⏳
#1. Perpetuate Magic: Cast alongside any spell, and if that spell is on a duration, extends the duration. Can be used in addition to maximize magic. A tier one caster can make a spell lasting 5 minutes last 10 minutes. A tier 12 caster can make that same spell last forever. Spells cast using Perpetuate Magic can be dispelled; this spell only allows other spells to last longer. Learning this spell at one tier lets you perpetuate all spells of that same tier.
Tier: Null / Unbound
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: Yes.
⏳ Tier 1 Time Spells ⏳
#1. Temporal Dart: Conjures a fast-moving dart of time magic that homes in on targets.
Tier: 1
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the size and speed of the dart.
Casts Per Event: 12
Requires Concentration: No.
⏳ Tier 2 Time Spells ⏳
(Temporarily N / A)
⏳ Tier 3 Time Spells ⏳
#1. Summon Time Familiar: Summons a white spectral animal such as a bear or a wolf to fight for you. This familiar cannot cast magic, but radiates an aura that slows down time around it. The familiar possesses the level of intelligence similar to a tamed version of whatever animal is summoned, and is bound to the will of the caster unless attacked repeatedly by the caster. Familiars are also immune to physical damage but are able to be hurt by any magical damage, and last for 15 minutes unless defeated, banished, or dispelled.
Tier: 3
Classification: EVOCATION
Maximize-able: Yes ; Duration extended to 30 minutes.
Casts Per Event: 10
Requires Concentration: Yes.
#2. Preserve: Cast on a piece of food or something that decays, and it will become preserved, decaying at a 3x slower rate than it would've. This preservative effect lasts on the target object for 3 days.
Tier: 3
Classification: ALTERATION
Maximize-able: Yes ; Extends the duration to one week, and makes the target object's decay completely pause while under the spell.
Casts Per Event: 10
Requires Concentration: Yes.
#3. Temporal Armament: Imbues your weapon with time magic for 15 minutes, causing any damage done to the armament will be undone as it occurs. Can't be used with other spells that imbue your weapon with an effect.
Tier: 3
Classification: REINFORCEMENT
Maximize-able: Yes ; Increases the duration to 30 minutes.
Casts Per Event: 10
Requires Concentration: Yes.
⏳ Tier 4 Time Spells ⏳
(Temporarily N / A)
⏳ Tier 5 Time Spells ⏳
#1. Future Glimpse: Cast this spell, and as long as the caster has constant concentration on maintaining said spell, they are capable of viewing 5 possible timelines that foreshadow 5 different ways the day this spell is cast on could go. This spell can be maintained for up to 15 minutes, 3 minutes per timeline. If concentration is broken when one casts this spell, they forget everything they saw.
Tier: 5
Classification: ALTERATION
Maximize-able: Yes ; Allows the caster to view 2 possible timelines that foreshadow 2 different ways the day this spell is cast on could go, and allows the spell to be maintained for up to 20 minutes; 10 minutes per timeline.
Casts Per Event: 8
Requires Concentration: Yes.
⏳ Tier 6 Time Spells ⏳
#1. Summon Time Elemental: Summons a Time Elemental to fight for you. These elementals are capable of casting time spells tier 6 or lower, but cannot summon other time elementals, only time familiars. Time Elementals are capable of flight and possess a small level of intelligence, but are bound to the will of the caster unless repeatedly attacked by the caster. Time Elementals last for 20 minutes unless killed, destroyed, or banished.
Tier: 6
Classification: EVOCATION
Maximize-able: Yes ; Causes the elemental to only cast maximized versions of tier 6 time spells and below, and now lasts for 40 minutes instead of 20.
Casts Per Event: 6
Requires Concentration: Yes.
#2. Slow Processes: Cast on a target, and their hunger, thirst, and continence will be 3x slower. This effect lasts on the target for 3 days unless dispelled, and must be recast every 3 days if one wishes to maintain this effect.
Tier: 6
Classification: ALTERATION
Maximize-able: Yes ; Hunger, thirst and continence now decrease 5x slower and the effect lasts for one week instead of 3 days.
Casts Per Event: 7
Requires Concentration: Yes.
#3. Stasis: Allows the caster to lock an inanimate object up to 100lbs. in time, making it unaffected by change or decay. "Change" includes movement or manipulation of any sort. This effect lasts on the object for 30 minutes; however, objects can be hit out of stasis if a strong enough force is behind it. Cannot be used on living organisms.
Tier: 6
Classification: ALTERATION
Maximize-able: Yes ; Allows for objects up to 200lbs. to be stasis locked, or parts of certain objects up to 200lbs. Also allows for stasis to be used on parts of living organisms, but only certain body parts such as limbs and not the entire organism.
Casts Per Event: 7
Requires Concentration: Yes.
#4. Rewind: When cast, allows the caster to rewind a targeted object up to 1 minute back in time, and undoing any change that might've occurred to the object during that time. This works on living targets as well, and if this is cast on a living target, they retain all of their memories even after being rewound.
Tier: 6
Classification: ALTERATION
Maximize-able: Yes ; Allows the caster to rewind a target up to 5 minutes back in time.
Casts Per Event: 7
Requires Concentration: Yes.
#5. Decelerate Time: When cast, slows time down for the caster, up to a fourth of its normal speed, granting the caster an effect similar to a speed boost. This effect lasts for up to 15 minutes in real-time, or until the caster dispels it.
Tier: 6
Classification: ALTERATION
Maximize-able: Yes ; Allows the caster to slow time up to a sixth of its normal speed, and allows for the effect to last up to 30 minutes in real-time.
Casts Per Event: 7
Requires Concentration: Yes.
⏳ Tier 7 Time Spells ⏳
(Temporarily N / A)
⏳ Tier 8 Time Spells ⏳
#1. Temporal Grasp: The caster's hands glow a bright white, and anything they come into contact with will age and decay into grey dust. This effect lasts for 15 minutes, and the caster is unaffected by this spell if they touch themself.
Tier: 8
Classification: ALTERATION
Maximize-able: Yes ; Extends the duration of the spell to 30 minutes,
Casts Per Event: 5
Requires Concentration: Yes.
#2. Slow Aging: When cast, allows the caster to slow their aging processes to the degree that it effectively doubles their lifespan, and their body ages at half the rate it did before. This effect lasts for 7 days, after which the spell must be recast. If you exceed your normal lifespan and the spell is dispelled, you will rapidly age and your age will catch up with you.
Tier: 8
Classification: ALTERATION
Maximize-able: Yes ; Triples the caster's lifespan, and causes their body to age 3x slower.
Casts Per Event: 1
Requires Concentration: Yes.
⏳ Tier 9 Time Spells ⏳
#1. Summon Greater Time Elemental: Summons a fearsome Greater Time Elemental to fight for you. These elementals are capable of casting time spells tier 9 or lower, but cannot summon other greater time elementals. Greater time elementals are capable of flight and possess a small level of intelligence, but are bound to the will of the caster unless repeatedly attacked by the caster. Greater time elementals last for 25 minutes unless killed, destroyed, or banished.
Tier: 9
Classification: EVOCATION
Maximize-able: Yes ; Causes the elemental to only cast maximized versions of tier 9 time spells and below, and now lasts for 50 minutes instead of 25.
Casts Per Event: 4
Requires Concentration: Yes.
⏳ Tier 10 Time Spells ⏳
(Temporarily N / A)
⏳ Tier 11 Time Spells ⏳
#1. Temporal Window: Conjures a large bubble 50m in size that provides a glimpse into the past or future at the exact area it was cast at. This allows the caster to view historical or future events, but they cannot change any aspects about the future or past.
Tier: 11
Classification: CONJURATION
Maximize-able:
Casts Per Event: 2
Requires Concentration: Yes.
#2. Time Loop: Cast on a target, and for 15 minutes they will be trapped in a time loop, but they keep their memories after each loop. The only way to escape this is by having powerful enough suppression magic to dispel the spell, the spell's duration runs out, or the caster chooses to release the trapped target.
Tier: 11
Classification: ALTERATION
Maximize-able: Yes ; Increases the duration of the spell to 30 minutes, and makes the target this is cast on not keep any memories after each loop.
Casts Per Event: 1
Requires Concentration: Yes.
#3. Pause Time: When cast, locks the entire area in a 50m radius around the caster in time. All organisms, objects, structures, etc. within this area are frozen in time and incapable of change, aging, moving or performing any action, including thinking. To those frozen by Pause Time, they will only remember the spell being cast and whatever occurs after the spell wears off, and will not recall anything that happened inside the area affected. The caster is unaffected by this spell, and is the only one capable of bringing about change inside this affected area. Those who step into this area will also become paused. This spell lasts for 15 minutes unless the caster chooses to dispel it.
Tier: 11
Classification: ALTERATION
Maximize-able: Yes ; Increases the duration of the spell to 30 minutes.
Casts Per Event: 2
Requires Concentration: Yes.
⏳ Tier 12 Time Spells ⏳
#1. The Grandfather Clock: Conjures a large, indestructible grandfather clock behind the caster. This clock chimes every minute instead of every hour; at the first chime, everything within a 50m radius of the clock is rewound, and every subsequent chime accelerates the rewinding of time, up to 24 chimes. Individuals will rapidly age and die, buildings will collapse, and more. After the chimes, the clock will dissappear. The caster is unaffected by the clock and the rewinding of time.
Tier: 12
Classification: CONJURATION
Maximize-able: Yes ; Extends the clock's range of influence to 200m, and increases the number of chimes to 50.
Casts Per Event: 1
Requires Concentration: Yes.
#2. Summon Icon of Shulton: Summons the most powerful time elemental, an Icon of Shulton. This elemental is capable of casting every time spell and can even summon other time elementals, but it cannot summon another Icon. This elemental exhibits a moderate level of intelligence, but is bound to the will of the caster unless repeatedly attacked by the caster. An Icon of Shulton lasts for 60 minutes unless killed, destroyed, or banished.
Tier: 12
Classification: EVOCATION
Maximize-able: Yes ; Causes the Icon to only cast maximized versions of all time spells, and allows it to last indefinitely until killed, destroyed, or banished.
Casts Per Event: 1
Requires Concentration: Yes.