Major Artifact: Timey-Wimey Ball


Homebrew and House Rules


1 person marked this as a favorite.

Major Artifact

The World Clock

Aura strong transmutation; CL 20th
Slot none; Weight 1 lbs.

DESCRIPTION

The world clock is an intricate timepiece with a glass face that shows the fractal-like infinite depths of complexity within its machinery. Its many hands tick in different directions around countless wheels, telling not what time is, but telling time what it is.

The bearer of the world clock is distorted through time, causing his or her image to appear in multiple places at once. This functions as mirror image, except that it is a supernatural transmutation effect and cannot be seen through by true seeing or similar effects. A maximum of eight images are generated. If fewer than eight exist, one additional image appears on the bearer's turn until the maximum is reached.

The bearer is immune to any temporal spells and effects that he or she does not wish to be affected by. This includes slow, temporal stasis and any other temporal effects, up to GM discretion to determine what constitutes a temporal effect. The immunity automatically applies to all such spells and effects that the bearer is unaware of, even if they are beneficial. This does not extend to natural progression of time and aging but can negate the effects of the timeless planar quality on the bearer.

If time stop is cast within 800 ft. of the bearer, he or she is instantly made aware of this and may choose to enter the time stop with the caster. The caster and the bearer of the world clock may affect each other normally while under the effects of time stop.

Additionally, the bearer may use the world clock to use the following spell-like effects (all at CL 20), without provoking attacks of opportunity:

  • Haste at will on self only.
  • Slow (Will DC 23) at will on a single target.
  • The bearer may burn out some of his or her personal temporal energy as a free action in order to take an additional standard action this round. This action takes place at an initiative count of 10 less than the bearer's initiative. On the bearer's next turn thereafter, he or she takes a permanent negative level and is staggered for one round (no save). The world clock cannot be used to grant an additional action while the bearer is staggered in this way.

DESTRUCTION

The world clock may be lost if it is willingly discarded while under the effects of time stop. It is then time-stopped forever and may not be detected or retrieved by any means short of actual time travel and casting time stop again at the very moment and location it was lost as it no longer exists in the present.

The world clock may be destroyed indefinitely if it is brought into physical contact with itself through time travel. It immediately vanishes and everything else within 30 ft. is time-stopped forever as described above. This leaves a perfectly spherical void from the point of view of normal time.

The effects of resultant paradoxes are up to the GM.


Yes, my campaign involves time travel. :P

This is an ideal piece of shiny that can make a powerful villain less prone to being stomped by action economy and the ever-terrifying time stop and summon/wall/etc tactics of high level casters. In addition to the effects listed above, it's also likely to be one of the requirements for building one of the time portals in my setting, but that's setting-specific so I didn't include it above.

The Exchange

All I can say is that time travel is plutonium. You gotta be careful. I pulled it off in one campaign when the local god of time (in return for a service the PCs had unknowingly done him) reverted them 180 years to prevent a certain catastrophe. But he warned them to minimize their impact, and that if they exceeded a certain amount of continuity damage he'd have to erase them as the simplest means of avoiding damage to the plenum. He stressed that he meant them no ill will, but they were in a position to do serious damage and he'd be keeping an eye on them.

They were very careful. But then, this was a single time-trip, whereas I gather you have something much more ambitious in mind. Watch out for the PCs trying this:

thepunchlineismachismo.com/archives/631


Oh, I'm fully aware of that. I know what I'm doing and planned out the consequences of time travel when building my setting. It is unlikely that the players themselves could ever initiate time travel. Not even the gods can. Think of it somewhat like Chrono Trigger. Only certain points are connected and they are effectively separate worlds.


Umbral Reaver wrote:
Stuff about a clock or something....

I really like this, it has great flavor and seems just the right power level for a major artifact, without being too broken.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Major Artifact: Timey-Wimey Ball All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules