Time magic


Rules Questions


Was trying to think of all the spells that effected time in some way but could only think of time stop haste and slow. what else is there?


There is Temporal Statis too.


Aging effects and if you consider time and space are related you could go with all the dimensional spells and movement options. Divination is also looking at the future so segue to that.


Time shudder, pup shape, sands of time, age resistance, symbol of slowing, retro cognition.


very nice. yes that definitely seems to fit.

Silver Crusade

Ally Across Time, Army Across Time, Temporal Divergence, Temporal Regression, Threefold Aspect.


Hmm no luck finding those 2 temporal ones on the prd what book are they from?

Threefold is awesome however!

Silver Crusade

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Legacy of the First World


Hmm need to pick that one up still. thanks!

Silver Crusade

Np, is a good book :3


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Pathfinder Adventure Path, Rulebook Subscriber
Vidmaster7 wrote:

Hmm no luck finding those 2 temporal ones on the prd what book are they from?

Threefold is awesome however!

Go to Archive of Nethys, it has them.


Temporal regression is pretty legit. Its a save point basically.


Vidmaster7 wrote:
Temporal regression is pretty legit. Its a save point basically.

It's a bad action economy (even if you blow up the focus) comparable effect to a contingency Heal, but also inflicts negative levels, has a super short duration, and ties you to a small location. Compare also to Clone, Akashic Body, and Astral Projection. It's about two spell levels too high.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Well, we wouldn't want anyone getting too crazy with all that timey wimey stuff, now would we?

;-)


If your group uses 3PP material, Kobold Press' Deep Magic has a whole section of time-based spells (Wall of Time, withering people's eyes, reroll everyone's initiative, and so on).


Wall of time sounds amazing.


What are the effective uses for Ally/Army Across Time other than aid another actions for offense/defense boosts?

Ally Across Time wrote:

You create one or more 5-foot cubes of temporal possibility where your timeline overlaps with those of your parallel existences. As a free action, you can summon a duplicate of yourself (not including any animal companions, familiars, intelligent items, or other creatures) from an alternate timeline in one of the cubes you can see, which lasts until the end of your turn. This duplicate has your statistics (though its hit points equal your caster level), threatens all squares adjacent to it, and has any teamwork feats you have. Although the duplicate appears with all of the equipment you currently carry, it cannot use any of its equipment and all its equipment disappears when the duplicate does. This duplicate cannot voluntarily move from the space in which it’s summoned. During its brief existence, a duplicate can use the aid another action once to assist you, but it cannot take any other type of action. Once a duplicate disappears, the cube of temporal possibility it occupied dissipates.

I want to love this spell, but the fact that you have to predetermine the squares where it will work in the future is a significant limitation unless you can safely stand still or predict the enemy will, and aid another isn't that big of a deal, you'd generally be better off casting a more generalized buff that is always up, even if it is typed.

It doesn't seem like it can draw an AoO, or get in the way of anyone, since it is activated on a free action during your turn and vanishes at the end of your turn.

Creating a flanker is ok (if the enemy doesn't move away from one of your chosen squares before you can make an attack), but it only lasts for one round per ally.

It does have all your teamwork feats (if any), and that seems like the only real benefit other than Aid Another. What can we do with that? (I mostly consider full caster relevant feats, but there are some 6th level casters like the Inquisitor and Skald who might benefit from melee type teamwork feats.)

Allied Spellcaster: Gives you a +4 competence bonus to penetrate SR and a +1 CL on level dependent variables. Very good if you get bonus teamwork feats and wouldn't ordinarily take Spell Penetration.

Callous Casting: Pop an ally in your AoE spell, get a free Shaken effect (but with a save) against targets. Not bad.

Escape Route: Works particularly well with Army Across Time, make a safe zone for moving around enemies.

Exceptional Aid: Increases the Aid Another from your allies to +4, but requires Bonded Mind as a prereq, so probably not going to happen despite the synergy.

Shielded Caster: Boost your Concentration check by +4, more if you carry a shield.

Tandem Trip: Obviously better for 2/3 casters with a trip focus, but situationally useful for Toppling Spell enthusiasts.

Am I missing anything else?

I don't know that I'd actually want to play a gimmick build that relied on this spell and a teamwork feat only designed to work with myself, but it seems like it would work ok for Inquistors and Hunters (and maybe Rapport Discipline Psychics) who get bonus teamwork feats anyway.

Note that Hunters get early access, so it works particularly well for them, even though bending time doesn't seem particularly in line with their nature focus. Maybe it's just a fey thing.


Plausible Pseudonym wrote:

What are the effective uses for Ally/Army Across Time other than aid another actions for offense/defense boosts?

My first thought was Aid Another actions to improve skill checks outside of combat...


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Emo Duck wrote:
Plausible Pseudonym wrote:

What are the effective uses for Ally/Army Across Time other than aid another actions for offense/defense boosts?

My first thought was Aid Another actions to improve skill checks outside of combat...

When I first thought of this spell, I imagined someone quickly climbing a cliff while being pulled up by doubles as they appeared overhead, or else jumping a chasm by hopping along the backs of his falling doubles, as they appeared in midair.

All aid another's, but generally described in a way that is much more fun.


Emo Duck wrote:
Plausible Pseudonym wrote:

What are the effective uses for Ally/Army Across Time other than aid another actions for offense/defense boosts?

My first thought was Aid Another actions to improve skill checks outside of combat...

Pretty weak, there are other spells that last longer and give better bonuses. True Skill, Bit of Luck, Heroism, etc.

Silver Crusade

Bluff:

You: Quick! Give me the crytsal to prevent the cataclysm!

*sound effect*

AAT: Trust Past-Me, it gets f+#$ing gnarly ahead.


Astral Projection include a temporal stasis effect on the targets.

Shadow Lodge

Just about anything that allows a reroll would work for Time magic, as would a few divinations(reflavored as seeing forward or backward in time, as needed.)

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