Time Mage Style Arcane School


Homebrew and House Rules


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Pathfinder Lost Omens, Rulebook Subscriber

Noticed there is no arcane school with haste and slow and this would be a concept to throw them in with. So here is a homebrew I would use for a time and to a lesser degree space themed school.
Theme is around bending time and space to your will. A lot of spells fit the theme if looked at with the right angle. Surestrike fits if thought if as your targets movements seem to slow allowing you to see past their defenses with ease. Blur fits if its thought of as your phasing in and out of the current moment in time leaving waves of visual residuals. Others like time sense or synchronize fit on the nose.

If youve taken the time to create a school yourself youve seen why RAW they are not strict lists of exactly what is written. As you go through spells to pick only 2 at each rank beyond 1st you notice more than 2 usually fit well into the themes of the school. GMs and players are supposed to work together to add or swap in spells that strongly fit the theme but didnt get to be one of the two listed spells.

Curriculum Spells

Cantrip: Time Sense, Warp Step
Rank 1: Surestrike, Synchronize, Fleet Step
Rank 2: Blur, Loose Times’s Arrow
Rank 3: Haste, Slow
Rank 4: Morass of the Ages, Vision of Death
Rank 5: Quicken Time, Rewinding Steps
Rank 6: Cast Into Time, Necrotize
Rank 7: Contingency, True Target
Rank 8: Clockwork Devotion, Quandry,
Rank 9: Foresight

School spell
Took a crack at focus spells.

Initial spell: Bend Entropy - 2 actions - You have studied the ebb and flow of time knowing how to bend it slightly to your will. Choose a target within 30ft, that creature either gains the quickened condition until the end of their next turn or becomes slow 1 until the end of their next turn with a basic Will save.

Advanced spell: Draw on Future Selves - 3 actions - once per day- Your future selves lend you their aid going back in time advising your past self on a spell to prepare changing one spell prepared. Choose one of your unspent spell slots select a different eligible spell from your spellbook for that spell slot. Change the prepared spell to the new selected spell.


bend entropy should probably be get a heightened effect to increase the amount of targets ala Haste and oracle's Time Skip. Maybe have it also deal small amount of damage? an Xd4 that can slow that targets will and slows seems like a good feeling focus spell for 2a.

Draw is a bad focus spell but a good power, and kinda bad on a spell sub. Appreciated but a once per day replace slot for 3 action is not what a focus spell should be, focus spell should be a consistent go-to that's reliable per encounter.


The curriculum looks fantastic, and the idea of this arcane school is also excellent. I'd very much want to play a time Wizard.

I do have a few criticisms and recommendations for the focus spells, though:

  • Basic saves only apply to damage; I'm guessing you meant that the creature must succeed at a Will save or become slowed 1 for 1 round for bend entropy.
  • I would place limits on the quickened condition in bend entropy so that it follows the standard for other quickened effects. Also, it needs to be limited so that you don't just apply this to another caster and have them cast two top-rank spells on the same turn.
  • I would probably have bend entropy heighten at higher ranks so that it doesn't just become a straight-up worse version of slow. Reducing its action cost at 3rd rank and then also letting it affect multiple creatures at 6th rank could be a way to do this.
  • I don't think a once per day frequency works on a focus spell, as focus spells are meant to be frequently reusable. I would probably try to impose some other limitation if needed on draw on future selves, such as limiting this to a spell 2 ranks below your highest spell rank.

    Other than that, though, I think both focus spells have a really good concept behind them and are a good fit for the time theme. If you want to expedite playing this arcane school at your table, you could also try using the Time domain spells as the school spells for this arcane school, which would have the benefit of being pre-canned, tried-and-tested official material. All in all, I really like what you've done here!


  • Pathfinder Lost Omens, Rulebook Subscriber

    Thank you both.
    Gobhaggo, Teridax those are much needed and appreciated suggestions!

    Cleaned up the language a bit. Now the initial focus spell has a heightened effect to keep it relevant.
    Changed up the limitation on the advanced spell and made it play nice with spell substitution. With this version you can change up lower rank spells several at a time or several times a day but an on rank spell will always be once a day unless you have spell substitution.

    Initial spell: Bend Entropy - Focus 1 - 2 actions - You have studied the ebb and flow of time knowing how to bend it slightly to your will. Choose a target within 30ft, that creature either gains the quickened condition for 1 round or becomes slow 1 for 1 round with a Will save against your spellcasting DC.

    Heightened +2- you may choose an additional target within 30 feet to either quicken or slow.

    Advanced spell: Draw on Future Selves - Focus 4 - 3 actions - Your future selves lend you their aid going back in time advising your past self on a spell to prepare changing spells you prepared that day. Choose a number of your unspent spell slots totaling up to the value of your current highest spell rank, select eligible spells from your spellbook for those spell slots. Change the prepared spells to the new selected spells.
    Once you have selected enough spell slots to equal the value of your highest spell rank this spell cannot be used again until the next day.
    If you have the spell substitution thesis you may select spell slots totaling in value up to double your highest spell rank instead.


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    I'm super down for a chronomantic spell school.

    Might I recommend Summon Irii as your 8th-rank Incarnate spell instead of Clockwork Devotion? Irii are beings expressly tied to the timestream, and it's also a rare spell, which makes it feel a bit more special.

    Also, have you considered looking at SF2E's spells at all? Cantrips like Injury Echo would really fit a spell school like this; there are a few other time-based spells in SF2E's Player Core, though I can't think of them offhand.


    Pathfinder Lost Omens, Rulebook Subscriber
    Bluemagetim wrote:

    Thank you both.

    Gobhaggo, Teridax those are much needed and appreciated suggestions!

    Cleaned up the language a bit. Now the initial focus spell has a heightened effect to keep it relevant.
    Changed up the limitation on the advanced spell and made it play nice with spell substitution. With this version you can change up lower rank spells several at a time or several times a day but an on rank spell will always be once a day unless you have spell substitution.

    Initial spell: Bend Entropy - Focus 1 - 2 actions - You have studied the ebb and flow of time knowing how to bend it slightly to your will. Choose a target within 30ft, that creature either gains the quickened condition for 1 round or becomes slow 1 for 1 round with a Will save against your spellcasting DC.

    Heightened +2- you may choose an additional target within 30 feet to either quicken or slow.

    Advanced spell: Draw on Future Selves - Focus 4 - 3 actions - Your future selves lend you their aid going back in time advising your past self on a spell to prepare changing spells you prepared that day. Choose a number of your unspent spell slots totaling up to the value of your current highest spell rank, select eligible spells from your spellbook for those spell slots. Change the prepared spells to the new selected spells.
    Once you have selected enough spell slots to equal the value of your highest spell rank this spell cannot be used again until the next day.
    If you have the spell substitution thesis you may select spell slots totaling in value up to double your highest spell rank instead.

    Forgot to add the restrictions on the quickened action gained from Bend Entropy. As a twist maybe it allows stride strike or spellshaping?


    Pathfinder Lost Omens, Rulebook Subscriber
    Perpdepog wrote:

    I'm super down for a chronomantic spell school.

    Might I recommend Summon Irii as your 8th-rank Incarnate spell instead of Clockwork Devotion? Irii are beings expressly tied to the timestream, and it's also a rare spell, which makes it feel a bit more special.

    Also, have you considered looking at SF2E's spells at all? Cantrips like Injury Echo would really fit a spell school like this; there are a few other time-based spells in SF2E's Player Core, though I can't think of them offhand.

    That summon spell is interesting.

    Very much fitting of a time mage!


    Bluemagetim wrote:

    Thank you both.

    Gobhaggo, Teridax those are much needed and appreciated suggestions!

    Cleaned up the language a bit. Now the initial focus spell has a heightened effect to keep it relevant.
    Changed up the limitation on the advanced spell and made it play nice with spell substitution. With this version you can change up lower rank spells several at a time or several times a day but an on rank spell will always be once a day unless you have spell substitution.

    Initial spell: Bend Entropy - Focus 1 - 2 actions - You have studied the ebb and flow of time knowing how to bend it slightly to your will. Choose a target within 30ft, that creature either gains the quickened condition for 1 round or becomes slow 1 for 1 round with a Will save against your spellcasting DC.

    Heightened +2- you may choose an additional target within 30 feet to either quicken or slow.

    Advanced spell: Draw on Future Selves - Focus 4 - 3 actions - Your future selves lend you their aid going back in time advising your past self on a spell to prepare changing spells you prepared that day. Choose a number of your unspent spell slots totaling up to the value of your current highest spell rank, select eligible spells from your spellbook for those spell slots. Change the prepared spells to the new selected spells.
    Once you have selected enough spell slots to equal the value of your highest spell rank this spell cannot be used again until the next day.
    If you have the spell substitution thesis you may select spell slots totaling in value up to double your highest spell rank instead.

    Still not a big fan on Draw since it'd take quite a bit of time to do mid-combat while also being complicated but if you're deadset on it I suppose this works well.

    Bend Entropy is very nice, a good 'slot replacer' kind of spell


    Pathfinder Lost Omens, Rulebook Subscriber
    Gobhaggo wrote:
    Bluemagetim wrote:

    Thank you both.

    Gobhaggo, Teridax those are much needed and appreciated suggestions!

    Cleaned up the language a bit. Now the initial focus spell has a heightened effect to keep it relevant.
    Changed up the limitation on the advanced spell and made it play nice with spell substitution. With this version you can change up lower rank spells several at a time or several times a day but an on rank spell will always be once a day unless you have spell substitution.

    Initial spell: Bend Entropy - Focus 1 - 2 actions - You have studied the ebb and flow of time knowing how to bend it slightly to your will. Choose a target within 30ft, that creature either gains the quickened condition for 1 round or becomes slow 1 for 1 round with a Will save against your spellcasting DC.

    Heightened +2- you may choose an additional target within 30 feet to either quicken or slow.

    Advanced spell: Draw on Future Selves - Focus 4 - 3 actions - Your future selves lend you their aid going back in time advising your past self on a spell to prepare changing spells you prepared that day. Choose a number of your unspent spell slots totaling up to the value of your current highest spell rank, select eligible spells from your spellbook for those spell slots. Change the prepared spells to the new selected spells.
    Once you have selected enough spell slots to equal the value of your highest spell rank this spell cannot be used again until the next day.
    If you have the spell substitution thesis you may select spell slots totaling in value up to double your highest spell rank instead.

    Still not a big fan on Draw since it'd take quite a bit of time to do mid-combat while also being complicated but if you're deadset on it I suppose this works well.

    Bend Entropy is very nice, a good 'slot replacer' kind of spell

    Im glad bend entropy came out well.

    Yeah maybe I wrote the rules for draw on future selves more complicated than needed. I think it will be pretty simple in practice just need to keep track with something like 0/7 ranks swapped(If at level 13)
    As usual for me I worry about over tuning, thats why I went for 3 actions when used in combat.
    If this was a 1 action spell it would enable casting the swapped spell immediately which would be very powerful and cool but if I went that way maybe it would need some serious drawbacks like the toll is slow 3 for one round.

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