TTHelvianTT

Chronomancer

Feb 28th, 2016
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  1. Chronomancer: Chronomancers dabble about with the stream of time, either compressing or extending it for their own needs.
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  3. Level 1
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  5. Slow: Causes time around the target to begin slowing, causing them to move at half their movement speed. Slowed targets additionally act slower to certain actions. Requires 20 Mana to start, 10 mana to continue its effects.
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  7. Haste: Accelerates time around the target, causing them to move faster and granting them a +2 bonus to dodging. Grants a +2 bonus to certain circumstances, and nearly doubles their movement speed for one round. (30 Mana, CD: 3)
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  9. For convenience sake, each posting around allows average players to move at 30 feet.
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  11. Level 2:
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  14. Chronobolt: Rapidly accelerates certain processes on the target. If Chronobolt hits an enemy, their wounds age without closing, causing them to fester. 20 Mana (Also causes a variety of other effects during the circumstances, e.g poison+Chronobolt=burst damage.)
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  18. Level 3
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  20. Time Warp(50 Mana): Stretch back through time, causing a random object or entity to spawn forth from the past. The entity is entirely random and subject to the DM's discretion, and entities summoned this way last for two rounds before being whisked back to their respective timeline.
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  23. Level 4:
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  25. Stasis: Traps a target in a blister of time for two rounds. While the target can't move or act at all during their stasis, they also cannot be attacked. Certain targets are immune to stasis. Only one target can be under stasis, attempting to use the stasis spell on another target will simply remove the stasis and place it onto the desired target. 50 Mana
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  28. Level 5
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  30. Time lapse: Once per battle, the chronomancer may channel for one round; after this time is up, they reverse time all around them, resetting the cool downs of EVERY Skill on the battlefield. (Includes enemies)
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