Temporalism Spell List


A spell list for the Temporalism School for AD&D
by
DarkSide
00/12/28

First Level Spells

NameLocation
Detect Temporal Anomaly/DistortionNew Spell
RememberNew Spell
Speed ReadNew Spell

Second Level Spells

NameLocation
Flame StopNew Spell
UntarnishNew Spell

Third Level Spells

NameLocation
HastePHB
Skip TimeNew Spell
SlowPHB
Temporal VisionNew Spell

Fourth Level Spells

NameLocation
Dispel Temporal EventNew Spell
Extension IPHB
Hold TimeNew Spell
Pass TimeNew Spell

Fifth Level Spells

NameLocation
20-20 HindsightNew Spell
Extension IIPHB

Sixth Level Spells

NameLocation
ContingencyPHB
Extension IIIPHB
Legend LorePHB
Wall of TimeNew Spell

Seventh Level Spells

NameLocation
Power Word, PauseNew Spell
ProlongationNew Spell

Eighth Level Spells

NameLocation
PermanancyPHB
Power Word, AgeNew Spell

Ninth Level Spells

NameLocation
ForesightPHB
Past PerceptionNew Spell
Temporal StasisPHB
Time StopPHB

Name

Desc
School
Range Range Components Components
Duration Duration Casting Time Casting
Area of Affect Area Saving Throw Save

First Level Spells

Detect Temporal Anomaly/Distortion

This spell enables the caster to detect temporal anomalies or distortions in a path 10' wide by 100' long in the direction he faces. The direction and state of time flow can be determined and there is a 10% chance per level of knowing the exact details of the anomaly. The caster can turn, scanning 60 degrees per round.
Solid objects do not interfere with this spell, but magical barriers, such as Wall of Force, block it. Wall of Time is itself a temporal anomaly and detects as such.
Temporalism
Range 0 Components S
Duration 1 rd/level Casting Time 1
Area of Affect 10'x100' Saving Throw None

Remember

This spell allows both caster and recipient to relive an event previously experienced by the recipient. This negates any previous Forget spells or similar as it does not rely on the recipients own memories but rather looks across time to the actual event being recalled. 'Remembered' time passes at the same rate as real time. The caster may end the spell at any time. An unwilling recipient receives a saving throw. The memory recalled is permanent, subject to being forgotten as normal.
Temporalism
Range Touch Components V, S
Duration 2 rd/level Casting Time 1
Area of Affect Creature touched Saving Throw Neg

Speed Read

This spell allows the caster to read any text already understandable to him at the rate of 100 pages per round. Magical writings may be read at 20 pages per round. More than one work may be read within one casting but it takes one full round to switch texts.
The reverse of this spell, Speed Write, enables the caster to write at the rate of 10 pages per round, or 2 pages per round in the case of writing spells into a spellbook. Scrolls may not be written by means of this spell. Only one work/spell may be written per casting, but multiple castings may be required for a single work. The material component is a silver-tipped quill used to write which disintegrates when the spell expires.
Temporalism Reversible
Range 0 Components V, S, (M)
Duration 1 rd/level Casting Time 1 turn
Area of Affect Caster Saving Throw None

Second Level Spells

Flame Stop

Flame Stop is a spell which 'holds' fire, both natural and magical, so that it no longer emits heat, is still visible (though not to infravision) and may be passed through without harm. Normal fires remain held for 1 turn per level. Magical fires (a section of a Wall of Fire, etc.) are held for 1 round per level. Flame breathing creatures are not affected by this, nor is the flame such creatures produce.
School
Range Touch Components V, S
Duration as Mending Casting Time as Mending
Area of Affect as Mending Saving Throw as Mending

Untarnish

Simiilar to Mending, this spell 'undoes' breaks and tears rather than repairing them. Its limitations and uses are as those of Mending, but it can also effectively polish any metal or stone that was polished at one time, or 'de-corrode' a coin or etched runes.
School
Range Touch Components V, S
Duration as Mending Casting Time as Mending
Area of Affect as Mending Saving Throw as Mending

Third Level Spells

Skip Time

This spell enables the caster to vanish, only to reappear in exactly the same loaction at the end of the spell. The duration of the spell must be specified by the caster as it is cast.
From the caster's point of view, the spell is instantaneous; he is transported into the future. Any obstacle which would prevent the caster reappearing in the smae location is 'thrown' out of the way as the caster reappears. This does not cause any damage.
School
Range 0 Components V
Duration Up to 2 rd/level Casting Time 3
Area of Affect Caster Saving Throw None

Fourth Level Spells

Hold Time

This spell holds time itself within the area of affect. All creatures (even those with magic resistance) within are held, as are any moving objects.
A star sapphire (5000gp) is required to focus the energy for this spell; it is not consumed by the spell.
Temporalism
Range 100 yards Components V, S, M
Duration 1 rd/level Casting Time 4
Area of Affect 20' cube Saving Throw None

Pass Time

The affected creatures move through time at a rate of 1 round per turn, as measured by the recipient. The main use of this spell is to postpone death by poison or similar. If two unwilling creatures are touched, each receives a -2 penalty to their saves. If only one is touched, the penalty is -4. This spell overrides both Haste and Slow.
Temporalism
Range Touch Components S
Duration 1 turn/2 levels Casting Time 1
Area of Affect 1 or 2 creatures touched Saving Throw Neg

Sixth Level Spells

Wall of Time

When cast, this spell creates an infinitely thin translucent blus barrier at the caster's desired location. The barrier is immobile and impervious to all attacks and spells (with the exception of Dispel Temporal Event). Only spells such as Dimension Door and Teleport may bypass the barrier.
The caster may, if desired, cast the barrier in a shperical shape with a radius of up to 2' per level or an open hemisphere of radius 3' per level.
A Wall of Time actually passes through inanimate objects, rending them unmoveable (though not indestructible on either side of the barrier) for the duration of the spell and leaving them totally unharmed at the end of the spell. Creatures on the boundary when the spell is cast are repelled unharmed to a minimal safe distance.
Temporalism
Range 50 yards Components V, S
Duration 1 turn/level Casting Time 1+1xlevel
Area of Affect 10' square per level Saving Throw Special

Seventh Level Spells

Power Word, Pause

The creature affected by this spell is frozen in both space and time for its duration. Special effects on the creature are likewise frozen and their duration temporarily paused until the spell ends whereupon they continue as if never interrupted. Creatures can take no action whil time is frozen for them, nor do they perceive events around them. Conversely, they cannot be hurt or affected by anything.
Upon being released from this state, if the surroundings have altered considerably (i.e. a battle has started or ended) the creature must save vs. spell or become disorientated for 1 round, unable to do anything.
Creatures with more than 10 HD or levels receive a save vs. paralyzation to negate the effects of this spell.
Temporalism
Range 5 yards/level Components V
Duration 1 rd/level Casting Time 1
Area of Affect 1 creature Saving Throw Special

Eighth Level Spells

Power Word, Age

This spell ages the recipient by 5 years per level of the caster.
Temporalism
Range 5 yards/level Components V
Duration Permanent Casting Time 1
Area of Affect 1 creature Saving Throw None