Difference between revisions of "Trinity:Jikuu"

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   '''Jikuu Points:''' 1
 
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   The targeted creature's ability to move through space is hamepered. Its speed is halved (round down to the nearest 5 ft)  
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   The targeted creature's ability to move through space is hampered. Its speed is halved (round down to the nearest 5 ft)  
 
   for one round/level.  
 
   for one round/level.  
 
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Revision as of 11:39, 28 August 2007

The abilities wielded by the users of the force of Time, jikuu is the manipulation of time, space, and celestial bodies.

All jikuu fall into three classifications, known as spheres, which act in a similar manner to schools of magic. Temporal, which involves the manipulation of time; Spatial, which involves the manipulation of space; and Foresight, which involves the gaining of knowledge prior to possessing it.

More indepth rules for jikuu will be added at a later date.

What follows is a descriptive list of all the jikuu available in Trinity.

Jikuu

The following list is in alphabetical order.

Accelerate
  Spatial
  Level: Tmp 1
  Casting Time: 1 standard action
  Range: Close (25 feet + 5 feet/2 levels)
  Targets: One creature
  Duration: One round/level (D)
  Saving Throw: None (Harmless)
  Temporal Opposition: Yes (Harmless)
  Jikuu Points: 1
  
  The targeted creature moves through space at a slightly increased rate. It gains a +10 haste bonus to its primary movement rate 
  for one round/level.
Bomb
  Spatial [Compression]
  Level: Tmp 1
  Casting Time: 1 standard action
  Range: Medium (100 feet + 10 feet/level)
  Targets: One creature
  Duration: Instantaneous
  Saving Throw: Reflex half
  Temporal Opposition: No 
  Jikuu Points: 1
  
  You cause space to collapse around a single creature. This effect deals 1d8+1/level (max +5) magnetic damage. A successful 
  Reflex save halves this damage.
Chrono Cross
  Temporal
  Level: Tmp 3
  Casting Time: 1 standard action
  Range: Personal; see text
  Targets: You
  Duration: 1 minute/level (D)
  Temporal Opposition: No
  Jikuu Points: 3
  
  You bring forth vaguely illusionary copies of yourself. While they are figments, they are actually echoes of alternative
  timelines, giving you slightly more options than mirror image.

  Chrono Cross creates 1d4 images plus one image per three caster levels (maximum eight images total). These figments separate from
  you; during your turn, you may dictate the actions and movements of these figments. You can move into and through an image. When
  you and the image separate, observers can’t use vision or hearing to tell which one is you and which the image. The figments may
  also move through each other. The figments may mimic your actions, pretending to cast spells when you cast a spell, drink potions
  when you drink a potion, levitate when you levitate, and so on, or they may "take" entirely different actions, at your discretion.
  Their actions have no actual effect.

  At any time during your turn, as a swift action, you may decide to exchange places with an image; this is not an actual spatial
  swap, but a switching of timelines. As such, effects that block spatial travel does not stop this effect, but effects that block
  temporal travel do.
Chronosense
  Temporal (Detection)
  Level: Tmp 1
  Casting Time: 1 swift action
  Range: Personal
  Area: 60 ft radius emanation
  Duration: 1 minute/level (D)
  Saving Throw: None
  Temporal Opposition: No
  Jikuu Points: 1
  
  You sense time passing. When you first use this jikuu, you immediately sense your awareness of time passing relative to actual 
  time passing; after the first round, you can sense the amount of time passing for other creatures or objects within the area of
  effect relative to actual time.
Decelerate
  Spatial
  Level: Tmp 1
  Casting Time: 1 standard action
  Range: Close (25 feet + 5 feet/2 levels)
  Targets: One creature
  Duration: One round/level (D)
  Saving Throw: Will negates
  Temporal Opposition: Yes
  Jikuu Points: 1
  
  The targeted creature's ability to move through space is hampered. Its speed is halved (round down to the nearest 5 ft) 
  for one round/level. 
Deja Vu
  Temporal
  Level: Tmp 1
  Casting Time: 1 standard action
  Range: Medium (100 feet + 10 feet/level)
  Targets: One creature
  Duration: One round
  Saving Throw: Will negates
  Temporal Opposition: Yes 
  Jikuu Points: 1
  
  You manipulate the creature's perception of the time stream, such that it attempts to repeat its last action. If the 
  situation has changed in such a way that the subject can’t take the same actions again (if its foe is dead, or the subject 
  has run out of power points, and so on), the subject stands still and takes no actions for 1 round. In any event, the subject 
  can still defend itself, and it retains its Dexterity bonus to AC even if it stands still.
Detect Jikuu
  Temporal (Detection)
  Level: Tmp 1
  Casting Time: 1 move action
  Range: 60 ft.
  Area: Cone-shaped emanation
  Duration: Concentration, up to 1 round/level (D)
  Saving Throw: None
  Temporal Opposition: No
  Jikuu Points: 1
  
  You detect manipulations of time and space. You can sense the relative amount of time passing for yourself, as well as any 
  objects or creatures in the area of effect. If you concentrate on an area, item, or creature, you can determine more about it.
  
  1st round
  Presence or absence of spatial or temporal manipulation.
  
  2nd round
  Number of different jikuu auras and the power of the most potent.
  
  3rd round
   The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make 
  Jikuucraft skill checks to determine the sphere of jikuu involved in each. (Make one check per aura; DC 15 + spell level, or 
  15 + half caster level for a nonjikuu effect.)
  
  This jikuu otherwise functions as Detect Magic.
Dimension Swap
  Spatial
  Level: Tmp 2
  Casting Time: 1 standard action
  Range: Close (25 feet + 5 feet/2 levels)
  Targets: You and one ally in range, or any two allies in range; see text
  Duration: Instantaneous
  Saving Throw: Will negates (harmless, object)
  Temporal Opposition: Yes (harmless, object)
  Jikuu Points: 2
  
  You instantly swap positions between your current position and that of a designated ally in range. Alternatively, you can swap 
  the positions of any two allies in range. This jikuu affects creatures of Large or smaller size. You can bring along objects, 
  but not other creatures.
Fold Space
  Spatial
  Level: Tmp 2
  Casting Time: 1 full-round action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Up to one 5-ft square/level (S)
  Duration: 1 round/level (D)
  Saving Throw: None
  Temporal Opposition: Yes (object)
  Jikuu Points: 2
  
  You cause space to fold in on itself.

  When you use this jikuu, you designate a number of 5-foot squares up to your caster level. These squares need not be contiguous.
  Once you have chosen your target squares, you fold space in such a way as to temporarily remove the chosen squares from the
  space-time continuum for 1 round/level.

  Creatures that were in these squares are shunted to the nearest "existing" square. For game purposes, movement through these
  squares requires 0 squares of movement (however, creatures cannot end their movement in a "non-existing" square - they must move
  to an "existing" square before taking any other action, or ending their turn); spell ranges and ranged attacks do not count these
  squares against their range increments; and area-of-effect effects do not count these squares against their area. 
Gravity
  Spatial [Compression]
  Level: Tmp 3
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One creature
  Duration: Instantaneous
  Saving Throw: Fort negates
  Temporal Opposition: Yes 
  Jikuu Points: 3
  
  You cause space to rapidly compress and decompress on the target. This effect causes the creature to lose a quarter of its hit
  points, rounded down. If the creature is at 1 hp, it takes 1 point of damage.
Haste
  Temporal
  Level: Tmp 3
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One creature/level, no two of which can be more than 30 ft. apart
  Duration: 1 round/level
  Saving Throw: Fort negates (harmless)
  Temporal Opposition: Yes 
  Jikuu Points: 3
  
  The affected creatures move and act more quickly than normal. This extra speed has several effects.

  When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made
  using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with
  similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to
  cast a second spell or otherwise take an extra action in the round.)

  A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose
  your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

  All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a
  maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it
  affects the creature’s jumping distance as normal for increased speed.

  Multiple haste effects don’t stack. Haste dispels and counters slow. 
Hustle
  Temporal
  Level: Tmp 2
  Casting Time: 1 swift action
  Range: Personal
  Targets: You
  Effect: 1 extra move action
  Temporal Opposition: Yes
  Jikuu Points: 2
  
  You gain an additional move action in the current round. Taking a full round’s worth of attacks and then using this jikuu to 
  move away from your foe does provoke attacks of opportunity.
Identify Jikuu
  Foresight
  Level: Tmp 2
  Casting Time: 5 minutes
  Range: Touch 
  Targets: One touched object
  Duration: Instantaneous
  Saving Throw: None
  Temporal Opposition: No
  Jikuu Points: 2
  
  The jikuu determines all temporal properties of a single temporal item, including how to activate those functions (if
  appropriate), and how many charges are left (if any).

  Identify Jikuu does not function when used on an artifact. 
Lag
  Temporal
  Level: Tmp 3
  Casting Time: 1 swift action
  Range: Close (25 feet + 5 feet/2 levels)
  Targets: One creature
  Duration: 1 round/level (D)
  Saving Throw: Will negates; see text
  Temporal Opposition: Yes
  Jikuu Points: 3
  
  You cause the target to slowly lag in time, their perception of time being slowly skewed. Every round for one round/level, on your
  turn, the target's initiative is reduced by 3; each time this occurs, the target is allowed a Will save, with success negating the
  jikuu.
Lethargy
  Spatial
  Level: Tmp 1
  Casting Time: 1 standard action
  Range: Close (25 feet + 5 feet/2 levels)
  Targets: One creature
  Duration: Instantaneous
  Saving Throw: Fort negates
  Temporal Opposition: Yes 
  Jikuu Points: 1
  
  You manipulate the creature's limbs in such a way as to make movement difficult. The creature takes 1d4 points of ability 
  damage to Dexterity. A successful Fortitude save negates this effect.
Meteorite
  Spatial (Celestial)
  Level: Tmp 3
  Casting Time: 1 standard action
  Range: Medium (100 feet + 10 feet/level)
  Targets: One creature
  Duration: Instantaneous
  Saving Throw: Reflex half
  Temporal Opposition: No
  Jikuu Points: 3
  
  You bring forth a meteorite from somewhere or sometime in the universe, and crash it down upon your target. The creature takes
  2d8+1/level (max +10) points of damage, with a successful Reflex save halving the damage.
Moment
  Temporal
  Level: Tmp 1
  Casting Time: 1 swift action
  Range: 0 ft.
  Targets: Caster
  Duration: Instantaneous
  Saving Throw: None
  Temporal Opposition: No
  Jikuu Points: 1
  
  You take a moment of time, which allows you to gain your bearings. You refocus (you now act as though you had rolled a "20" for
  your initiative). 
Pause
  Temporal
  Level: Tmp 1
  Casting Time: 1 standard action
  Range: Medium (100 feet + 10 feet/level)
  Targets: One creature + one creature/two levels (maximum five creatures)
  Duration: Instantaneous
  Saving Throw: Will negates
  Temporal Opposition: Yes
  Jikuu Points: 1
  
  You cause a creature to pause unwillingly, causing it to take a -4 penalty to its initiative (this penalty applies immediately).
  At 2nd level, and every even level thereafter, you can affect an additional creature; you can affect up to five creatures with
  this jikuu.
Phase Shift
  Spatial
  Level: Tmp 2
  Casting Time: 1 standard action
  Range: Personal
  Effect: A solid surface, not thicker than 1'
  Duration: Instantaneous
  Saving Throw: None
  Temporal Opposition: No
  Jikuu Points: 2
  
  You instantly pass through a designated material, which cannot be thicker than 1 foot. You appear immediately on the other 
  side of the material. If the material is thicker than 1 foot, you take 1d6 points of damage as you are shunted back to your 
  original position.
Slow
  Temporal
  Level: Tmp 2
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One creature/level, no two of which can be more than 30 ft. apart
  Duration: 1 round/level (D)
  Saving Throw: Will negates
  Temporal Opposition: Yes 
  Jikuu Points: 2
  
  An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or
  standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack
  rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which
  affects the creature’s jumping distance as normal for decreased speed.

  Multiple slow effects don’t stack. Slow counters and dispels haste. 
Speed
  Spatial
  Level: Tmp 2
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One creature
  Duration: One minute/level (D)
  Saving Throw: Will negates (harmless)
  Temporal Opposition: Yes (harmless)
  Jikuu Points: 2
  
  You cause your target to speed up, improving reaction time and general nimbleness. The target gains a +4 haste bonus to 
  Dexterity for the duration of the jikuu.
Steal Time
  Temporal
  Level: Tmp 3
  Casting Time: 1 swift action
  Range: Touch
  Targets: One creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Temporal Opposition: Yes
  Jikuu Points: 3
  
  You steal the temporal potential of a touched creature. If you succeed at a melee touch attack, and your target fails a Will save, they lose a partial action on their next turn, and you gain a partial action this turn.
Temporal Edit
  Temporal
  Level: Tmp 2
  Casting Time: 1 swift action
  Range: Personal
  Targets: You
  Effect: A full round's worth of actions
  Temporal Opposition: Yes
  Jikuu Points: 2
  
  You may only use this jikuu at the end of your turn.

  All of your actions taken this round are undone. Any damage you have dealt or received is removed; any movement you have taken 
  is "un-taken" (you appear at your original position). You retain awareness of what occurred when you took your previous actions,
  but no other creature does. For all intents and purposes, your actions this past round were "apparent time" to you, and registers
  as such for anyone using chronosense. You are now free to retake your actions; you may choose to take the same ones, or 
  different ones.
Time Hop
  Temporal
  Level: Tmp 3
  Casting Time: 1 standard action
  Range: Close (25 feet + 5 feet/2 levels)
  Targets: One creature, or one object weighing 100 lb./level or less
  Duration: 1 round/level; see text
  Saving Throw: Will negates
  Temporal Opposition: Yes
  Jikuu Points: 3
  
  The subject of the jikuu hops forward in time 1 round for every caster level you have. In effect, the subject seems to disappear
  in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same
  orientation and condition as before. From the subject’s point of view, no time has passed at all.

  In each round of the jikuu’s duration, on what would have been the subject’s turn, it can attempt a DC 15 Wisdom check. Success
  allows the subject to return. The subject can act normally on its next turn after this jikuu ends.

  If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied
  space, still in his original orientation. Determine the closest space randomly if necessary.
Time Swap
  Temporal
  Level: Tmp 2
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: You and one ally in range, or any two allies in range; see text
  Duration: Instantaneous
  Saving Throw: Will negates (harmless, object)
  Temporal Opposition: Yes (harmless, object)
  Jikuu Points: 2
  
  You instantly swap initatives with that of a designated ally in range. Alternatively, you can swap the initiatives of any two 
  allies in range.
Time to Act
  Temporal
  Level: Tmp 3
  Casting Time: 1 standard action
  Range: Close (25 feet + 5 feet/2 levels)
  Targets: One creature
  Duration: Instantaneous
  Saving Throw: None
  Temporal Opposition: Yes
  Jikuu Points: 3
  
  You slightly extend a creature's perception of time, giving it time to consider and think out an action. On it's next action, the
  affected creature may make a single skill check, as though it had enough time to do so (for instance, using Open Lock in a
  situation when there is not enough time to do so).
Tracer
  Foresight
  Level: Tmp 3
  Casting Time: 1 swift action
  Range: Close (25 feet + 5 feet/2 levels)
  Effect: A tracer; see text
  Duration: 1 hour/level (D)
  Saving Throw: None
  Temporal Opposition: Yes
  Jikuu Points: 3
  
  You place a tracer - an invisible, intangible "object" - in the time-space continuum at a specified location. As soon as you use this jikuu, the tracer disappears from any form of direct detection: detect jikuu will only reveal that a temporal effect is in place in the general area of the tracer, but will not reveal the tracer. The tracer remains in an exact location in space and time; only direct manipulation of its particular location (both spatially and temporally) can move it.

  You can only have one tracer in place at a time. Using this jikuu again creates a new tracer and eliminates the old one.
Undo Jikuu
  Foresight
  Level: Tmp 3
  Casting Time: 1 standard action
  Range: Medium (100 feet + 10 feet/level)
  Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: None
  Temporal Opposition: No
  Jikuu Points: 3
  
  You can use undo jikuu to end ongoing jikuu that have been cast on a creature or object, to temporarily suppress the temporal
  abilities of a temporal item, or to end ongoing jikuu (or at least their effects) within an area. A dispelled jikuu ends as if its
  duration had expired. Some jikuu, as detailed in their descriptions, can’t be defeated by undo jikuu. Undo Jikuu can dispel
  jikuu-like effects just as it does jikuu.

  Note: The effect of a jikuu with an instantaneous duration can’t be dispelled, because the temporal effect is already over
  before the undo jikuu can take effect.

  You choose to use undo jikuu in one of two ways: a targeted dispel or an area dispel:

  == Targeted Dispel ==

  One object, creature, or jikuu is the target of the undo jikuu. You make a dispel check (1d20 + your caster level, maximum +10)
  against the jikuu or against each ongoing jikuu currently in effect on the object or creature. The DC for this dispel check is 11
  + the jikuu’s caster level. If you succeed on a particular check, that jikuu is dispelled; if you fail, that spell remains in
  effect.

  If you target an object or creature that is the effect of an ongoing jikuu, you make a dispel check to end the jikuu that conjured
  the object or creature.

  If the object that you target is a temporal item, you make a dispel check against the item’s caster level. If you succeed, all the
  item’s temporal properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes
  nontemporal for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A
  temporal item’s physical properties are unchanged: A suppressed temporal sword is still a sword (a masterwork sword, in fact).
  Artifacts and deities are unaffected by mortal jikuu such as this.

  You automatically succeed on your dispel check against any jikuu that you cast yourself.

  == Area Dispel ==

  When dispel magic is used in this way, the spell affects everything within a 20-foot radius.

  For each creature within the area that is the subject of one or more jikuu, you make a dispel check against the jikuu with the
  highest caster level. If that check fails, you make dispel checks against progressively weaker jikuu until you dispel one jikuu
  (which discharges the undo jikuu so far as that target is concerned) or until you fail all your checks. The creature’s temporal
  items are not affected.

  For each object within the area that is the target of one or more jikuu, you make dispel checks as with creatures. Temporal items
  are not affected by an area dispel.

  For each ongoing area or effect jikuu whose point of origin is within the area of the undo jikuu, you can make a dispel check to
  dispel the jikuu.

  For each ongoing jikuu whose area overlaps that of the undo jikuu, you can make a dispel check to end the effect, but only within
  the overlapping area.

  If an object or creature that is the effect of an ongoing jikuu (such as a monster summoned by monster summoning) is in the area,
  you can make a dispel check to end the jikuu that conjured that object or creature (returning it whence it came) in addition to
  attempting to dispel jikuu targeting the creature or object.

  You may choose to automatically succeed on dispel checks against any jikuu that you have cast.