Trinity:Jikuu S-Z

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This is a list of Jikuu for the Trinity campaign setting. The list has gotten too long for a single page, and as such, the Jikuu have been split onto three pages.

A - I | J - R | S - Z

Jikuu (S - Z)

The following is an alphabetical list of Jikuu, from S to Z.

Slow
  Temporal (Manipulation)
  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 (Manipulation)
  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 (Manipulation)
  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 Armor
  Temporal (Manipulation)
  Level: Tmp 1
  Casting Time: 1 immediate action
  Range: Personal
  Targets: You
  Duration: 1 hour/level (D)
  Saving Throw: None
  Temporal Opposition: Yes
  Jikuu Points: 1
  
  You temporally flex your mental faculties, improving your reflexes and ability to absorb temporal and spatial information. You
  gain a +4 haste bonus to your initiative modifier for 1 hour/level; for every two templar levels you have, this haste bonus
  increases by +1, to a maximum of +10 (at 12th level).

  You can use this jikuu as an immediate action, fast enough to benefit from it for a combat that you were not expecting.
Temporal Edit
  Temporal (Modification)
  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 (Movement)
  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 Lapse
  Temporal (Manipulation)
  Level: Tmp 2
  Casting Time: 1 standard action
  Range: Close (25 feet + 5 feet/2 levels)
  Targets: One effect (see text)
  Duration: Instantaneous
  Saving Throw: None
  Temporal Opposition: Yes
  Jikuu Points: 3
  
  You cause a single currently on-going effect to lapse in time, shortening its remaining duration by one round.

  The effect is allowed TO, should it be a Blue or Chaos effect; treat the effect as though it had TO equivalent to its caster.
Time Swap
  Temporal (Manipulation)
  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 (Manipulation)
  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 hasten a creature's ability to think and act, to the point where the creature can make a skill check in an instant. The
  skill check must be an actual action, and the target must have at least one rank in the skill to be used; all the necessary
  equipment must be on the target's person and ready for use. Skill checks that require extensive time (more than 1 round) or
  bulk materials cannot be used. This skill check cannot be a reaction to outside influences or the actions of others.

  During the action, the creature cannot move from its square, but can perform any other physical actions the skill calls for.
  The target cannot make use of any Force, nor any supernatural effects.

  The target cannot make use of this jikuu to perform a Balance, Jump, or Tumble check. The target cannot make a Hide check
  unless he or she would otherwise be allowed to do so.
Time to Pause
  Temporal (Manipulation)
  Level: Tmp 4
  Casting Time: 1 full-round action
  Range: Close (25 feet + 5 feet/2 levels)
  Targets: One creature
  Duration: Instantaneous
  Saving Throw: Will negates (Harmless)
  Temporal Opposition: Yes
  Jikuu Points: 4
  
  As per Time to Act, but in addition, the target may opt to take 10 on the check.
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.