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Chronomancy


(The contents of this page are NOT common knowledge)  
"Men talk of killing time, while time quietly kills them."
— La'akea Of Stolen Time
 

History

Introduction

The stories of the first Space Magi and the first documented Time Magi are connected, the former aiding the latter in obtaining their power. In truth no one knows for sure whether or not Nathan Julius was the first Draconic Mage, many believe that uncontrolled Time Magic can make it seem like one never existed at all, consigning many to be forgotten. Thus he is considered the first “documented” Time Magi. He and his wife were both scholars who found copied notes of Ophelius, the first Elementalist, at a market for sale in a town they were passing through. After some haggling with the owner of these copied notes the husband gifted them to his lover as an early present before carrying on with their journey. The wife took to these notes immediately when they returned to their home and while the husband dismissed them in favour of his research into immortality with alchemy. In the end, he and his wife would achieve that goal, for better or for worse.  
I did not think the notes carried anything true.
  Julia Fabricia Titus, the wife, meditated until she could walk into the Primordial Dream whenever she wished, swimming through the metaphysical space with ease. She explored and documented what she saw. She witnessed the nine Pillars and from reading Ophelius’ notes recognized one of them as the Pillar of Forces. Instead of following his steps, she turned to gaze upon the masses of centralized essence and how each affected the area around it differently. The most intriguing to her were a pillar that seemed to warp the space around her and one that seemed concealed behind strange objects that she deemed hostile by design. Julia returned to reality and conversed with Nathan on the specifics of the Primordial Dream and the pillars her eyes laid on. When Julia spoke of the pillar surrounded by what seemed to be traps her husband became interested in himself and began to involve himself in her meditation sessions.  
If I could, I would turn back time to fix all of this.
  Eventually, the pair could both enter the Primordial Dream and with Julia’s guidance she lead them to the Pillar surrounded by traps and the two decided that she would bind herself with the Pillar of Space and use that power to help her husband reach the pillar beyond. Julia bound herself to the Pillar with ease, the trial a test of measurements and kinetic force, and she practiced using this power to create portals and teleport short distances. Nathan on the other hand began to drift away from his belief of immortality through alchemy and began to champion this pillar beyond normal reach as a possible solution to solidify his name in history. Eventually the day came where Julia thought she was ready and together the couple plunged themselves into the Dream to face the Pillar that lay beyond normal grasp. The wife expertly maneuvered the pair through the traps with portals, bolts and teleports to reach the space around the final pillar but as they neared they noticed that they would suddenly go slower or faster and Nathan surmised that this pillar oversaw the concept of time.  
That moment changed everything.
  When next they returned to reality Nathan began experimenting with his new powers, sparing little time for his wife who had effectively given them to him. These powers included the ability to stop things in time to move his body back to a previous position to accomplish things extremely quickly. Soon he was able to cheat death by reversing time even further on himself, a trick he began to heavily use. This new power was not without consequence however, for some days he would wake and be a child, while on others he was an old man with a gray beard. Nathan grew more chaotic with the powers at his disposal and devised a spell that would allow him to travel forwards in time, an incredible feat. He travelled forwards in time only 2 days but when he emerged found his home and surrounding buildings in ruins, a Moon Alemnetry among them. They carried the words of Xulzraiss stating that by casting such blatant Time Magic she had taken notice and that no mortal should possess such dangerous magic. Nathan tried to fend the being off but was captured by the Alemnetry and sentenced to be stuck in a time loop with Xulzraiss domain.  
They told me Julia’s punishment for aiding me was to be trapped within the Dream. My hubris is our downfall.
  The diaries and journals of the Titus couple survived the chaos and some surviving witnesses carried the words of the Alementry far and wide.  

Pillar of Time

The Ninth Pillar of Nine is one of the two pillars not associated with a plane. As one draws from the Draconic Pillar, they will start to harness time magic. Manipulation of time requires two things: Connection to the Pillar of Time, and extreme caution.   Forming a connection to the Pillar of Time however, is not an easy task. The Pillar of Time is carefully hidden and guarded by the True Dragons and kept from mortal hands. Besides this prospective Spellcasters begin with daily meditation, focusing each day upon the Primordial Dream until they find themselves capable of sending out their mind to it. On doing this intentionally they find themselves conscious of their dreamlike state, the world around them manipulating itself to each action they perform. This provides no benefit to the would-be spellcaster at this point, and is merely used to practice for what is to come.   At the same time, while conscious, this future caster must practice keeping track of time and the feelings and actions done within the recent past as well as what they will do in the near future. Once this is accomplished, they may meditate once again and project their mind into the Primordial Dream, and begin to search for this Pillar. The exact method of finding it varies from person to person; One individual may undergo a trial within their mind, solving a reality-bending puzzle before suddenly finding themselves connected to the Pillar. Another may travel through their memories to do the same. It could be anything, so long as it bears relation to consciousness. Besides this are any traps left by the True Dragons that are sure to injure or kill the unprepared. Upon completing this ritual, the now-Spellcaster may enter a Waking Dream.  
  • Attempting to connect to the Pillar of Time is incredibly dangerous as the True Dragons have placed traps to prevent connection, these are an additional trial on top of the trial to connect.
  • If a student is being taught, the Teacher must be the one to perform the Roleplay of one’s initial connection to the Pillar of Time.
  • If a student is being self-taught, a Senior Lore/Event Team Member must be the one to perform the Roleplay of one’s initial connection to the Pillar of Time.
  • The initial connection can be any sort of vision/dream, so long as it relates to the Pillar and Magic sought. This roleplay should be meaningful to some degree to the one being taught.
  • It is entirely possible for one to fail their attempt at connecting to the Pillar of Time, infact, and without a teacher the success rate is often considered insanely low along with a higher chance of death. It is very common for people to leave the trial within their mind with egregious tear damages, memory loss, or in some causes heart failure. One does not trifle with the Primordial Dream, and one can't bring anyone with them besides possibly their teacher.

Waking Dream

In order to actually cast any spells, a Spellcaster must enter a Waking Dream. This takes the form of a ‘Connection’ Emote, where the Spellcaster must remain stationary and focus upon their connection to the Pillar of Time. Their connection will strengthen and their mind will drift partway to this Pillar, causing them to enter a trancelike state where their eyes begin to glow. They remain in full control of themselves in this state, but will become numbed to fatigue and emotion until they leave it. This numbness to fatigue does not mean it doesn’t exist however, from time to time causing the unaware Spellcaster to cast beyond their limitations without being aware of it, tearing themselves apart.   -=-

Mechanics

Bonded Timepiece

Time Magic is incredibly difficult to cast, just as much if not more so than Arcane Magic. It is also incredibly taxing to pull Essence, causing an increase in Tear to the point that without a focus one will die casting the simplest of spells. Thus, the very few Time Mages that have gotten their hands on the Magic have devised a way to not only have a focus but also help them resist temporal side effects to an extent, keep track of time and how notorious they have become to the True Dragons. A Keeper can create a “Bonded Timepiece” through an enchanting ritual. This special timepiece must be easily held in one hand, usually a clockwork watch or hourglass, some Time Magi sow these into their clothing to free their hands while casting. The timepiece is used as a focus. Besides working like a normal clock, this Bonded Timepiece does allows a Time Magi to:  
  • As long as it is in their possession, the clothing they are wearing when they change age (See Time Dissonance) will change to fit their new size.
  • Immune to time spells of another Time mage as well as weaker temporal effects.
  • Sense temporal effects that occur within the same region/nearby.
  • Always know the time left in a day, Phase, Age or Epoch etc.
  • Know exactly how much time until a date/event or since a date/event (as long as they know when that event will occur/occurred).
  • See what they saw at a certain time. Hear what they heard at a certain time, smell what they smelt at a certain time, taste what they tasted at a certain time and feel what they felt at a certain time.
  • Keep track of Stints.
  • All of the above effects can be achieved in combat for free actions, one at a time through aesthetic actions using Draconic Essence. A Bonded Timepiece’s most important feature is its ability to track how many times a Time Mage has possibly (but probably) notified a True Dragon of some kind of time effect at work, these are called Stints. Some spells require a roll and on a failure cause a Time magi to receive 1 Stint. If a Time Mage receives 5 Stints a True Dragon is possibly (but probably) alerted to their existence and may send a servant of theirs after them. Some spells can be augmented in exchange for a Stint.   Redlines :
  • A Time Magi may only have 1 Bonded Timepiece, when they create a new one the old one loses its effects.
  • The Bonded Timepiece counts as a Magical Foci and thus, a time mage may not have another focus.
  • The spells listed below account for having Bonded Timepiece.
  • It is even fabled to maintain the Time Magi’s existence if it was to be destroyed via Time Travel, though none alive can confirm the rumor or are willing to try.
  • A Time Magi should ALWAYS avoid receiving Stints unless it is necessary for the safety, health and/or survival of themselves or allies. Failure to roleplay like this will result in SEVERE penalties to the player.
  • When a Time Mage receives 5 Stints an ET/LT must be notified.
  • A Time Mage must check their Bonded Timepiece in order to ensure they do not alert a True Dragon.
  • 1 Stint is taken away every 3 IRL Days. When a Time Mage gains a Stint the timer is reset.
  • Physical Limitations

    A connection to the Pillar of Time is what allows an Enigma Mage to practice the magic of Draconic Magi. This Pillar of Creation however, places alot of stress upon the body of the Enigma Mage, adding limitations in the use of their magic and combative prowess -and the act of connection does place enough stress upon the body that the weight of wearing armor strains the Spellcaster’s use of magic, limited in the following ways:  
    • The wearing of No Armor allows an Enigma Mage to cast Master level spells.
    • The wearing of Light Armor limits an Enigma Mage to Expert level spells.
    • The wearing of Medium Armor limits an Enigma Mage to Adept level spells.
    • The wearing of Heavy Armor limits an Enigma Mage to Basic level spells.
    Any and all spells cast by a Draconic Magi requires at least one hand to be free. As such, if the Enigma Mage choses to wield a sword, they must not wield anything requiring more than one hand, including a shield. A shield counts as Light Armor if worn by itself. Lastly, an Enigma Mage can be interrupted in their casting if the spell they seek is any more than 1 Emote in length, having to reply to any attacks on them more than a light slap before their spell could fully activate, be it taking the blow or dodging. If the spell fails to complete, it grants half of its Tear value rounded down, rather than the full.   -=-  

    Time Dissonance

    Time Dissonance is what the illness on a Keepers’s body is referred to, a regular changing of the age and state of the Time Mage. These changes are what many use to determine if someone is a Draconic Mage or not. One day a Time Magi may be their regular age another day they may be reduced to a child and the next an elder. These changes make it very difficult to blend it with the normal populace and affect their physical capabilities accordingly but they maintain their mental ability, personality and memories. These changes last for a phase (IRL DAY).  
    • A Basic Spellcaster suffer the least from Time Dissonance. Their suffering comes from slight deviations in their age, possibly looking one year older or younger once an Age. This is generally minor in severity and hardly ever noticeable.
    • An Adept Spellcaster have been practicing the magic for a longer period of time than a Basic Mage, though this comes with a cost. At this point in the magic, the mage may become 10 years younger or 10 years older twice an Age. Their bodies change in accordance with their age. Twice an Age a Time Mage must roll a 1d2 to decide whether they get older or younger by 10 years.
    • An Expert Spellcaster now deal with the true problems of the Time Dissonance as they may become any age four times an Age. Their bodies change in accordance with their age. Four times an Age a Time Mage must roll a 1d(max age-5)+5 to decide their new age.
    • An Master Spellcaster have it the worst of all as the Pillar affects them completely. At this point in the magic, the mage may become a baby or an elder eight times an Age. Their bodies change in accordance with their age. From this point forward, Time Dissonance no longer gets any worse or any better unless the magic was to disappear from the mage. Six times an Age a Time Mage must roll a 1d(max age-5)+5 to decide their new age.
    -=-  

    The Four Ranks

    Keepers take several Eras to pass through each one of their ranks.   (T1)Basic Spellcaster | Accelerate/Decelerate, Time Stasis   (T2)Adept Spellcaster | Timewarp, Quicken   (T3)Expert Spellcaster | Temporize, Temporal Object   (T4)Master Spellcaster | Failsafe, Time Vortex   -=-

    Magical Abilities

    This magic of the Ninth Pillar is one of practice, concentration and a good perception of Time. It requires both extensively to properly utilize and efficiently expel Tear. The used spells by a Draconic Mage are few as anything bigger draws the attention of True Dragons and their servants.

    [ Accelerate/Decelerate ]

    Rank: 1 | Emotes: 2 | Tear: 50
    Desc: The most basic of a Time Mage’s spells is still incredibly complex, requiring one to increase or decrease the flow of time around a creature or object. This causes the object or being to move faster or slower.   Mechanics:
  • A Keeper can double the block speed of themselves or a target for a round. If they choose to dash they move their new block speed x2.
  • When the spell ends, the target or caster can't move or take actions the next round, as a wave of lethargy sweeps over it.
  • Alternatively, a Keeper can halve the block speed of themselves or a target for a round.
  • Redlines :
  • A Time Magi may cast this while moving.
  • When the spell ends, the target or caster can't move willingly or take fast, interruption, normal or round actions until after the next round.
  • [ Time Stasis ]

    Rank: 1 | Emotes: 6 | Tear: 55
    Desc: Another basic spell of a Time Mage. This requires one to grip the strings of time around an object or creature and hold them steady. This causes the object or being to stop in place no matter where they are.   Mechanics:
  • This spell requires a Time Magi to stay as still as possible (with no use of Interruption, fast or normal actions) for the last 4 casting emotes and stops an object or creature in time for 1 round while storing all kinds of energy.
  • A Draconic Mage can place an object or creature within (2 + Tier #) blocks in stasis.
  • If an object is placed in stasis it cannot be moved or used in any way and remains locked in whatever spot they were on cast. Any force used on it will build up and once the stasis is over the forces will act on the object at once.
  • If a creature is placed in stasis it cannot move or be moved or perform any action and remains locked in whatever spot they were on cast. The creature in stasis does not breath, sweat, etc and from their point of view, several things move incredibly fast at once before they go do anything. Any force used on the creature will build up and once the stasis is over the forces will act on the object at once.
  • The Time Mage receives 1 Stint.
  • Redlines :
  • Creatures/beings that occupy more than a 10x10x10 block space cannot be placed in stasis.
  • The object or creature cannot be launched unless struck by a being of extraordinary strength that would do so without the target being in stasis.
  • The breaking or injuring of an object or creature in stasis does not occur until the stasis ends where all the forces that would have affected it occur immediately.
  • This affects any immediate belongings on a creature.
  • Nothing can be stolen from a creature or object in stasis.
  • [ Timewarp ]

    Rank: 2 | Emotes: 2 | Tear: 55
    Desc: After growing in skill with Draconic Essence a Time Mage may control the time around themselves, allowing them to rewind to an initial position and do something else on top of what they initially did. To outside eyes, the mage will be moving incredibly fast.   Mechanics:
  • After casting this spell, the target’s next turn allows for them to do one round of actions and then do another round of actions right after.
  • The second set of actions does not undo the first set as this spell rewinds the position of the caster/target.
  • The Time Mage receives 1 Stint.
  • Redlines :
  • A Draconic Mage can place themselves or another creature within (2 + Tier #) blocks into a timewarp.
  • A Time Mage must warn a creature ahead of time what this spell will do as most creatures will simply be confused as to why they were returned to their initial position and do the same thing again or nothing.
  • [ Quicken/Slow ]

    Rank: 2 | Emotes: 1| Tear: 20+
    Desc: Not as drastic as an accelerate but a passive boost in speed that comes in a burst. This allows a Draconic Mage or someone else to help set the rhythm of combat.   Mechanics:
  • Before rolling initiative a Keeper can select a target within 20 blocks or themselves, the target can roll a 1d4 and add the number to their roll or be forced to subtract it from their roll.
  • Reset: For 60 Tear instead of 20 and 1 Stint, a Keeper can select Tier # creatures (including themselves). If the creature is the Time Magi’s ally, it can reroll its initiative twice, keeping whichever of the two results it prefers. If the target is their enemy, it must make a 1d20 roll with a DC of 13. If they fail they roll their initiative check twice, keeping whichever of the two results the mage prefers. New initiative results go into effect at the start of the next round.
  • For 2 additional Stints the enemies automatically fail the 1d20 roll.
  • Redlines :
  • For regular Quicken this should be declared before initiative rolls begin, a mage CANNOT attempt to do it afterwards.
  • Reset’s usefulness comes in changing the initiative order.
  • In roleplay this temporarily slows opponents or increases allys speed to allow them to act faster and set the pace of combat.
  • On casting Reset, a Time Magi flips a 1d2 to determine how many Stints they receive. This does not include the 1 they receive just by casting.
  • [ Temporize ]

    Rank: 3 | Emotes: 3 | Tear: 55
    Desc: After dipping their proverbial toes into rewinding time a Draconic Magi may try their hand at toying with the future. By reaching their hand out a mage may send out a projectile that sends projectiles, objects or creatures into the near future to be dealt with later.   Mechanics:
  • A baseball-sized ball of clear-salmon-colored essences forms in a Keepers’s hand and is launched forward. The spell has a range of 8 blocks and travels at the speed of an arrow. On contact with a loose object, the bolt disappears and the object is sent up to 3 rounds into the future.
  • The Magi chooses the round when the object or creature will reappear but they always do on the 3rd round.
  • Once an object or creature reappears they are intangible for 1 round as their body rebuilds itself.
  • Any creature sent to the future will see themselves fly through an empty vast space with small lights flying by.
  • Temporize Wall/Time Wall: For 2 Stints and 60 Tear a Time Magi creates a wall of shimmering, transparent blocks and rotating but intangible gears on a solid surface within 6 blocks. A Time Mage can make a straight wall up to 20 blocks long, 3 blocks high, and 1 foot thick, or a circular wall up to 3 blocks high, 1 foot thick, and forming a closed circle 5 blocks in diameter. Nonmagical ranged attacks that cross the wall vanish into time with no other effect. Ranged spell attacks and ranged weapon attacks made with magical weapons or from a caster that will pass through the wall (must roll twice and take the lower number). A creature that intentionally enters or passes through the wall is affected as if it had just been hit with Decelerate for 1 round.
  • The Time Wall lasts for 3 rounds and immediately after it fades on the 4th, all projectiles continue their path or do not come back (this is up to the Magi).
  • On casting (even for Tempoize Wall/Time Wall), a Time Magi flips a 1d2. On a 1 they receive a Stint.
  • This is an additional Stint on top of Tempoize Wall/Time Wall Stints.
  • Redlines :
  • If the bolt hits an object within the grasp of a creature the object is sent into the future and by extension the holder if they continue to hold it.
  • Once a creature has come back they can have a normal turn.
  • The creature is not aware of anything that happens during the time they are gone.
  • If another object or creature is occupying the space where the object or creature from the past reappears the former is displaced in front, behind, above, left or right via a 1d5 roll. If the object cannot be displaced in some way to prevent injury the two are crushed against each other.
  • This spell has reduced effects on creatures or objects bigger than a 10ft by 10ft by 10ft space, requiring further essence. This is up to the ET.
  • [ Temporal Object ]

    Rank: 3 | Emotes: 1 | Tear: 60
    Desc: By touching an object, a Time Magi can retrieve another version of the object from elsewhere in time or another timeline entirely. Doing this however has a chance of alerting True Dragons to a Time Magi’s existence.   Mechanics:
  • A Time Magi can touch an object and receive a version of it from another timeline (or with OOC consent of the owner, the future). If the object is attended, the Mage must succeed on a roll against the creature holding or controlling the object (1d20 vs 1d20, Time Mage rolls twice and uses the bigger number).
  • If from the same timeline, any effect that affects the original object also affects the duplicate (charges spent, damage taken, etc.) and any effect that affects the duplicate also affects the original object.
  • The object remains for 4 emotes before fading.
  • On casting, a Time Magi receives 2 Stints.
  • Redlines :
  • If either object is destroyed, both are destroyed.
  • This spell does not affect sentient items or unique artifacts.
  • [ Time Vortex ]

    Rank: 4 | Emotes: 4 | Tear: 55
    Desc: This spell destabilizes the flow of time in the target area, subjecting creatures caught in the vortex to temporal fluctuations that are visible as a spherical distortion of salmon colored essence.   Mechanics:
  • Each creature within the 5x5 sphere when a Draconic Mage cast the spell will be affected by the time vortex.
  • While the spell lasts, a creature that enters the sphere or begins its turn inside the sphere must also make a roll against the Time Mage (1d20 vs 1d20, Time mage rolls twice and picks the better) or be affected.
  • Once a creature succeeds, it is immune to this time vortex. An affected creature can’t take Interruption Actions and must roll a 1d10 at the start of its turn to determine its behavior for that turn. An affected creature repeats the roll at the end of its turn, ending the effect on itself on a success.
  • A Magi can move the temporal vortex 1 block each round as a free action.
  • d10 Effect
    1-2 The creature is affected as if it was hit with Decelerate until the start of its next turn.
    3-5 The creature is sent up to 1 round into the future. Once an object or creature reappears they are intangible for 1 round as their body rebuilds itself. When they reappear they may have another turn.
    6-8 The creature’s initiative result is reduced by 5. The creature begins using this new initiative result next round. Multiple occurrences of this effect for the same creature are cumulative.
    9-10 An object in the creature’s possession disappears for 1 round and reappears on the next. The creature numbers each of their possessions and rolls a 1d(# of possessions) to pick the item. If Temporal Object was casted on one of the creature’s objects and succeeded before Time Vortex was casted it disappears and then reappears instead.
    - On casting, a Time Magi flips a 1d2. On a 1 they receive a Stint. - Time Protection: A Magi can use 1 Stint to remove all negative effects from a Time Vortex and make those inside immune to temporal effects (besides normal aging and normal gear degradation). For 1 IRL Day or until the end of an event.   Redlines :
  • Any creature sent to the future will see itself fly through an empty vast space with small lights flying by.
  • Those affected by 1-2 must follow the redlines of Accelerate/Decelerate.
  • Those affected by 3-5 are not aware of anything that happens during the time they are gone.
  • If another object or creature is occupying the space where the object or creature from the past reappears the former is displaced in front, behind, above, left or right via a 1d5 roll. If the object cannot be displaced in some way to prevent injury the two are crushed against each other.
  • For those affected by 9-10, this spell does not affect sentient items or unique artifacts.
  • [ Failsafe ]

    Rank: 4 | Emotes: 4 | Tear: 20+
    Desc: The peak of a Draconic Mage’s abilities is to create a Failsafe that is activated on a life-changing injury or their own death. Upon either their body moves backwards through time to a previously placed anchor, this will return their body to the state it was when placing an anchor.   Mechanics:
  • To cast Failsafe first requires an anchor in time. To place an anchor a Draconic Mage must remain still for 4 emotes and place a ball of Draconic Essence. When the Time Magi next dies their body and blood fade away and the state of their body when placing the anchor immediately materializes at the location of the anchor.
  • If a Keeper receives a life-changing injury they must spend 4 emotes to return to their anchor and receive the effect. This must go uninterrupted, but if interrupted, then the anchor is NOT used up.
  • For every 20 Tear spent, 1 IRL is added to the duration of the Failsafe.
  • The Failsafe lasts for 1 + (Tear Spent/20) IRL days before it must be placed again.
  • On casting, a Time Magi flips a 1d2. On a 1 they receive a Stint.
  • Redlines :
  • A Time Magi remembers their death or injury and events leading to it.
  • This death does not count towards the number of deaths a creature/being may receive.
  • Objects on the caster’s body fade and materialize with the caster, even those the caster did not have on them while placing the anchor.
  • If another object or creature is occupying the space where the anchor is, the object or creature is displaced in front, behind, left or right via a 1d4 roll. If the object cannot be displaced in some way to prevent injury the two are crushed against each other.
  • Once a Failsafe has been activated the anchor disappears and a new one must be made.
  • -=-

    Forbidden Spells

    Within the world there are spells only accessible by those who practice this magic, though are not included within self-teaching or normal-teaching guidelines, as they are not considered a required piece of the magic. These spells may be learned through events, and in theory through teachers as well, though by no means is it expected that a user of this magic is aware of even their existence.   These ‘Forbidden’ Spells, acts of magic are incredibly powerful and potent, but usually, all at once consuming all 100 Tear a Caster may have, and ripping them into the Primordial Dream. These spells are devastating to both the environment and the user, for to cast one is to die. Alongside this True Dragons may sense the casting of these spells and if feeling irritated enough will send a servant to kill those in the area or investigate or both. Anytime a Forbidden Spell of Time Magic is used, unless otherwise specified, a servant of one of the True Dragons will appear at the location at a later time or immediately.   As a final note, these spells are rumoured to grow more powerful from time to time, if used in the right circumstances. Exactly why is unsure, but a popular rumour foretells that the gods will gaze down onto these self-sacrificing Mortals in their time of need, and turn their fading embers into a roaring inferno should they deem the Mortal to be worthy. In practice, this allows ETs to emote the Spell Effects as they please.  

    [ Forward In Time ]

    Rank: 4 | Emotes: 10 | Tear: ~
    Desc: The spell invoked by Nathan Titus that allows one to traverse forwards in time. Like any large or powerful spell known by Time Magi, the very casting of the magic draws attention to the True Dragons who try to keep the magic away from mortals and despise any who manage to get their hands on it. When one casts this spell they are sent forward in time but at the location they cast it a True Dragon is sure to send one of their servants.   Mechanics:
  • One of the ultimate spells a Keepers can cast, 8 emotes are spent where Essence branches around the caster’s body. At the 9th emote the Keeper selects a specific point in the future within an Age. Finally, on the tenth emote the caster disappears as they enter the future. The Time Magi must emote the date and time they will reappear within 2 weeks.
  • When sent to the future they will see themselves fly through an empty vast space with small lights flying by.
  • After the Time Magi disappears a powerful servant of one of the True Dragons will appear and depending on their personality may attempt to kill people who remain in the area or simply wait for the Time Mage to reappear to kill or capture them.
  • The Time Magi will appear in the same spot they disappeared in with 99 Tear.
  • Redlines :
  • An ET/LT must act as the DM for the performance of this spell.
  • An ET/LT must act as the Alementry and they generally stay with 25x25 blocks of the time travel point.
  • The exact abilities and limitations of an Alementry are left for an ET’s interpretation. As a general rule of thumb, they are not to be killed without assistance from another True Dragon or a servant just as powerful.
  • An Alementry maintains a mind and thought processes, and will carry out their orders along with their personality. An ET should keep this in mind while playing one.
  • The process of this spell requires the Caster to stay absolutely still and is excruciatingly painful as ripples and cracks of tear break all along the caster’s body.
  • If the caster is interrupted amid their spell and loses connection, their tear is set to 99 and they’d be rendered unconscious.
  • The Alementry does not distinguish friend from foe
  • The caster is effectively shelved and not to be touched/played until the exact time they are to reappear.
  • If another object or creature is occupying the space where the Time Mage reappears, the object or creature is displaced in front, behind, above, left or right via a 1d5 roll. If the object or creature cannot be displaced in some way to prevent injury the two are crushed against each other but neither will die if space is made quickly.
  • [ Time Loop ]

    Rank: 4 | Emotes: 10 | Tear: ~
    Desc: A weaker version of the punishment placed on Nathan Titus. This spell places a creature or target within a time loop. This spell does not draw the attention of the True Dragons but results in the caster’s soul being ripped apart like many Forbidden Spells. When one casts this spell they lock a being in a loop in time.   Mechanics:
  • Another of the ultimate spells a Keepers can cast, 8 emotes are spent where Essence branches around the caster’s body. At the 9th emote the Keeper selects a target within a 20 block range. Finally, on the tenth emote the caster surges the Draconic Essence towards the target, causing them to fade and immediately reappear where it began its previous turn.
  • The creature must repeat the actions it took on its previous turn, following the same sequence of moves and actions to the best of its ability. It doesn’t need to move along the same path or attack the same target, but if it moved, then attacked, on its previous turn, its only option is to move, then attack, this turn. If the space where the target began its previous turn is occupied or it’s impossible for the target to take the same action (if it cast a spell but it’s now unable to do so, for example), the target is incapacitated for 5 rounds. An affected target repeats the roll against the Time Mage (1d20 vs 1d20, Time mage rolls twice and picks the better) at the beginning and end of its turn, ending the effect on itself on a success. For as long as the duration lasts, the target teleports back to its starting point at the start of each of its turns and it must repeat the same sequence of moves and actions.
  • Redlines :
  • After having cast the Time Loop spell, the Magi’s form would break apart and be torn into the Primordial Dream. This PK is considered irreversible, as not even the gods themselves could gather the raptured soul after it has been torn.
  • If a caster somehow does not die they would gain a Stint.
  • At the beginning and end of an affected creature’s turn they must roll 1d20 against 2 d20s of a Time Mage, beating both of them to end the spell's effect. After the Time Mage is gone an ET/LT/Mod must roll the 2 d20s instead.
  • The spell will always ends after 10 rounds or if the target chooses to OOCly it can remain for longer.
  • The process of this spell requires the Caster to stay absolutely still, and is excruciatingly painful as ripples and cracks of tear break all along the caster’s body.
  • If the caster is interrupted amid their spell and loses connection, their tear is set to 99 and they’d be rendered unconscious.
  • -=-

    Summary

    Draconic Magic exists as an attempt to give forth a form of time magic that allows for people to manipulate time slightly. The culture of Draconic Magi lies within their desire to remain hidden from Draconic entities. In terms of generally summarized redlines and other tidbits they go as follows:  

    General Redlines

  • Aesthetic actions, done in good faith in which no parties are hurt, and done in a way which makes proper sense, are completely fine. Though a Time Magi should be VERY careful while doing these.
  • If a Time Magi receives 5 Stints ET/LT MUST be notified or the player risks losing their magic as well as in character penalties.
  • Time Magic is the only Enigma magic that cannot use a magical foci as a Bonded Timepiece acts as one.
  • Any spells that greatly affect the landscape, such as Forward in Time, require RO Consent if used on a region title.
  • A Draconic Magi must properly abide by the physical limitations that come from wearing armour respectably.
  • By attaining Draconic Magic, you are no longer able to gain any other magics. The only exception would be Feats which may apply to one’s race (E.q. Enchanting/Golemancy).
  • You may not cast a spell without properly practicing and researching said spell through RP means, whether this is via lessons from a teacher or going out into the world to study how the mechanics of such a spell could be easily executed.
  • For the sake of moderation tracking, ease of access, and for one’s benefit, it is highly suggested that the player keeps their persona’s Tear Value in their persona prefix.
  • Attempts to maliciously and knowingly power game, loophole, or generally provide a low standard of RP with this and any other magic may lead to one’s MA being revoked.
  • Artwork by Chunyu Wang
    Type: Magic
    Rarity: Mythical
    Danger Level: High
    Related System
    Primordial Dream

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