Time in a Bottle
This item appears to be a normal glass bottle with an hourglass printed on the cork. When opened on the Prime Material Plane, it allows the character to take one full round action. This can be repeated once every minute (hence, once every 10 rounds). The side effect is that the wielder ages a day per use.
If the bottle breaks, the wielder falls unconscious for a day. This is the tactic that those who know of this item use against the wielders. For this reason, Time in a Bottle is sometimes found in areas where there is much broken glass. But often they are found in very secret locations known only by powerful mages.
It is unknown how Time in s Bottle reacts on other planes.
Major transmutation; CL 19th; Craft Wondrous Item, phase self; Price 37,500 gp; Weight 1 lb.
Posted in Magic Item and tagged container, time by Stephen Hilderbrand with no comments yet.
Time Ward
Level: Clr 4, Time 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject is immune to all time domain spells and any negative time effects. This spell doesn’t remove and temporal effects that the subject is already experiencing, nor does it protect against natural aging.
Posted in Spell and tagged cleric spell level 4, time, time domain by Stephen Hilderbrand with no comments yet.
Dust Monster
Known in tales for turning items to dust, this creature presents an unexpected challenge for many a victim. Most who survive a battle with them end up weaponless and facing perils deeper in the dungeons in which they dwell. It is said that dust monsters control time itself, sending objects so far into the future that they become dust on contact.
Dust Monster
Size/Type: Medium Aberration (Time)
Hit Dice: 8d8+5 (42 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple: +3/+3
Attack: Antennae touch +3 melee (dust)
Full Attack: Antennae touch +3 melee (dust) and bite -2 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dust
Special Qualities: Darkvision, scent
Saves: Fort +2, Ref +4, Will +5
Abilities: Str 10, Dex 18, Con 13, Int 2, Wis 13, Cha 8
Skills: Listen +7, Spot +7
Feats: Alertness, Track
Environment: Underground
Organization: Solitary or pair
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 8-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: —
The hide of these creatures varies in color from a white underside to a yellowish tan upper back. A dust monster’s prehensile antennae can turn any item to dust on contact.
Like its distant cousin, the rust monster, the typical dust monster measures 5 feet long and 3 feet high, weighing 200 pounds.
Dust monsters serve beings who can control time with greater power and precision than them, usually serving as a line of defense in their towers and lairs.
Combat
A dust monster can sense an object from up to 90 feet away. When it detects one, it dashes toward the source and attempts to strike it with its antennae. The creature is relentless, chasing characters over long distances if they still possess intact objects but usually ceasing its attacks to devour a freshly meal just turned to dust.
The creature targets the largest object available, striking first at armor, then at shields and smaller items. It prefers ferrous metals (steel or iron) over precious metals (such as gold or silver) but will devour any object if given the opportunity.
Dust (Ex): A dust monster that makes a successful touch attack with its antennae causes the target object to turn to dust, blowing away or falling into a pile on the floor and becoming useless immediately. The touch can destroy up to a 10-foot cube of an object instantly. Magic armor and weapons, and other magic items, must succeed on a DC 17 Reflex save or be affected. The save DC is Constitution-based and includes a +4 racial bonus. Time warded objects are not affected.
No make whole or mend spells can repair the object; it is simply lost to the ages.
Any weapon that deals damage to a dust monster turns to dust immediately. Flesh is not affected.
Posted in Creature and tagged time by Stephen Hilderbrand with no comments yet.
Time Out of Mind
Time Out of Mind
Transmitation
Level: Protection 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 hour
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
A lossy version of Mind Blank over a specified period of time, an no one is aware of the blanking. This time literally becomes time out of mind; everyone, including the caster forget about the actions of one person for a specified hour of their lives. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects for the hour specified. Time Out of Mind even foils limited wish, miracle, and wish spells when they are used in such a way as to gain information about the subject over the specified period of time. Scrying attempts that are targeted specifically at the subject do not work at all.
The material components are an ounce of sand from an hourglass that has been used by the caster for at least 24 hours and a sapphire worth at least 500gp. Both are consumed with the spell.
Posted in Spell and tagged protection domain, sorcerer / wizard spell, sorcerer / wizard spell level 8, spell level 8, time, transmutation by Stephen Hilderbrand with no comments yet.
Phase Object
What a drag it is getting old.
This spell was discovered by the elder wizard Faduardo Gantonín in the Phyloctæte, who was hell-bent on prolonging his life. Sadly for him, he never made it very far (only a round forward and a round back), but other mages have since put this magic to good use in less grandiose contexts.
Phase Object (Time / Transmutation) Lvl 6
Transmutation [Time]
Level: Cleric 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Effect: One object shifts in time in defined cycles
Duration: 1 cycle/level (see text)
Saving Throw: see text
Spell Resistance: Yes
By waving her index finger and repeating the verbal component, Os-Il-Ate, the caster shifts an object in time one round forward or back from the present, alternating back-present-forward-present and so on for 1 cycle/lvl. The caster must continue the verbal component at relative intervals to maintain the spell. This doesn’t interfere with other spells since the verbal component is so simple.
If cast on a container (no larger than a bag), all the items inside the container also phase shift in time. Certain mages have found ways to cast the spell on on the items inside the bag, creating the Bag of Withholding (future post — or is it past?). The downside to this spell is that items can become lost in time if the caster is not careful, trapped one round in the past of the caster.
The Greater version of the spell (9th level) allows the caster to shift a number of items up to their level a number of cycles up to their level into the future and past.
Posted in Spell and tagged cleric spell, cleric spell level 6, sorcerer / wizard spell, sorcerer / wizard spell level 6, spell level 6, time, transmutation by Stephen Hilderbrand with no comments yet.