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.
Second Chance Temporal (Manipulation) Level: Tmp 5 Casting Time: 1 immediate action Range: Personal Targets: You Duration: Instantaneous Saving Throw: None Temporal Opposition: Yes Jikuu Points: 5 Through a subtle shift in time, you subtly change an action you just took. You may reroll a single roll you just made.
Slide Spatial (Manipulation) Level: Tmp 1 Casting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Targets: One creature Duration: Instantaneous Saving Throw: Will negates Temporal Opposition: Yes Jikuu Points: 1 You slide the subject creature along the ground a distance of 5 feet in any direction. (If the creature is flying or otherwise not on the ground, it moves parallel to the ground.) You can’t slide the subject into a space that is occupied by an ally, an enemy, or a solid object; if you attempt to do so, the jikuu automatically ends. You cannot slide the subject up or down, but you can slide it over the edge of a cliff or other drop-off if you desire. This movement does not provoke attacks of opportunity.
Slide, Potent Spatial (Manipulation) Level: Tmp 2 Casting Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Jikuu Points: 2 This jikuu functions like slide, except as described above, and you can slide the subject creature 20 feet in a straight line. This movement likewise does not provoke attacks of opportunity.
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.
Speed, Mass Spatial (Manipulation) Level: Tmp 5 Targets: One creature/level Jikuu Points: 5 As per speed, but you can target up to one creature per level.
Splice Temporal (Manipulation) Level: Tmp 3 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: Two creatures, both within range Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Temporal Opposition: Yes (harmless) Jikuu Points: 3 You cause the timelines of the chosen creatures to converge, making them actions essentially simultaneous. A successful Will save on part of either of the creatures negates this jikuu. The round after this jikuu is used, if both creatures failed their Will saves, the chosen creatures go on the same initiative count. This count is determined by taking the average of both creatures' initiatives. On this turn, both creatures go. They may freely converse with one another, and may take their actions in succession, as they see fit. The spliced turn ends when both creatures have used their full allotment of actions, or opt to take no further actions on their turn. On the last round of this jikuu's effect, both creatures roll new initiatives, and go on those counts in the next round.
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. You cannot steal more actions from a creature than it would have on its next turn.
Stitch in Time Temporal (Manipulation) Level: Tmp 7 Casting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Area: 20 ft radius emanation Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Temporal Opposition: Yes (harmless) Jikuu Points: 7 You cause the timeline of a small area to squeeze in on itself, which has a chance to also affect the creatures in the area, allowing them to take more actions than normal. At the end of each creature's turn, if it is in the area affected by this jikuu, roll a d%. There is a 5% chance per two "caster" levels of the caster of this jikuu (max 50%) that the creature gains another turn. At the end of each round, all creatures that gained an extra turn as a result of this jikuu go again, in initiative order, in a separate round, that is between the current round and what would normally be the next round. In essence, there is a "partial round" that is inserted in the initiative order. Durations that are affecting the creatures who go in the "partial round" have their durations decremented, but no other durations - such as an area-effect duration - are affected.
Stop Temporal (Manipulation) Level: Tmp 8 Casting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Targets: One creature Duration: 1 round/level (D) Saving Throw: Will negates Temporal Opposition: Yes Jikuu Points: 8 You freeze a creature's personal timeline by inserting an ever-extending temporal buffer at the end of its timeline, essentially freezing it in place and preventing it from acting for a time. A creature that is stopped can take no actions and is considered helpless. This is effectively paralyzation that also prevents any kind of mental actions.
Stopaga Temporal (Manipulation) Level: Tmp 10 Casting Time: 1 full-round action Range: Close (25 feet + 5 feet/2 levels) Area: 20-ft radius burst Duration: 1 round/level (D) Saving Throw: Will negates Temporal Opposition: Yes Jikuu Points: 10 As per stop, but affects all creatures in the area of effect.
Surprise Temporal (Manipulation) Level: Tmp 1 Casting Time: 1 swift action Range: Close (25 feet + 5 feet/2 levels) Targets: One creature/level, no two of which are more than 30 ft apart Duration: 1 round Saving Throw: None Temporal Opposition: Yes Jikuu Points: 1 This jikuu distracts its targets, preventing them from reacting with the deftness they might otherwise possess. Only effective when used in the surprise round of combat and against flat-footed creatures, this jikuu causes those it affects to take a –10 penalty to their initiative. Targets that cannot be caught flat-footed (such as a rogue with uncanny dodge) cannot be affected by this jikuu.
Synchronize Temporal (Manipulation) Level: Tmp 7 Casting Time: 1 standard action Range: 10 ft. Area: 10 ft radius emanation, centered on you Duration: 10 minutes/level (D) Saving Throw: None Temporal Opposition: No Jikuu Points: 7 You force all the timelines of all creatures and objects near you to conform to the actual timeline, which you normalize. This has a number of effects. An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most jikuu and temporal effects. Likewise, it prevents the functioning of any temporal items or jikuu within its confines. Synchronize suppresses any jikuu or temporal effect used within, brought into, or cast into the area, but does not dispel it. Time spent within a synchronized area counts against the suppressed jikuu’s duration. A normal creature can enter the area, as can normal missiles. Furthermore, while a temporal sword does not function temporally within the area, it is still a sword (and a masterwork sword at that). While within the area, a creature's initiative cannot be changed by temporal effects. Two or more synchronize effects sharing any of the same space have no effect on each other. Certain jikuu remain unaffected by synchronize (see the individual jikuu descriptions). Artifacts and deities are unaffected by mortal jikuu such as this. Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the effect.
Teleport Spatial (Movement) Level: Tmp 5 Casting Time: 1 move action Range: Personal and touch Targets: You and touched objects or other touched willing creatures Duration: Instantaneous Saving Throw: None and Will negates (object) Temporal Opposition: Yes (object) Jikuu Points: 5 This jikuu instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all jikuu where the range is personal and the target is you, you need not make a saving throw, but temporal opposition is applicable to you. Objects held or in use (attended) by another person receive saving throws and temporal opposition. You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong temporal energy may make teleportation more hazardous or even impossible. To see how well the teleportation works, roll d% and consult the Teleport table. Refer to the following information for definitions of the terms on the table. == Familiarity == “Very familiar” is a place where you have been very often and where you feel at home. “Studied carefully” is a place you know well, either because you can currently see it, you’ve been there often, or you have used other means to study the place for at least one hour. “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed once” is a place that you have seen once, possibly using magic. “False destination” is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from. On Target: You appear where you want to be. Off Target: You appear safely a random distance away from the destination in a random direction. Distance off target is 1d10×1d10% of the distance that was to be traveled. The direction off target is determined randomly Similar Area: You wind up in an area that’s visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the jikuu’s range, the jikuu simply fails instead. Mishap: You and anyone else teleporting with you have gotten “scrambled.” You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters take more damage and must reroll. FAMILIARITY ON TARGET OFF TARGET SIMILAR AREA MISHAP Very Familiar 01-97 98-99 100 --- Studied Carefully 01-94 95-97 98-99 100 Seen Casually 01-88 89-94 95-98 99-100 Viewed Once 01-76 77-88 89-96 97-100 False Destination (1d20+80) --- --- 81-92 93-100
Teleportaga Spatial (Movement) Level: Tmp 7 Jikuu Points: 7 This jikuu functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible.
Temporal Abstraction Temporal (Manipulation) Level: Tmp 10 Casting Time: 4 rounds (see text) Range: Personal Targets: You Duration: Instantaneous Saving Throw: None Temporal Opposition: Yes Jikuu Points: 10 When activating this jikuu, additional actions you have each round count towards the time required (so if you are under the effect of Chrono Break, this effect takes 2 rounds to "cast," rather than 4). You gain 1d10 partial actions on your next turn, in addition to your normal complement of actions.
Temporal Acceleration Temporal (Manipulation) Level: Tmp 4 Casting Time: 1 swift action Range: Personal Targets: You Duration: 1 round Saving Throw: None Temporal Opposition: Yes Jikuu Points: 4 You enter another time frame, speeding up so greatly that all other creatures seem frozen, though they are actually still moving at normal speed. You are free to act for 1 round of apparent time. You can manifest powers, cast spells, move, or perform other types of actions, subject to the restrictions outlined below. While your temporal acceleration is in effect, other creatures are invulnerable to your attacks and jikuu. This means you cannot target a creature with any attack or jikuu. However, a jikuu you use that affects an area and has a duration longer than the remaining duration of your temporal acceleration has its normal effect on creatures in the area once this jikuu ends. You can affect an unattended object but not an object held, carried, or worn by another creature. You are undetectable by any means while your temporal acceleration lasts. While under the effect of this jikuu, you cannot enter a synchronized area or an area protected from high-level Time or Force effects. Normal and magical fire, cold, acid, and the like can still harm you. When your temporal acceleration expires, you resume acting during your current turn in the standard time frame. You are shaken for 1 round upon your return to the standard time frame.
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 Dodge Temporal (Modification) Level: Tmp 5 Casting Time: 1 immediate action Range: Personal Targets: You Duration: Instantaneous Saving Throw: None Temporal Opposition: Yes Jikuu Points: 5 You cause yourself to slip out of the timestream for an instant, allowing you to pass danger by. When you use this jikuu, you immediately cease to exist. Any effect that you would have been affected by - be it a Force effect, an attack, environmental danger, or similar - no longer affects you, or even has a chance to. After the action or event you were dodging is resolved, you immediately pop back into existence.
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 turn 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. However, after using this jikuu, the JP you expended to use it are still expended. In addition, you do not regain the swift action used to use this jikuu.
Temporal Forewrite Temporal (Modification) Level: Tmp 5 Casting Time: 1 round Range: Personal Targets: You Duration: 1 minute/level (D) Saving Throw: None Temporal Opposition: Yes Jikuu Points: 5 You travel through time, seeing the future, but without actually experiencing the effects of the future. When you use this jikuu, you perceive future events, up to 1 minute/level worth. You can take whatever actions you see fit, but you are the only creature aware that the events currently transpiring are merely a vision of the future, rather than the actual future itself. However, after each minute of the duration passes, there is a chance that the jikuu simply fails, due to simply too many variables to track; the chance of this jikuu failing is 10%, and increases 10% for each minute beyond the first, to a maximum of 100%. Also, you subtract your chronist level from this failure chance. At the end of the duration, no time has passed beyond the casting time for this jikuu. You retain all knowledge you gained while the jikuu's duration lasted, but nothing else (items gained, lost, or used; experience gained; damage; or similar effects).
Temporal Rewrite Temporal (Modification) Level: Tmp 5 Casting Time: 1 round Range: Personal Targets: You Duration: Instantaneous (see text) Saving Throw: None Temporal Opposition: Yes Jikuu Points: 5 To use this jikuu, you must have spent at least some time in your past set aside specifically for the purpose of using this jikuu. Regardless of how much time you set aside, you cannot use this jikuu to modify more than an hour of time. You may rewrite your past, taking any actions that you could have taken at the time you specifically set aside for a use of this jikuu. Such changes take effect immediately after the casting time of this jikuu. If any event occurs that would have prevented you from taking the actions you wish to take, this jikuu has no effect; in addition, any actions you take or cause others to take that would result in a paradox immediately causes the jikuu's effect to end with no effect.
Temporal Shove 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: Will negates Temporal Opposition: Yes Jikuu Points: 3 You stretch a creature's timeline to the limit, causing it to lag horrendously in time. The next time the creature would have a turn, its initiative is reduced by 1d6/2 levels (max 5d6), and goes on its new initiative count instead.
Temporal Skip Temporal (Manipulation) Level: Tmp 6 Casting Time: 1 immediate action Range: Close (25 feet + 5 feet/2 levels) Targets: One creature Duration: Instantaneous Saving Throw: Will negates Temporal Opposition: Yes Jikuu Points: 6 You cause the timeline to skip erratically, causing a creature's alignment with it to falter. The targeted creature skips its next turn. However, the timeline is resilient, as are the individual timelines of creatures that occupy it. As such, you cannot use this jikuu on a creature to cause it to skip two turns in a row. Using this jikuu is an immediate action. You can use it fast enough to skip a creature's turn just before it would go.
Temporal Weapon Temporal (Manipulation) Level: Tmp 1 Casting Time: 1 standard action Range: Touch Targets: Touched weapon Duration: 1 round/level (D) Saving Throw: Fortitude negates (Harmless) Temporal Opposition: Yes Jikuu Points: 1 You imbue the touched weapon with the power of Time. This effect gives the touched weapon a +1 enhancement bonus to attack and damage rolls, as well as giving the weapon a force alignment to Time. Touched ranged weapons impart this bonus to their ammunition. You cannot use this jikuu on a weapon with a force alignment.
Time Ebb Temporal (Manipulation) Level: Tmp 4 Casting Time: 1 move action Range: Close (25 feet + 5 feet/2 levels) Targets: One effect (see text) Duration: Instantaneous Saving Throw: None Temporal Opposition: Yes (harmless) Jikuu Points: 4 You cause a single on-going effect to ignore time for a few moments, extending its duration by one round. If the effect has an effect based upon what round of its duration it is in, treat its next round of effect as though it were its previous 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 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 Hop, Mass Temporal (Movement) Level: Tmp 6 Casting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Targets: All willing creatures within range Duration: 1 hour/level; see text Saving Throw: Will negates Temporal Opposition: Yes Jikuu Points: 6 This jikuu functions as per time hop, except you can affect any number of willing subjects in range, including yourself. You can choose which creatures are affected by the jikuu. The subjects hop forward in time a number of hours equal to your "caster" level, or some shorter number of hours; you decide how many hours the mass time hop lasts when you use this jikuu.
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 SHIELD
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Sphere: Temporal (Manipulation) |
Level: Epo 2nd |
Shaping Time: Standard action |
Range: Touch |
Target: One creature |
Duration: 1 round/level |
Saving Throw: No (harmless) |
Time Opposition: Yes |
You create a temporal buffer on a creature's timeline, diverting malicious effects to the end of the buffer. Any damage, status ailments, or other negative effects the target would suffer are delayed until the end of this jikuu's duration, at which point they all affect the target as though they had just occurred. |
This jikuu is considered a status effect. |
Time Slip Temporal (Manipulation) Level: Tmp 6 Casting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Targets: One creature Duration: 1 round/level (D) Saving Throw: Fort negates Temporal Opposition: Yes Jikuu Points: 6 You cause a creature's timeline to slow, but keep its physical form in the current timeline. This effect causes the creature immense pain, depending on the sorts of actions it takes on its turn. The damage dealt by this jikuu is dependent on the actions the creature takes. After each of the creature's actions, it takes damage, as per the table below. ACTION DAMAGE Immediate 2d12 Swift 1d6 Move 1d8 Standard 1d10 Full-Round 2d6 Even if the creature opts to take no actions, it still takes 1d4 points of damage for each action it could have taken (other than immediate, free, and swift actions).
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. This jikuu does not alter the initiative order for the current round.
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.
Timetwister Temporal (Manipulation) Level: Tmp 4 Casting Time: 1 swift action Range: 0 ft. Effect: All creatures in the same initiative count as you Duration: Instantaneous Saving Throw: None Temporal Opposition: Yes Jikuu Points: 4 You twist the timeline into a jumbled mess, then let stress sort it out - resulting in a jumbled and confused timeline that nevertheless carries on in a non-paradoxical manner. All creatures in the initiative order must reroll their initiatives. A creature that successfully Opposes (via TO) this ability is immune to the effect, and does not reroll their initiative.
Trace Teleport Foresight Level: Tmp 4 Casting Time: 1 immediate action Range: Close (25 feet + 5 feet/2 levels) Area: Spread with a radius of 25 ft. + 5 ft./2 levels, centered on you Duration: Instantaneous Saving Throw: None Temporal Opposition: No Jikuu Points: 4 You can trace the destination of any teleportation made by others within this jikuu’s area within the last minute. You sense the use of these abilities whether or not you have line of sight or line of effect (although a [force] effect prevents this detection). When you sense the use of an appropriate ability, you know the direction in which it was used, though not the distance or the exact effect. You know the direction and distance the individuals traveled and could teleport to the location yourself if you so desired (and if you have the means to do so), as if you had “seen casually” the location. This jikuu does not grant you any information on the conditions at the other end of the trace beyond the mental coordinates of the location.
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 Blue Foresight Level: Tmp 5 Temporal Opposition: Yes Jikuu Points: 5 As per undo jikuu, but affects Blue effects instead. You treat your caster level as 2 lower than it actually is when attempting to undo Blue effects.
Undo Chaos Foresight Level: Tmp 5 Temporal Opposition: Yes Jikuu Points: 5 As per undo jikuu, but affects Chaos effects instead. You treat your caster level as 2 lower than it actually is when attempting to undo Chaos effects.
Undo Force Foresight Level: Tmp 7 Temporal Opposition: Yes Jikuu Points: 7 As per undo jikuu, but affects all Force effects instead. You treat your caster level as 2 lower than it actually is when attempting to undo Chaos and Blue effects, and as 4 lower than it actually is when attempting to undo Force effects of the Trinity of Reality (Magic, Psionics, and Technology) and the Trinity of Philosophy (Divine, Nature, and Void).
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.
Warp Spatial (Manipulation) Level: Tmp 4 Casting Time: 1 move action Range: Infinite (on the same plane) Targets: Any willing targets Duration: Instantaneous Saving Throw: None Temporal Opposition: Yes Jikuu Points: 4 You must have a tracer jikuu in effect in order to use this jikuu. You move yourself and any willing creatures you designate to the physical location of your tracer. They arrive in roughly the same position, relative to yourself, as they were before you moved. If you are not on the same plane as your tracer, this jikuu simply fails, and your tracer remains intact. Using this jikuu negates your tracer.
Withering Temporal (Manipulation) Level: Tmp 7 Casting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Targets: One creature Duration: Instantaneous Saving Throw: Fort partial Temporal Opposition: Yes Jikuu Points: 7 You cause a creature to age rapidly in an instant. If the creature fails its Fortitude save, it dies instantly, its flesh and bones disintegrated as though they had aged thousands of years; the remains left by this jikuu are roughly analogous to the remains left behind by the disintegrate spell. If the creature makes its Fortitude save, it still suffers extreme aging, and as such ages one age category; if the creature is already venerable, it takes 1d4 points of permanent Con damage instead.