Jikuu A-I
From Trinity Wiki
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 (A - I)
The following is an alphabetical list of Jikuu, from A to I.
20 Minutes Temporal (Manipulation) Level: Tmp 7 Jikuu Points: 7 As per time to act, but the target can take 20.
ACCELERATE
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Sphere: Temporal |
Level: Epo 1st |
Shaping Time: Standard action |
Range: Close (25 feet + 5 feet/2 levels) |
Target: One creature |
Duration: Instantaneous |
Saving Throw: No (harmless) |
Time Opposition: Yes |
You temporarily accelerate a creature's timeline, increasing its initiative by 3. |
If the target's initiative would be increased to above the tick in which this effect occurs, the target goes immediately after the chronist's turn. |
Accelerate Metabolism Temporal (Manipulation) Level: Tmp 1 Casting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Targets: One creature Duration: 1 minute/level Saving Throw: Fortitude negates Temporal Opposition: Yes Jikuu Points: 1 You weaken the target creature by rapidly accelerating its metabolism, causing it physical pain. If the creature fails its saving throw, it becomes fatigued, and suffers a 2 points of temporary ability damage to Strength and Dexterity.
Adjust Flow Temporal (Manipulation) Level: Tmp 6 Casting Time: 1 round Range: 0 ft. Area: 30 ft radius emanation, centered on you Duration: 1 hour (D) Saving Throw: None Temporal Opposition: Yes Jikuu Points: 6 You remove the area around yourself from the actual timestream, allowing you to dictate the rate at which time flows around you in respect to the actual timeline. You can increase the flow of time within the area by a factor of 10 (so that 1 minute in the area is 1 round outside it), or slow time down by a factor of 10 (so that 1 round in the area is 1 minute outside it). The effect does not move with you; while the initial area is centered on you, it does not move if you do. If you leave the area, the effect immediately ends. This area lasts for up to 1 hour of actual time (so those inside have experienced up to 10 hours, but at least 6 minutes). Vision and hearing across the boundary of the area is affected, such that creatures inside will appear to be moving faster or slower to those outside, and vice-versa. Force effects cannot pass through the boundary of the area (though they can be used inside, as normal). Attacks across the boundary are impossible, due to the time difference.
Age Creature Temporal (Manipulation) Level: Tmp 4 Casting Time: 1 move action Range: Close (25 feet + 5 feet/2 levels) Targets: One creature Duration: 1 round/level (D) Saving Throw: Fortitude negates Temporal Opposition: Yes Jikuu Points: 4 You temporarily cause a creature to suffer through physical aging; however, this effect is not permanent. The creature suffers all the penalties of aging (though if it is a creature such as a dragon, that gains physical benefits from aging, it gains those, as well), but does not gain any mental benefits from doing so. The creature ages one category; a creature that is already venerable instead takes 1d4 points of temporary Constitution damage. This jikuu has no effect on the following creature types: Constructs, Elementals, Fey, Ooze, Outsiders, and Undead. Age Creature counters and negates Restore Creature.
Age Item Temporal (Manipulation) Level: Tmp 2 Casting Time: 1 move action Range: Touch Targets: One object, no more than 1 cubic foot/level Duration: Instantaneous Saving Throw: Fortitude negates (object) Temporal Opposition: Yes (object) Jikuu Points: 2 You rapidly accelerate an item's journey forward in time, causing it to rapidly rust, corrode, and otherwise decay. The types of materials you can affect - and how much you can cause them to decay with a single use of this jikuu - is based upon your level. -- Material -- Lvl Food Soft Plant Wood / Clay Stone Metal (weak) Metal (strong) 3 Rotten 4 Faded 5 Faded 6 Dust Fragile 7 Fragile Faded 8 Deteriorated 9 Deteriorated Faded 10 1/3 Ruined Fragile 11 1/3 Ruined Faded 12 2/3 Ruined Deteriorated Fragile 13 2/3 Ruined 14 Dust Deteriorated Fragile 15 Dust 1/3 Ruined 16 17 2/3 Ruined 1/3 Ruined Deteriorated 18 19 2/3 Ruined 20 Dust 1/3 Ruined Rotten: Food only; this status indicates that the food is now putrefied and completely inedible. Any foodstuffs can be decayed to this level. Faded: The coloring, mural paints, ink text, and similar have disappeared, but the item is otherwise intact. Fragile: The item is showing clear signs of being worn. It suffers a 20% reduction in Hardness, HP, and break DC. Deteriorated: The item retains its basic shape, but is otherwise badly worn out, unusuable and generally unidentifiable (an Int check at DC 12 can identify the item's purpose). The item may break upon handling, and carvings in stone or metal has almost disappeared. The item's Hardness, HP, and break DC are decreased by 40%. 1/3 Ruined: The item is crumbling, its surface eroded or rusted away, and is roughly 2/3 of its original size. An Int check against DC 18 allows an onlooker to guess as to the item's original function. The item's Hardness, HP, and break DC are decreased by 60%. 2/3 Ruined: The item is in an advanced state of disintegration; an Intelligence check against DC 22 allows an onlooker to identify what sort of item it may have been in the past. Such an item has its Hardness, HP, and break DC reduced by 80%. Dust: There is nothing left of the item save a small pile of dust.
Alacrity Temporal (Manipulation) Level: Tmp 1 Casting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Targets: One creature Duration: One round Saving Throw: Will negates (harmless) Temporal Opposition: Yes (harmless) Jikuu Points: 1 You imbue the chosen creature with a burst of haste. The creature gains the benefits of the haste jikuu for 1 round.
Bestow Time Temporal (Manipulation) Level: Tmp 2 Casting Time: 1 partial action Range: Touch Targets: One creature Duration: One round Saving Throw: Will negates (Harmless) Temporal Opposition: Yes (Harmless) Jikuu Points: 2 You touch a creature, bestowing upon it some of your perception of time. On its next action, it gains an additional partial action.
Blink Spatial (Movement) Level: Tmp 3 Casting Time: 1 standard action Range: Personal Targets: You Duration: 1 round/level (D) Temporal Opposition: Yes Jikuu Points: 3 You “blink” back and forth between the Material Plane and the Ethereal Plane. You look as though you’re winking in and out of reality very quickly and at random. Blinking has several effects, as follows. Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn’t help opponents, since you’re ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment). If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike. Any individually targeted spell has a 50% chance to fail against you while you’re blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane. While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). You strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC. You take only half damage from falling, since you fall only while you are material. While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. You can move at only three-quarters speed (because movement on the Ethereal Plane is at half speed, and you spend about half your time there and half your time material.) Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones. An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet. [Force] effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.
Bomb Spatial [Compression, Magnetic] Level: Tmp 1 Casting Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Targets: One creature Duration: Instantaneous Saving Throw: Reflex half Temporal Opposition: No Jikuu Points: 1 You cause space to collapse around a single creature. This effect deals 1d8+1/level (max +5) magnetic damage. A successful Reflex save halves this damage.
Borrow Time Temporal (Manipulation) Level: Tmp 9 Casting Time: 1 full-round action Range: Close (25 feet + 5 feet/2 levels) Targets: All actions not taken by creatures within range Duration: Until your next turn Saving Throw: Will negates (see text) Temporal Opposition: Yes Jikuu Points: 9 You focus your mind on all of the individual timelines of all the creatures within range, gathering up their unused time and adding it to your own personal timeline. On each creature's turn, if it has not used its full allotment of actions, it must make a Will save. If it fails, on your next turn, you gain all of the creature's actions that it did not take. You cannot gain immediate, free, or swift actions with this jikuu; only move, partial, standard, and full actions can be gained. If a creature opts to delay, it must make a Will save, or else you gain its full allotment of actions, and the creature has effectively passed on its turn to act. If a creature opts to ready, it must make a Will save, or else lose the readied action, and you gain an action of the type that was readied.
Bullet Time Temporal (Manipulation) Level: Tmp 3 Casting Time: 1 swift action Range: Personal Area: Thirty-foot radius spread, centered on you Duration: 1 round (D) Saving Throw: No Temporal Opposition: Yes Jikuu Points: 3 Your perception of time slows down considerably, to the point where even bullets travel slowly enough for you to calmly avoid them. When you use this jikuu, your perception of all the creatures in the area of effect slows down. You gain a +6 dodge bonus to AC, a 50% miss chance due to your seemingly rapid movement, a +4 dodge bonus to Reflex saves, and you treat all creatures in the area as flat-footed. Actions creatures take seem to take one action longer than they actually do, for purposes of you reacting to them. For instance, a creature performing a move action seems to be performing a standard action, while a creature performing a standard action seems to be performing a full-round action. This has no effect on the time the creature actually spends performing the action, but may allow you to react to some actions in some ways that you normally could not.
Chrono Break Temporal (Manipulation) Level: Tmp 9 Casting Time: 1 standard action Range: Personal Targets: You Duration: 1 round/level (D) Temporal Opposition: Yes Jikuu Points: 9 You accelerate your perception of the timeline, allowing you to fracture it and experience time as two somewhat distinct times. Roll a new initiative. You have a turn each round on both of your initiative counts. Effects that affect one of your initiatives does not affect the other (ie, you could delay in one turn, without affecting the other).
Chrono Cross Temporal (Manipulation) Level: Tmp 3 Casting Time: 1 standard action Range: Personal; see text Targets: You Duration: 1 round/level (D) Temporal Opposition: No Jikuu Points: 3 You bring forth vaguely illusionary copies of yourself. While they are figments, they are actually echoes of alternative timelines, giving you slightly more options than mirror image. Chrono Cross creates one image plus one image per four caster levels (maximum four images total). These figments separate from you; during your turn, you may dictate the actions and movements of these figments. You can move into and through an image. When you and the image separate, observers can’t use vision or hearing to tell which one is you and which the image. The figments may also move through each other. The figments may mimic your actions, pretending to cast spells when you cast a spell, drink potions when you drink a potion, levitate when you levitate, and so on, or they may "take" entirely different actions, at your discretion. Their actions have no actual effect. When you create the images, each one is an exact copy of you at the time this jikuu is used. When each "takes" an action, the image uses resources just as you would, even though the action has no actual effect. Unlike the images made by mirror image, these images use your AC, because they are "real" in the sense that they are alternate versions of yourself pulled from alternate timelines. At any time during your turn, as a swift action, you may decide to exchange places with an image; this is not an actual spatial swap, but a switching of timelines. As such, effects that block spatial travel does not stop this effect, but effects that block temporal travel do.
Chrono Trigger Temporal (Manipulation) Level: Tmp 6 Casting Time: At least 10 minutes; see text Range: Personal Targets: You Duration: One day/level (D) or until discharged Temporal Opposition: No Jikuu Points: 6 You can place another jikuu upon your person so that it comes into effect under some condition you dictate when using chrono trigger. The chrono trigger and the companion jikuu are used at the same time. The 10-minute casting time is the minimum total for both castings; if the companion jikuu has a casting time longer than 10 minutes, use that instead. The jikuu to be brought into effect by the chrono trigger must be one that affects your person and be of a jikuu level no higher than one-third your caster level (rounded down, maximum 6th level). The conditions needed to bring the jikuu into effect must be clear, although they can be general. In all cases, the chrono trigger immediately brings into effect the companion jikuu, the latter being “cast” instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole jikuu combination (chrono trigger and the companion jikuu) may fail when called on. The companion jikuu occurs based solely on the stated conditions, regardless of whether you want it to. You can use only one chrono trigger jikuu at a time; if a second is used, the first one (if still active) is undone.
Chronosense Temporal (Detection) Level: Tmp 1 Casting Time: 1 swift action Range: Personal Area: 60 ft radius emanation Duration: 1 minute/level (D) Saving Throw: None Temporal Opposition: No Jikuu Points: 1 You sense time passing. When you first use this jikuu, you immediately sense your awareness of time passing relative to actual time passing; after the first round, you can sense the amount of time passing for other creatures or objects within the area of effect relative to actual time. You are also able to detect potential temporal energy; this allows you to ascertain the initiative modifier of all creatures within range, whether or not you are in an encounter. If you spend a move action to focus on a specific creature in range, you can determine the types of bonuses the creature contributing to its initiative modifier (Dex, feat, haste, etc). In addition to sensing these effects, you also learn the initiative order of all creatures within range.
Comet Spatial (Celestial) Level: Tmp 5 Casting Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Area: 20-foot radius burst Duration: Instantaneous Saving Throw: Reflex negates Temporal Opposition: No Jikuu Points: 5 You reach through space, finding a celestial body roughly the size of a comet, and bring it hurtling into the targeted location. All creatures in the area take 1d6/level (max 15d6) points of damage, a third of which is fire, a third of which is cold, and a third of which is impact (physical) damage. A successful Reflex save halves the damage (divided evenly amongst the three types of damage dealt). After damage is dealt, all squares that were in the area of effect are now considered difficult terrain.
Compress Time Temporal (Manipulation) Level: Tmp 4 Casting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Targets: One creature Duration: 1 round/level (D) Saving Throw: None Temporal Opposition: Yes Jikuu Points: 4 You cause the target to experience time at a slightly increased rate - his relative passage through time is slightly shorter than it normally is. On the target's turn each round, it increases its initiative by 2; this is not a bonus of any sort, but an increment.
Day's Rest Temporal (Manipulation) Level: Tmp 5 Casting Time: 1 standard action Range: Touch Targets: One creature Duration: Instantaneous Saving Throw: Will negates Temporal Opposition: Yes Jikuu Points: 5 This jikuu greatly accelerates the creature's body, allowing them to experience a single day's worth of rest. The target receives the benefits of a full day of rest, including hit point recovery, ability damage repair, and so on. This jikuu also causes the creature to age a full day. Any effects that the creature was experiencing - such as a disease, or similar internal force - are also progressed an entire day. If the creature was bleeding, this jikuu kills them. Due to this being a manipulative effect, rather than a modification effect, this jikuu does not allow a Force user to recover expended spells, power points, jikuu slots, or similar abilities.
Decay Temporal (Manipulation) Level: Tmp 5 Casting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Targets: One creature Duration: One round/level (D) Saving Throw: Will negates Temporal Opposition: Yes Jikuu Points: 5 You cause the targeted creature's body to rapidly decay. This effect is essentially Fast Healing in reverse: rather than healing damage, the target instead takes 2d4 points of damage at the beginning of each of its turns for the duration of the effect.
Decelerate Spatial (Manipulation) Level: Tmp 1 Casting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Targets: One creature Duration: One round/level (D) Saving Throw: Will negates Temporal Opposition: Yes Jikuu Points: 1 The targeted creature's ability to move through space is hampered. Its speed is halved (round down to the nearest 5 ft) for one round/level.
Defensive Precognition Foresight Level: Tmp 1 Casting Time: 1 standard action Range: Personal Targets: You Duration: One hour/level (D) Temporal Opposition: Yes Jikuu Points: 1 You perceive time a split-second before others, allowing you to better manage your defenses. You gain a +2 insight bonus to AC and a +2 insight bonus on Reflex saves.
Deja Vu Temporal (Manipulation) Level: Tmp 1 Casting Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Targets: One creature Duration: One round Saving Throw: Will negates Temporal Opposition: Yes Jikuu Points: 1 You manipulate the creature's perception of the time stream, such that it attempts to repeat its last action. If the situation has changed in such a way that the subject can’t take the same actions again (if its foe is dead, or the subject has run out of power points, and so on), the subject stands still and takes no actions for 1 round. In any event, the subject can still defend itself, and it retains its Dexterity bonus to AC even if it stands still.
Demi Spatial (Manipulation) [Compression] Level: Tmp 6 Casting Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Targets: One creature Duration: Instantaneous Saving Throw: Fort negates Temporal Opposition: Yes Jikuu Points: 6 You cause space to rapidly compress and decompress on the target. This effect causes the creature to lose half of its hit points, rounded down. If the creature is at 1 hp, it takes 1 point of damage instead.
Detect Force Temporal (Detection) Level: Tmp 5 Jikuu Points: 5 This jikuu functions as detect jikuu, but allows you to detect Force effects produced by any Force. Remember that if you are Time-aligned and detect a Blue or Chaos effect, that there is a possibility you will be stunned. See the modified detect spells rules for more details.
Detect Jikuu Temporal (Detection) Level: Tmp 1 Casting Time: 1 move action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 round/level (D) Saving Throw: None Temporal Opposition: No Jikuu Points: 1 You detect manipulations of time and space. You can sense the relative amount of time passing for yourself, as well as any objects or creatures in the area of effect. If you concentrate on an area, item, or creature, you can determine more about it. 1st round Presence or absence of spatial or temporal manipulation. 2nd round Number of different jikuu auras and the power of the most potent. 3rd round The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Jikuucraft skill checks to determine the sphere of jikuu involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonjikuu effect.) This jikuu is more powerful than it seems; consult the modified detect spells rules for more details.
Detect Remembrance Temporal (Detection) Level: Tmp 3 Jikuu Points: 3 This jikuu functions as detect jikuu, but allows you to detect Force effects produced by any Force in the Trinity of Remembrance - Blue, Chaos, or Time. Remember that if you are Time-aligned and detect a Blue or Chaos effect, that there is a possibility you will be stunned. See the modified detect spells rules for more details.
Dimension Door Spatial (Movement) Level: Tmp 4 Casting Time: 1 standard action Range: Long (400 feet + 40 feet/level) 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: 4 You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired - whether by simply visualizing the area or by stating direction. After using this jikuu, you can’t take any other actions until your next turn. 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 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. If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the jikuu simply fails.
Dimension Swap Spatial (Movement) Level: Tmp 2 Casting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Targets: You and one ally in range, or any two allies in range; see text Duration: Instantaneous Saving Throw: Will negates (harmless, object) Temporal Opposition: Yes (harmless, object) Jikuu Points: 2 You instantly swap positions between your current position and that of a designated ally in range. Alternatively, you can swap the positions of any two allies in range. This jikuu affects creatures of Large or smaller size. You can bring along objects, but not other creatures.
Discrete Time Temporal (Modification) Level: Tmp 8 Casting Time: 1 full-round action Range: Close (25 feet + 5 feet/2 levels) Area: 20 ft radius emanation Duration: 1 round/level (D) Saving Throw: Will negates (see text) Temporal Opposition: Yes Jikuu Points: 8 You force the actual timeline to become discrete points of time, rather than a constant flow, within the area of effect. For the duration of this jikuu, creatures within the area cannot take immediate actions. In addition, creatures cannot make attacks of opportunity, nor can they ready actions. In addition, effects that would alter effects prohibited by this jikuu - immediate actions, attacks of opportunity, or readied actions - have no effect in the area affected by this jikuu. A creature entering the area for the first time, or a creature initially in the area of effect, is allowed a Will save. Success indicates that the creature's personal timeline ignores this effect for its duration. A creature is only allowed a single Will save against this effect, regardless of how many times it enters the area. You can center this jikuu on an intersection or a creature. If the creature it is centered on makes its Will save, the entire jikuu is negated.
Disorient Temporal (Manipulation) Level: Tmp 2 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: 2 You tug on the timeline of a creature within range, causing it to become temporally disoriented. The targeted creature rolls a new initiative. If it has already gone this round, or the result of its initiative is higher than the initiative count on which this jikuu is used, the creature goes on that count next round. In addition, until its next turn, the creature is considered flatfooted. A successful Will save negates both these effects. 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 two turns in a row.
Divert Teleport Spatial (Modification) Level: Tmp 7 Casting Time: 1 immediate action Range: Medium (100 feet + 10 feet/level) Area: A circle, centered on you, with a radius of 50 ft. + 10 ft./level Effect: Diverts the teleportation of any object or creature whose weight does not exceed your maximum load Duration: 10 minutes/level (D) Saving Throw: Will negates (foils diversion) Temporal Opposition: Yes (foils diversion) Jikuu Points: 7 Similar to detect teleportation, except that you know the intended destination, and you can divert the final destination of any teleportation attempt made by others within the area. This is an immediate action. You can use this jikuu even if it is not your turn. You can divert the destination of both incoming and outgoing teleportations, of any sort. You must overcome the temporal opposition of creatures that possess it to make a successful diversion, and the teleporting creature can make a Will save to foil the diversion as well. For the purpose of this jikuu, “divert” means you choose the actual destination of any teleportation attempt you can affect, as if you yourself were teleporting to that location, regardless of the teleportation range of the effect you are diverting. The destination you choose must be a location with which you are very familiar or that you have studied carefully.
Double Temporal (Modification) Level: Tmp 6 Casting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Effect: A copy of the target; see text Duration: 2 rounds/level (D); see text Saving Throw: Will negates Temporal Opposition: Yes Jikuu Points: 6 You cause a creature's timeline to bend back upon itself, essentially causing it to live through the same period of time twice at the cost of some future time. The creature to be doubled gets a Will save to negate the effect. If the save fails, a duplicate of the creature appears next to the creature. The duplicate rolls a new initiative. Which creature is the original and which is the duplicate must be tracked. Any damage or effect that affects the original creature while this jikuu is in effect also affects the duplicate; however, effects that affect the duplicate do not affect the original creature. After half the duration, both copies of the creature disappear; nothing can prevent these disappearances. At the end of the duration, the duplicate creature appears in the square in which it last was, in the same condition as when it disappeared.
Drag Spatial (Manipulation) Level: Tmp 1 Casting Time: 1 immediate action Range: Close (25 feet + 5 feet/2 levels) Targets: One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart Duration: Until landing or 1 round/level (D) Saving Throw: Reflex negates Temporal Opposition: Yes Jikuu Points: 1 The affected creatures or objects fall faster. Drag instantly changes the rate at which the targets fall, doubling their normal rate of falling. Due to this, the subjects take double the normal damage they would take upon landing (this doubling can increase the damage over the normal maximums for falling damage). The jikuu affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth. You can use this jikuu in an instant, quickly enough to affect another creature or object once it has begun falling. This jikuu has no special effect on ranged weapons unless they are falling quite a distance. If the jikuu is used on a falling item, the object does double normal damage based on its weight, with normal bonuses for the height of the drop. Drag works on upon free-falling objects and flying creatures. Flying creatures have their maneuverability category reduced by one step; if they would go below clumsy, they remain at clumsy. Drag counters and negates Float and similar effects.
Echo Temporal (Manipulation) Level: Tmp 6 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: 6 You manipulate a creature's view of the timestream, causing it to suffer through the effects of its last round all over again. Unless the creature makes a successful will save, it suffers through every event that it was the target of or affected by since your last turn. This includes damage, healing, and other spells or similar effects. The creature is not allowed any new saves; it is essentially experiencing that time again, though it is not traveling backwards in time.
Eject Spatial (Modification) 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: Ref negates Temporal Opposition: Yes Jikuu Points: 6 You cause space to fold in itself, capturing a creature in the folded space. All of the squares the target creature occupies become non-existent, as per fold space; however, unlike that jikuu, the creature occupying those squares may be trapped in the folded space. The creature is allowed a Reflex save; success indicates that the creature is shunted out of the squares it is currently occupying, in a direction of its choosing. If it fails, it instead continues to occupy the non-existent squares, and cannot move from them until the duration of this jikuu expires.
Escape Spatial (Movement) Level: Tmp 1 Casting Time: 1 move action Range: Touch Targets: One creature Duration: Instantaneous Saving Throw: Will negates (Willing only) Temporal Opposition: Yes (Harmless) Jikuu Points: 1 You teleport yourself or a touched creature a short distance through space, to a target square within Close (25 feet + 5 feet/2 levels) range. You must be able to see the square you or the creature you are teleporting is going to. The teleported creature does not provoke attacks of opportunity when they arrive at the destination.
Expand Space Spatial (Modification) Level: Tmp 4 Casting Time: 1 full-round action Range: Close (25 feet + 5 feet/2 levels) Area: See text Duration: 1 round/level (D) Saving Throw: None Temporal Opposition: No Jikuu Points: 4 You cause space to expand, creating more space than there should be. Select a square. That square expands into more squares, which continue to occupy the initial square's space. The amount of extra space you can create is dependent upon your level. Level Extra Space 7 10 ft x 10 ft 10 15 ft x 15 ft 13 20 ft x 20 ft 16 25 ft x 25 ft Creatures that were occupying the initial square now occupy one of the squares in the newly-created space, of their choice. When this jikuu ends, any creatures that were occupying the created space now occupy the initial space; if there was more than one creature, all the creatures are considered squeezing and prone.
False Gravity Spatial (Modification) Level: Tmp 3 Casting Time: 1 standard action Range: Touch Targets: Creature touched Duration: 1 minute/level (D) Saving Throw: Will negates (harmless) Temporal Opposition: Yes (harmless) Jikuu Points: 3 The subject of this jikuu can travel on any solid surface as though that surface possessed its own gravity. For example, the subject could walk or even run up a wall as though the wall were a perfectly level floor. The subject can switch “down” as often as it likes during the jikuu’s duration, though only once per round, as a free action. Unattended objects fall, as normal. The subject of false gravity can fly by choosing a solid surface and letting itself fall through the air toward it. A character “flying” in this fashion moves at 30 feet per round and can make one turn, in any direction, once per round, by redefining its personal gravity. A creature falling in this fashion loses all “downward” momentum when it changes its gravity.
Fate of One Temporal (Modification) Level: Tmp 7 Casting Time: 1 immediate action Range: Personal Targets: You Duration: Instantaneous Saving Throw: Will negates (harmless) Temporal Opposition: Yes (harmless) Jikuu Points: 7 You modify the timestream a split-second after the fact, allowing you to remake a past decision with the knowledge of the next moment or two, allowing you to reroll a saving throw, attack roll, or skill check. Whatever the result of the reroll, you must use it even if it is worse than the original roll.
Float Spatial (Manipulation) Level: Tmp 1 Casting Time: 1 immediate action Range: Close (25 feet + 5 feet/2 levels) Targets: One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart Duration: Until landing or 1 round/level (D) Saving Throw: Will negates (harmless) or Will negates (object) Temporal Opposition: Yes (object) Jikuu Points: 1 The affected creatures or objects fall slowly. Float instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the jikuu is in effect. However, when the jikuu duration expires, a normal rate of falling resumes. The jikuu affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth. You can use this jikuu in an instant, quickly enough to save yourself if you unexpectedly fall. This jikuu has no special effect on ranged weapons unless they are falling quite a distance. If the jikuu is used on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop. Float works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature. Float counters and negates Drag and similar effects.
Fold Space Spatial (Modification) Level: Tmp 2 Casting Time: 1 full-round action Range: Close (25 ft. + 5 ft./2 levels) Area: Up to one 5-ft square/level (S) Duration: 1 round/level (D) Saving Throw: None Temporal Opposition: Yes (object) Jikuu Points: 2 You cause space to fold in on itself. When you use this jikuu, you designate a number of 5-foot squares up to your caster level. These squares need not be contiguous. Once you have chosen your target squares, you fold space in such a way as to temporarily remove the chosen squares from the space-time continuum for 1 round/level. Creatures that were in these squares are shunted to the nearest "existing" square. For game purposes, movement through these squares requires 0 squares of movement (however, creatures cannot end their movement in a "non-existing" square - they must move to an "existing" square before taking any other action, or ending their turn); spell ranges and ranged attacks do not count these squares against their range increments; and area-of-effect effects do not count these squares against their area.
Fracture Flow Temporal (Manipulation) Level: Tmp 2 Casting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Targets: One creature Duration: One round/level Saving Throw: Will negates (harmless) Temporal Opposition: Yes (harmless) Jikuu Points: 2 You cause a creature's perception of time to fracture. On its initiative, it may opt to delay parts of its action until later. This jikuu essentially allows a creature to take the delay action, but with parts of their turn, rather than the entire turn. The creature must specify which actions it is delaying if it chooses to do so. Effects that manipulate or otherwise change the creature's initiative affect only one of its actions: swift, move, or standard. If the creature has additional actions, these are also possibly affected. Which action is affected is determined randomly, unless the origin of the effect is enjoying the benefits of the chronosense jikuu, in which case the originator of the effect may choose which action to affect.
Freedom of Movement Spatial (Manipulation) Level: Tmp 5 Casting Time: 1 standard action Range: Personal or Touch Target: You or creature touched Duration: 10 min/level (D) Saving Throw: Will negates (harmless) Temporal Opposition: Yes (harmless) Jikuu Points: 5 You relax space around a creature, such that it is nearly impossible for that creature to be held or grasped firmly. This jikuu enables you or a creature you touch to move and attack normally for the duration of the jikuu, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin. The jikuu also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement jikuu does not, however, allow water breathing.
Gravity Spatial [Compression] Level: Tmp 3 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature Duration: Instantaneous Saving Throw: Fort negates Temporal Opposition: Yes Jikuu Points: 3 You cause space to rapidly compress and decompress on the target. This effect causes the creature to lose a quarter of its hit points, rounded down. If the creature is at 1 hp, it takes 1 point of damage.
Haste Temporal (Manipulation) Level: Tmp 3 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature/level, no two of which can be more than 30 ft. apart Duration: 1 round/level Saving Throw: Fort negates (harmless) Temporal Opposition: Yes Jikuu Points: 3 The affected creatures move and act more quickly than normal. This extra speed has several effects. When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.) A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste dispels and counters slow.
Hasteaga Temporal (Manipulation) Level: Tmp 6 Casting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Targets: One creature Effect: 1 round/level (D) Saving Throw: Will negates (harmless) Temporal Opposition: Yes Jikuu Points: 6 You cause the creature's perception of time to slow down, allowing them to take more actions than they normally should be capable of. The creature enjoys the benefits of the haste jikuu; in addition, on each of its turns, it gains an additional partial action.
Hustle Temporal (Manipulation) Level: Tmp 2 Casting Time: 1 swift action Range: Personal Targets: You Effect: 1 extra move action Temporal Opposition: Yes Jikuu Points: 2 You gain an additional move action in the current round. Taking a full round’s worth of attacks and then using this jikuu to move away from your foe does provoke attacks of opportunity.
Identify Jikuu Foresight Level: Tmp 2 Casting Time: 5 minutes Range: Touch Targets: One touched object Duration: Instantaneous Saving Throw: None Temporal Opposition: No Jikuu Points: 2 The jikuu determines all temporal properties of a single temporal item, including how to activate those functions (if appropriate), and how many charges are left (if any). Identify Jikuu does not function when used on an artifact.
Immediacy Temporal (Manipulation) Level: Tmp 6 Casting Time: 1 immediate action Range: Personal Targets: You Effect: 1 extra move action Temporal Opposition: Yes Jikuu Points: 6 You gain an additional move action immediately, quickly enough to interrupt another action being taken.
Immobilize Spatial (Manipulation) Level: Tmp 4 Casting Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Targets: One creature Duration: 1 round/level (D) Saving Throw: Will negates Temporal Opposition: Yes Jikuu Points: 4 You cause space to wrap around the target, holding them fast. Unless the creature makes a Will save, the creature cannot move from its current square, and is considered flat-footed.