Jikuu J-R
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 (J - R)
The following is an alphabetical list of Jikuu, from J to R.
Lag Temporal (Manipulation) Level: Tmp 3 Casting Time: 1 swift action Range: Close (25 feet + 5 feet/2 levels) Targets: One creature Duration: 1 round/level (D) Saving Throw: Will negates; see text Temporal Opposition: Yes Jikuu Points: 3 You cause the target to slowly lag in time, their perception of time being slowly skewed. Every round for one round/level, on your turn, the target's initiative is reduced by 3; each time this occurs, the target is allowed a Will save, with success negating the jikuu.
Lethargy 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: Fort negates Temporal Opposition: Yes Jikuu Points: 1 You manipulate the creature's limbs in such a way as to make movement difficult. The creature takes 1d4 points of ability damage to Dexterity. A successful Fortitude save negates this effect.
Meteor Spatial [Celestial] Level: Tmp 9 Casting Time: 1 standard action Range: Long (400 feet + 40 feet/level) Area: Four 40-ft.-radius spreads; see text Duration: Instantaneous Saving Throw: None or Reflex half; see text Temporal Opposition: Yes Jikuu Points: 9 You summon a meteor shower from somewhere or sometime in the universe, causing four 2-foot-diameter spheres to spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks. If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere’s energy damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space. You may aim more than one meteor at the same target. Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of damage (half fire, half cold) to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. (Fire and cold resistance applies to each sphere’s damage individually.)
Meteorite Spatial [Celestial] Level: Tmp 3 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: 3 You bring forth a meteorite from somewhere or sometime in the universe, and crash it down upon your target. The creature takes 2d8+1/level (max +10) points of damage, with a successful Reflex save halving the damage.
Moment Temporal (Movement) Level: Tmp 1 Casting Time: 1 swift action Range: Personal Targets: You Duration: Instantaneous Saving Throw: None Temporal Opposition: No Jikuu Points: 1 You take a moment of time, which allows you to gain your bearings. You refocus (you now act as though you had rolled a "20" for your initiative).
Nova Spatial [Celestial] Level: Tmp 7 Casting Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Area: 20 ft radius burst Duration: Instantaneous Saving Throw: Fort half Temporal Opposition: Yes Jikuu Points: 7 You summon a nova from the heavens of the past, causing an explosion of apocalyptic proportions. All creatures in the affected area take 1d8/level (max 20d8) points of damage. A third of this damage is fire damage, another third is sonic damage, and the last third is physical damage. A successful Fortitude save halves the damage. The rate at which this explosion expands is such that Mettle or similar abilities cannot reduce the damage dealt. After the initial damage is dealt, the entire area becomes irradiated, and is treated as an area of light radiation for one day.
Offensive Dimension Swap Spatial (Movement) Level: Tmp 5 Casting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Targets: Any two creatures, or you and any one creature; see text Duration: Instantaneous Temporal Opposition: Yes Jikuu Points: 5 As per dimension swap, but you may choose any two creatures within range, rather than allies.
Offensive Precognition Foresight Level: Tmp 1 Casting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Targets: One creature Duration: 1 hour/level (D) Temporal Opposition: Yes Jikuu Points: 1 Your target perceives time a split-second before others, allowing him to react to his opponent's defenses before they prepare them. Your target gains a +2 insight bonus on attack rolls.
Offensive Foresight Foresight Level: Tmp 2 Casting Time: 1 standard action Range: Personal Targets: You Duration: 1 minute/level (D) Temporal Opposition: Yes Jikuu Points: 1 You perceive time a split-second before others, allowing you to maximize your offensive capability. You gain a +2 insight bonus on damage rolls with weapons.
Pause Temporal (Manipulation) Level: Tmp 1 Casting Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Targets: One creature + one creature/two levels (maximum five creatures) Duration: Instantaneous Saving Throw: Will negates Temporal Opposition: Yes Jikuu Points: 1 You cause a creature to pause unwillingly; the next time the creature would have a turn, it instead suffers a -4 penalty to its initiative and goes on its new initiative count instead. At 2nd level, and every even level thereafter, you can affect an additional creature; you can affect up to five creatures with this jikuu.
Permanency Temporal (Manipulation) Level: Tmp 6 Casting Time: 2 rounds Range: See text Target, Effect, or Area: See text Duration: Permanent; see text Saving Throw: None Temporal Opposition: Yes Jikuu Points: 6 With this jikuu, you can remove another temporal effect from the timestream, allowing it to continue unabated. In essence, you make the effect permanent. Depending upon the jikuu to be made permanent, you must be of a certain "caster" level and expend a certain amount of XP. You can make the following jikuu permanent in regard to yourself. Minimum Jikuu Caster Level XP Cost Chronosense 11th 500 XP Detect Force 15th 2500 XP Detect Jikuu 11th 500 XP Detect Remembrance 13th 1500 XP Foresight, Offensive 12th 1000 XP Precognition, Defensive 11th 500 XP Precognition, Offensive 11th 500 XP Temporal Armor 11th 500 XP You cast the desired jikuu and then follow it with the permanency jikuu. You cannot "cast" these jikuu on other creatures. This application of permanency can be undone only by a temporal "caster" of higher level than you were when you "cast" the jikuu. In addition to personal use, permanency can be used to make the following jikuu permanent on yourself, another creature, or an object (as appropriate). Minimum Jikuu Caster Level XP Cost Accelerate1 11th 500 XP Age Creature1 14th 2000 XP Compress Time1 14th 2000 XP Drag 11th 500 XP Float 11th 500 XP Fracture Flow1 12th 1000 XP Haste1 13th 1500 XP Lag1 13th 1500 XP Restore Creature1 14th 2000 XP 1 Creatures only. Additionally, the following jikuu can be cast upon objects or areas only and rendered permanent. Minimum Jikuu Caster Level XP Cost Adjust Flow1 16th 3000 XP Discrete Time 18th 4000 XP Expand Space 14th 2000 XP Fold Space 12th 1000 XP Stitch in Time 17th 3500 XP 1 This jikuu does not require that you remain within the area, once affected by permanency. Jikuu "cast" on other creatures, objects, or locations (not on you) are vulnerable to undo jikuu as normal.
Phase Shift Spatial (Modification) Level: Tmp 2 Casting Time: 1 standard action Range: Personal Effect: A solid surface, not thicker than 1' Duration: Instantaneous Saving Throw: None Temporal Opposition: No Jikuu Points: 2 You instantly pass through a designated material, which cannot be thicker than 1 foot. You appear immediately on the other side of the material. If the material is thicker than 1 foot, you take 1d6 points of damage as you are shunted back to your original position.
PROPEL
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Sphere: Spatial |
Level: Epo 1st |
Shaping Time: Standard action |
Range: Close (25 feet + 5 feet/2 levels) |
Target: One creature |
Duration: 1 round/level |
Saving Throw: No (harmless) |
Time Opposition: Yes |
The targeted creature moves through space at an increased rate, gaining a +30 haste bonus to its movement speeds for 1 round/level. This bonus cannot cause the creature's movement speeds to exceed double their original rate. |
Quarter Spatial [Compression] Level: Tmp 10 Jikuu Points: 10 This jikuu functions as per gravity, but the rapid gravitional pulses cause the creature to lose three-quarters of its hit points, rounded down. If the creature is at 1 hp, it takes 1 point of damage.
Quick Temporal (Manipulation) Level: Tmp 8 Casting Time: 1 swift action + 1 full-round action Range: Personal Target: You Duration: Instantaneous Saving Throw: Will negates (harmless) Temporal Opposition: Yes Jikuu Points: 8 You manipulate your personal timeline in such a way as to allow yourself to take many more actions than should be conceivably possible in such a small amount of time. When you use this jikuu, you gain two standard actions and two move actions. Once you use this jikuu, you cannot use it again in that round. The universe is resilient to such gross manipulations of time, and any further attempts to use this jikuu in a single round simply fail.
Quicken Temporal (Manipulation) Level: Tmp 5 Casting Time: 1 immediate action Range: Close (25 feet + 5 feet/2 levels) Target: One creature Duration: Instantaneous Saving Throw: Will negates (harmless) Temporal Opposition: Yes Jikuu Points: 5 You cause time to warp, allowing a creature to act suddenly and without warning. The targeted creature has a turn immediately after you use this jikuu. This does not change their place in the initiative order; they simply receive an extra turn this turn.
Quantum Leap Temporal/Spatial (Modification) Level: Tmp 10 Casting Time: 1 immediate action Range: See text Effect: See text Duration: See text Saving Throw: See text Temporal Opposition: See text Jikuu Points: 10 You must have a tracer to use this jikuu. From the point you set your tracer, you examine in a single instant the infinite alternate timelines that have come into being. You are able to select one, and rip the future from that timeline, replacing the future of your current timeline with that one. This jikuu always you to utterly alter reality - in a temporal-spatial sense - to your tastes. You can use this jikuu to produce the following effects. 1) Duplicate any jikuu of 8th level or lower. 2) Duplicate any other Force effect of 6th level or lower, provided the effect is not a Chaos or Blue effect. 3) Duplicate any other Force effect of 5th level or lower. 4) Undo the harmful effects of many other Force effects, such as geas/quest or insanity. 5) Create a non-Force item of up to 25,000 gp in value. 6) Create a Force item, or add to the powers of an existing Force item, provided the item in question is not a Chaos or Blue item. 7) Remove injuries and afflictions. A single quantum leap can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same quantum leap. A quantum leap can never restore the experience point loss from using a jikuu or the level or Constitution loss from being raised from the dead. 8) Revive the dead. A quantum leap can bring a dead creature back to life by duplicating a resurrection spell. A quantum leap can revive a dead creature whose body has been destroyed, but the task takes two quantum leaps, one to recreate the body and another to infuse the body with life again. A quantum leap cannot prevent a character who was brought back to life from losing an experience level. 9) Transport travelers. A quantum leap can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and temporal opposition (if any) applies. 10) Choose the future. A quantum leap allows you to choose the results of die rolls for 1 round. You may try to use a quantum leap to produce greater effects than these, but doing so is dangerous, as such massive alterations to the timeline may have other unforeseen consequences that even an Epic templar cannot determine. Duplicated jikuu allow saves and temporal opposition as normal (but save DCs are for 10th-level spells). Using this jikuu negates your tracer. XP Cost The minimum XP cost for using quantum leap is 5,000 XP. When a quantum leap duplicates a Force effect that has an XP cost, you must pay 5,000 XP or that cost, whichever is more. When a quantum leap creates or improves a Force item, you must pay twice the normal XP cost for crafting or improving the item, plus an additional 5,000 XP.
Quintessence Temporal (Modification) Level: Tmp 4 Casting Time: 1 standard action Range: 0 ft. Effect: 1-inch-diameter dollop of quintessence; see text Duration: Instantaneous Saving Throw: None Temporal Opposition: No Jikuu Points: 4 You collapse a bit of time from the continuum, forming a 1-ounce dollop of thick, gooey material called quintessence. This substance shimmers like a silver mirror when viewed from some angles but is transparent from other viewpoints. You can smooth a dollop of quintessence around any extremely small object. Objects sealed within quintessence are protected from the effects of time; in practical terms, they enter a state of stasis. Living flesh with only partial contact with quintessence is also partially pulled out of the time stream (the manifester is immune to this effect). This disruption deals 1 point of damage per round beginning 10 rounds after partial contact occurs. Quintessence can be manually scraped away from a protected object, freeing it to rejoin the time stream. When you do this, there is a 75% chance that the quintessence evaporates back into the continuum. Otherwise, it coalesces again into a 1-inch-diameter bead, available for later use. Large quantities of quintessence could theoretically be gathered to preserve large items or structures (or even a complete living creature; if completely immersed, a living creature would not take the damage associated with partial contact). However, templars and other Time-based creatures are generally loath to do so because accumulations of quintessence weighing 1 pound or more hinder temporal activity within a 5-foot radius of the accumulation: Jikuu require twice as many jikuu points to use, unless the templar makes a successful DC 16 Will save each time he or she attempts to use a jikuu.
Refresh Temporal (Manipulation) Level: Tmp 2 Casting Time: 1 immediate action Range: Close (25 feet + 5 feet/2 levels) Targets: One creature Duration: Instantaneous Saving Throw: Will negates (Harmless) Temporal Opposition: Yes Jikuu Points: 2 You refresh a creature's temporal energies. If the creature has used a swift or immediate action since the beginning of its last turn, it gains a swift or immediate action. In addition, if the creature has made any attacks of opportunity, it regains the ability to make its full complement of attacks of opportunity.
REGEN
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Sphere: Temporal (Manipulation) |
Level: Epo 2nd |
Shaping Time: Standard action |
Range: Close (25 feet + 5 feet/2 levels) |
Target: One creature |
Duration: 1 round/level |
Saving Throw: No (harmless) |
Time Opposition: Yes |
The target gains the regen status for the duration of this effect, with potency 3. (A creature with the regen status is healed for some amount at the beginning of its turn. This effect is equivalent to variable fast healing.) |
Regen 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: Will negates (Harmless) Temporal Opposition: Yes Jikuu Points: 4 You cause a creature's natural healing to accelerate incredibly rapidly. The creature essentially gains Fast Healing, with the amount healed by this ability being 2d4 points every round for 1 round/level.
Reset Temporal/Spatial (Modification) Level: Tmp 6 Casting Time: 1 standard action Range: Personal Effect: You Duration: Instantaneous Saving Throw: None Temporal Opposition: Yes Jikuu Points: 6 You must have a tracer in place to use this jikuu. When you use this jikuu, you rip a version of yourself from one of the infinite alternate timelines that branched off from the single moment when you put your tracer in place - specifically, you pull forth a copy of yourself that opted to not move from the spatial location of the tracer - and replace your current self with that version. Anything that occurred between when you use this jikuu and when you put your tracer into place is lost to you. If you acquired any new equipment, took damage, gained experience, or experienced any similar changes, they no longer apply to you. You also lose any knowledge you have gained since you used tracer; you are effectively pulling yourself forward from the moment immediately following having used tracer. You still lose the amount of JP you spent to use this jikuu - the tracer absorbs it from all of the infinite timelines branching off of it. In addition, for a split-second, your consciousness is split over two disparate timelines; as such, after using this jikuu, you are disoriented for one round. After using this jikuu, your tracer jikuu ends.
Restore Creature 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: Fortitude negates Temporal Opposition: Yes Jikuu Points: 4 You temporarily cause a creature to revert to a younger state, reducing its age category by one; however, this effect is not permanent. The creature gains or suffers all physical penalties, as appropriate for the change in age category. This jikuu has no effect on the following creature types: Constructs, Elementals, Fey, Ooze, Outsiders, and Undead. Restore Creature counters and negates Age Creature.
Restore Item Temporal (Modification) Level: Tmp 3 Casting Time: 1 standard action Range: Touch Targets: One object you can hold or carry in one hand, weighing up to 10 lb./level Duration: Instantaneous Saving Throw: None Temporal Opposition: Yes Jikuu Points: 3 You must have a tracer in effect to use this jikuu. You return a held object to an earlier form. You can review all of the shapes and modifications it has undergone since you put your tracer into place; you may then choose what the object will now look like. When you do so, you rip the object from that time out of an alternate timeline, and replace the version you have with that one. Using this jikuu negates your tracer.
Retrieve Spatial (Manipulation) Level: Tmp 4 Casting Time: 1 move action Range: Medium (100 feet + 10 feet/level) Targets: One object you can hold or carry in one hand, weighing up to 10 lb./level Duration: Instantaneous Saving Throw: Will negates (see text) Temporal Opposition: No Jikuu Points: 4 You automatically teleport an item you can see within range directly to your hand. If the object is in the possession of an opponent, it comes to your hand if your opponent fails a Will save.
Rewind Temporal (Modification) Level: Tmp 9 Casting Time: 1 full-round action Range: Personal Targets: You Duration: Instantaneous Temporal Opposition: Yes Jikuu Points: 9 You can regress apparent time 1 round into the past. In effect, you “replay” the previous round of activity. The jikuu regresses time to the point along the time stream just prior to your previous turn, undoing the effects of everyone else’s actions in the meantime. Once you have used time regression, only you retain knowledge of what happened during the round that is being replayed; however, you can communicate that knowledge verbally to your companions, if desired. During the round that you live through a second time, you can act on knowledge you previously gained by already living through the immediate future. Even if you do not use this jikuu again on your second pass through the same round, you still must lose the JP necessary to use it initially.