Temporalism Spell List


A spell list for the Temporalism School for AD&D
by
DarkSide
02-1-6

First Level Spells

NameOrigin
Detect Temporal Anomaly/DistortionNew Spell
RememberNew Spell
Speed ReadNew Spell
StandfastDragon Magazine 246 - The Wizards Three - The Night it Wailed Wizards by Ed Greenwood

Second Level Spells

NameOrigin
Death RecallComplete Wizard's Handbook
EchoDragon Magazine 242 - Jest the Wizards Three by Ed Greenwood
Envision WholeDragon Magazine 253 - The Mage's Secret by Lloyd Brown III
Flame StopNew Spell
Time SenseDragon Magazine 253 - The Mage's Secret by Lloyd Brown III
UntarnishNew Spell

Third Level Spells

NameOrigin
Forecast UsefulnessDragon Magazine 253 - The Mage's Secret by Lloyd Brown III
HastePHB
Skip TimeNew Spell
SlowPHB
Temporal VisionNew Spell

Fourth Level Spells

NameOrigin
Dispel Temporal EventNew Spell
Extension IPHB
Hold TimeNew Spell
Pass TimeNew Spell
Plant GrowthPHB

Fifth Level Spells

NameOrigin
20-20 HindsightNew Spell
Extension IIPHB
See BackwardDragon Magazine 253 - The Mage's Secret by Lloyd Brown III

Sixth Level Spells

NameOrigin
ContingencyPHB
Extension IIIPHB
Legend LorePHB
Wall of TimeNew Spell

Seventh Level Spells

NameOrigin
Power Word, PauseNew Spell
ProlongationNew Spell

Eighth Level Spells

NameOrigin
PermanancyPHB
Power Word, AgeNew Spell

Ninth Level Spells

NameOrigin
ForesightPHB
Past PerceptionNew Spell
Iggwilv's Timeless SleepDragon Magazine 225 - Campaign Classics: Three Greyhawk Grimoires by Robert S. Mullin
Temporal StasisPHB
Time StopPHB

First Level Spells

Detect Temporal Anomaly/Distortion

This spell enables the caster to detect temporal anomalies or distortions in a path 10' wide by 100' long in the direction he faces. The direction and state of time flow can be determined and there is a 10% chance per level of knowing the exact details of the anomaly. The caster can turn, scanning 60 degrees per round.
Solid objects do not interfere with this spell, but magical barriers, such as Wall of Force, block it. Wall of Time is itself a temporal anomaly and detects as such.
Temporalism
Range 0 Components S
Duration 1 rd/level Casting Time 1
Area of Affect 10'x100' Saving Throw None

Remember

This spell allows both caster and recipient to relive an event previously experienced by the recipient. This negates any previous Forget spells or similar as it does not rely on the recipients own memories but rather looks across time to the actual event being recalled. 'Remembered' time passes at the same rate as real time. The caster may end the spell at any time. An unwilling recipient receives a saving throw. The memory recalled is permanent, subject to being forgotten as normal.
Temporalism
Range Touch Components V, S
Duration 2 rd/level Casting Time 1
Area of Affect Creature touched Saving Throw Neg

Speed Read

This spell allows the caster to read any text already understandable to him at the rate of 100 pages per round. Magical writings may be read at 20 pages per round. More than one work may be read within one casting but it takes one full round to switch texts.
The reverse of this spell, Speed Write, enables the caster to write at the rate of 10 pages per round, or 2 pages per round in the case of writing spells into a spellbook. Scrolls may not be written by means of this spell. Only one work/spell may be written per casting, but multiple castings may be required for a single work. The material component is a silver-tipped quill used to write which disintegrates when the spell expires.
Temporalism Reversible
Range 0 Components V, S, (M)
Duration 1 rd/level Casting Time 1 turn
Area of Affect Caster Saving Throw None

Standfast

This spell causes a fraying rope, breaking branch, or collapsing door to hold for one additional round. An unlocked door affected by the spell fails to open for one round, a smashed glass container shatters all over its surface but does not break apart and spill its contents for one round, and so on.
A standfast spell can't hold in the face of any hostile magic (a knock spell applied to a door, breakage caused by the blast of a fireball, and so on), nor can it affect any living creatures or undead. It temporarily prevents movement or collapse, but isn't a "hold" spell that locks or freezes thing in place.
If a standfast spell is cast on a golem or other magically-animated automation (such as a helmed horror), it does not cause one round of endurance but instead deals the construct 3d4 hp damage (no saving throw).
The material component of a standfast spell is a piece of granite, a lump of adamantite ore, or a fragment of (or a pinch of shavings) of adamantite.
Alteration, Temporalism
Range Touch Components V, S, M
Duration 1 round Casting Time 2
Area of Affect Special Saving Throw None

Second Level Spells

Death Recall

This spell enables the caster to visualize the final minutes of the life of any creature or person that died within the previous 24 hours. When the caster touches the subject's corpse, the caster goes into a trance. The caster then has a vision of the final 10 minutes of the subject's life as seen by the subject himself. The vision ends with the last scene the subject saw before he died, at which time the cater awakens from his trance and the spell is over.
The material component for this spell is a fragment from a shattered mirror.
Necromancy, Divination, Temporalism
Range Touch Components V, S, M
Duration Special Casting Time 1 round
Area of Affect One corpse Saving Throw None

Echo

An echo spell "records" all sounds heard by its caster in the round immediately preceeding its casting. These sounds can be "replayed" aloud twice, at any time after the echo spell is cast, by the speaking of a single secret activation word chosen by the caster.
A caster can have multiple echo spells in use at the same time, but once one is cast, the caster loses the use of the second-level spell slot it occupies until both replays have occurred. The spell can't be ended without replays by act of will; the replays must occur to end the magic. Replays occur at the same volume level that they were heard by the caster, and they survive unconsciousness or intervening charms or feebleminded states of the caster (but not the caster's death and subsequent resurrection).
This spell is normally used to incriminate loose-tongued conspirators, or to preserve important or complex instructions, proclamations, or agreements.
Alteration, Evocation, Temporalism
Range 0 Components V, S
Duration Special Casting Time 2
Area of Affect Special Saving Throw None

Envision Whole

By handling a fragment of an object (a piece of pottery, an arrow head, a piece of armor plate), the caster can see a vision of the item as it appeared in its entirety. "Item" here is determined by purpose and must have been made; natural objects are not made and cannot be visually reconstructed by this spell. Thus, a splinter of wood might be seen as a staff but never as a part of a tree. An item that is a whole, useful object by itself reveals no information to the caster.
The material component needed is a miniature jigsaw puzzle of 6-10 pieces that is assembled during the casting. The puzzle disappears when completed.
Divination, Temporalism
Range Touch Components V, S, M
Duration 1 round Casting Time 3
Area of Affect One object Saving Throw None

Flame Stop

Flame Stop is a spell which 'holds' fire, both natural and magical, so that it no longer emits heat and may be passed through without harm, but is still visible (though not to infravision). Normal fires remain held for 1 turn per level. Magical fires (a section of a Wall of Fire, etc.) are held for 1 round per level. Flame breathing creatures are not affected by this, nor is the flame such creatures produce.
Temporalism
Range 50 yards Components V, S
Duration Special Casting Time Caster level
Area of Affect 5' cube per level Saving Throw Special

Time Sense

Time sense allows a creature with at least low Intelligence to keep a perfect record of time, knowing the exact time within a fraction of a second and keeping track of multiple events happening at once. When avoiding regular, predictable events like the swing of a giant pendulum, or other similar time-dependant traps, the creature gains a +2 bonus to any saves allowed. When in combat and concentrating on avoiding blows (that is, not casting a spell or running at full speed), the target gains a -1 AC bonus, in addition to any gained for parrying, as he knows how long it takes a given blow to reach him. If the recipient of the spell is any one other than the caster, the duration is only half normal.
The material component is a small timepiece of precious metals and ornamental stones. It must be worth at least 300gp, and it must save vs. crushing blow to survive the casting. If it fails, it shatters instantly, though the spell is otherwise resolved normally. As long as it makes the save, it can be reused.
Divination, Temporalism
Range 30 yards Components V, S, M
Duration 1 round/level + 2d4 rounds Casting Time 2
Area of Affect 1 creature Saving Throw None

Untarnish

Similar to mending, this spell 'undoes' breaks and tears rather than repairing them. Its limitations and uses are as those of Mending, but it can also effectively polish any metal or stone that was polished at one time, or 'de-corrode' a coin or etched runes. Untarnish also has the power to unfade writing in ancient texts that may no longer be legible.
Temporalism
Range Touch Components V, S
Duration Permanent Casting Time 1
Area of Affect 1 object Saving Throw None

Third Level Spells

Forecast Usefulness

When cast before memorizing spells, this divination helps the caster realize which spells may be less ideal for his purposes. After forecast usefulness is cast, the wizard writes down which spells he memorizes and in which order. The DM checks each spell against what encounters he expects the party to meet for that day. If the spell is one that is likely to be unused, there is a 20% chance that the wizard realizes it uselessness halfway through memorization (that is, after five minutes per spell level) and can drop the spell in favor of another one of the same level.
Many spells are versatile enough that they are never revealed as useless, especially defensive spells. If the DM has just a perilous mountain climb planned, then spells like water breathing, globe of invulnerability, and know alignment might be revealed as unnecessary. Higher level wizards benefit by having more chances to check for usefulness. A clever wizard might try to determine what events or situations can be expected, but he should be careful. If magic missile, stinking cloud, and fireball are supposedly useless, it could mean that no combat is expected, or that the party is about to be whisked away to a plane where evocations don't work!
This effect applies only to wizard spells. Priestly spellcasters must use their wisdom and divine guidance to determine the usefulness of their priest spells.
Divination, Temporalism
Range 0 Components V, S
Duration 8 hours Casting Time 1 round
Area of Affect Caster Saving Throw None

Skip Time

This spell enables the caster to vanish, only to reappear in exactly the same loaction at the end of the spell. The duration of the spell must be specified by the caster as it is cast.
From the caster's point of view, the spell is instantaneous; he is transported into the future. Any obstacle which would prevent the caster reappearing in the smae location is 'thrown' out of the way as the caster reappears. This does not cause any damage.
Temporalism
Range 0 Components V
Duration Up to 2 rounds/level Casting Time 3
Area of Affect Caster Saving Throw None

Temporal Vision

Also called Playback Time, this spell allows the caster to view the area upon which the spell is cast as it appeared up to [5 years per caster level] ago. This includes furniature, animals, people and even weather conditions within the area of affect.
Once cast, the caster may move about within the area to get a better perspective of events as they are playing back. The caster may pass through seen objects that are not still present in his current time, but cannot interact with anything. Likewise, his movement is affected by current terrain, so he should be careful not to try ascending a stairs or crossing a bridge that no longer exists. Perceived animals, people and other moving objects will pass through him as if he was not present, since, in reality, he wasn't.
If the caster takes damage at any point while viewing the past, the spell ends immediately. Also, as the caster is not aware of events going on in the present while viewing the past, his is counted as prone for the purposes of any attacks. A wise Temporalist will have his friends watch his back while using this spell.
Temporalism
Range 0 Components S
Duration 1 turn Casting Time Caster Level
Area of Affect 25' radius sphere Saving Throw None

Fourth Level Spells

Dispel Temporal Event

When this spell is cast, it has a chance to neutralize or negate temporal effects it comes in contact with as follows:
First, it removes te,poral effects from creatures and objects. Second, it disrupts the creation or use of these in the area of affect at the instant the dispel is cast.
Each effect in the spell's area is checked to determine if it is affected. The caster can always dispel his own temporal events; otherwise the chance to dispel depends on the difference in level between the effect and the caster. Base chance is 50% (11+ on 1d20). If the caster is of higher level than the creator of the effect, the difference is subtracted from the number needed on the 1d20 (making success more likely); if the caster is of lower level, the difference is added to the number needed (making success less likely). A 20 does not always succeed nor a 1 automatically fail.
Dispel temporal event does not affect enchanted items or potions, only their effects if they are currently active.
Dispel temporal event can affect Iggwilv's Timeless Sleep even though a dispel magic does not.
Temporalism
Range 10 yards/level Components V, S
Duration Instantaneous Casting Time Caster level
Area of Affect 25' cube Saving Throw None

Hold Time

This spell holds time itself within the area of affect. All creatures (even those with magic resistance) within are held, as are any moving objects.
A star sapphire (5000gp) is required to focus the energy for this spell; it is not consumed by the spell.
Temporalism
Range 100 yards Components V, S, M
Duration 1 round/level Casting Time 4
Area of Affect 20' cube Saving Throw None

Pass Time

The affected creatures move through time at a rate of 1 round per turn, as measured by the rest of the world. The main use of this spell is to postpone death by poison or similar. If two unwilling creatures are touched, each receives a -2 penalty to their saves. If only one is touched, the penalty is -4. This spell overrides both Haste and Slow, dispelling them, while still having its intended effect.
Temporalism
Range Touch Components S
Duration 1 turn/2 levels Casting Time 1
Area of Affect 1 or 2 creatures touched Saving Throw Neg

Fifth Level Spells

20-20 Hindsight

An enhanced version of Temporal Vision and sometimes called Extended Playback Time, this spell allows the caster to view the area upon which the spell is cast as it appeared up to [25 years per caster level] ago. This includes furniature, animals, people and even weather conditions within the area of affect.
Once cast, the caster may move about within the area to get a better perspective of events as they are playing back. The caster may pass through seen objects that are not still present in his current time, but cannot interact with anything. Likewise, his movement is affected by current terrain, so he should be careful not to try ascending a stairs or crossing a bridge that no longer exists. Perceived animals, people and other moving objects will pass through him as if he was not present, since, in reality, he wasn't.
If the caster takes damage at any point while viewing the past, the spell ends immediately. Also, as the caster is not aware of events going on in the present while viewing the past, his is counted as prone for the purposes of any attacks. A wise Temporalist will have his friends watch his back while using this spell.
Temporalism
Range 0 Components V, S
Duration 3 rounds/level Casting Time 5
Area of Affect 100' radius sphere Saving Throw None

See Backward

When this spell is cast, the caster immediately becomes invisible and intangible, seeming to disappear from the rest of the world. From his perspective, time seems to flow backward, so that after one turn he sees and hears events that happened exactly one turn ago. With this spell the caster can go as far backward as he likes, witnessing events as they hapenned within the area of the spell. Since events are reversed, and at normal speed, some details may be missed.
The caster does not need to eat or rest while in this state, and can remain in this state as long as desired. The caster is absolutely unable to affect anything seen and cannot cast other spells while in this state. Divination spells that were in effect when the see backward spell was cast, however, still function for their normal duration. (An 18th-level wizard with detect magic already cast might be able to detect magic on items that passed through the area for the last 36 rounds.)
Only those events that happened within the area of affect can be seen and heard. The caster cannot see anything happening outside the area, so his tower could be invaded and he would not know it until he abandons the spell and returns to normal time. The spell is ended by the caster's command or by a successful dispel magic, or by the caster attempting to leave the area of effect.
When the wizard returns from the past, at the exact moment of his "departure", he is disorientated (stunned) for 1 round per hour spent there. The caster is unable to cast spells and has the normal penalties associated with being stunned (reeling and unable to attack; if attacked, he suffers a -4 on all ability checks and saving throws).
The material component is a scale, a hair or a bit of bone from any creature over 100 years old.
Divination, Temporalism
Range 0 Components V, S, M
Duration Special Casting Time 1 round
Area of Affect The caster and 30' radius sphere Saving Throw None

Sixth Level Spells

Wall of Time

When cast, this spell creates an infinitely thin translucent blue barrier at the caster's desired location. The barrier is immobile and impervious to all attacks and spells (with the exception of Dispel Temporal Event). Only spells such as Dimension Door and Teleport may bypass the barrier.
The caster may, if desired, cast the barrier in a shperical shape with a radius of up to 2' per level or an open hemisphere of radius 3' per level.
A Wall of Time actually passes through inanimate objects, rending them unmoveable (though not indestructible on either side of the barrier) for the duration of the spell and leaving them totally unharmed at the end of the spell. Creatures on the boundary when the spell is cast are repelled unharmed to a minimal safe distance.
Temporalism
Range 50 yards Components V, S
Duration 1 turn/level Casting Time Caster level
Area of Affect 10' square per level Saving Throw None

Seventh Level Spells

Power Word, Pause

The creature affected by this spell is frozen in both space and time for its duration. Special effects on the creature are likewise frozen and their duration temporarily paused until the spell ends whereupon they continue as if never interrupted. Creatures can take no action whil time is frozen for them, nor do they perceive events around them. Conversely, they cannot be hurt or affected by anything.
Upon being released from this state, if the surroundings have altered considerably (i.e. a battle has started or ended) the creature must save vs. spell or become disorientated for 1 round, unable to do anything.
Creatures with more than 10 HD or levels receive a save vs. paralyzation to negate the effects of this spell.
Temporalism
Range 5 yards/level Components V
Duration 1 rd/level Casting Time 1
Area of Affect 1 creature Saving Throw Special

Prolongation

This spell extends the duration of any spell-like effect created by a magical item by 50% - provided it has a specified, non-instantaneous duration of course. Prolongation must be cast on the round prior to the activation of the item itself. If the item is not activated on the next round, the spell fades and is wasted.
Temporalism
Range Touch Components V
Duration Special Casting Time Caster level
Area of Affect Object touched Saving Throw None

Eighth Level Spells

Power Word, Age

This spell ages the recipient by 5 years per level of the caster. If the recipient's new age exceeds its maximum age, as determined by the DM, the creature dies of old age. Any creature which is aged by more than half its maximum age must make a successful system shock roll or die. Creatures killed by this spell may be raised or resurrected as normal, but creatures dying of old age are counted as having died as many years ago as they were aged beyond their maximum age.
Temporalism
Range 5 yards/level Components V
Duration Permanent Casting Time 1
Area of Affect 1 creature Saving Throw None

Ninth Level Spells

Iggwilv's Timeless Sleep

Contrary to what its name implies, this spell is not an iproved sleep spell, so creatures who are normally immune or resistant to sleep magic have no such invulnerability to this spell. In truth, Iggwilv's Timeless Sleep is a specialized variant of the temporal stasis spell. When cast, the wizard touches the recipient, placing him in suspended animation. Like temporal stasis, the natural bodily functions of the recipient completely halt; the subject does not age or require nourishment. In fact, the subject doesn't even need to breathe while affected.
Unlike temporal stasis, however, the effects of Iggwilv's Timeless Sleep are not intended as a potentially eternal state. The spell is permanent up until certain conditions are met, at which time the spell ends and the recipient "awakens". These conditions are determined at the time of the spell's casting, and are regulated by the same rules which govern the triggering of a magic mouth spell. Note, however, that a timeless sleep does not end unless the triggering conditions are fulfilled or a wish is used; dispel magic is not sufficient to end it prematurely. Furthermore, the triggering conditions must oddur within 30' of the recipient in order for the timeless sleep to terminate. Once the timeless sleep has ended, the recipient is fully aware of his surroundings and may act accordingly; he suffers no disorientation from the suspended animation.
The primary use of this spell is to prolong the life of living guardian creatures by placing them in a dormant state until their services are needed. Another common use is to prevent a mortal wound or other fatal affliction from dying when healing or curative magic is not immediately available. In both cases, the subject is usually a willing recipient, and, as such, no saving throw is required. If the subject is an unwilling target, however, the caster must make and attack roll in order to touch the victim, and, even if the touch is successful, the subject receives a saving throw vs. spells to resist the magic. If the save fails, the subject is affected by the spell as noted above.
The material components for this spell are 500gp worth of powdered gemstone (any type will do) mixed with a handful of fine sand, both of which are consumed by the spell.
Alteration, Temporalism
Range Touch Components V, S, M
Duration Special Casting Time 1 round
Area of Affect One creature Saving Throw Special

Past Perception

By means of this spell, the caster may witness any event which has occurred (or is occurring) anywhere on the plane that the caster is currently in, for a period not greater than the spell's duration. The location and time must be chosen prior to casting, but new locations and times may be chosen during the spell. Each change requires a round of concentration on the part of the caster, during which his past perception is ineffective.
The only component for this spell is a focused thought from the caster.
Temporalism
Range 0 Components special
Duration 10 turns Casting Time 1
Area of Affect Anywhere on same plane Saving Throw None