School of Tempomancy

Back to The Arcane Compendium Reserved only for the mentally unstable and bat shit insane, the School of Tempomancy is a School with a crooked desire to bend time to its whims at the heavy cost of the casters own brain matter and sanity.

Tier 1 spell list

Uptick

(Complex)

(1 Action)

You can only have 1 uptick activated at a time. when you use Uptick, you double your movement speed, and gain 1 extra action per turn for 5 minutes. During these 5 minutes, time speeds up for you, accelerating your lifespan for 5 times the amount of time spent in Uptick. The rush you feel from Uptick is often described as addictive.

Hat Trick

(Daily)

(1 actions)

Pull out a random object/creature or effect from a hat. The object/creature will vanish at the end of combat. You can have one object/creature out in combat, You may roll with the list below for a random Object/creature and effect.

1. Tea set Monster that’s aggressive to both enemies and players.

2. Small Harmless Cute Rabbit. Everyone who sees the rabbit must make a DC moxie of 10, nothing happens on a success, on failure become charmed to the rabbit.

3. A scrumptious Carrot. It heals for one hit point and is C quality.

4. A deck of tarot cards. This card's actually have no control over the future. 5. A wooden bat, that you may use a damage 2 melee weapon, you may also use small surrounding objects as ammunition for range attacks. The damage of range attacks depends on ammunition and GM discretion.

6. A Pogo hopper, You may use the Pogo hopper to add five more spaces to your movement.

7. A cup of nice warm tea, if drunk will give you an advantage on Int and increase int by 2+ till the end of combat.

8. There is nothing in the hat, you cannot not use this ability again till the end of combat.

9. A continuous high pitch laughter comes out of the hat, filling you with a mad glee, You are immune to charm till the end of combat, You may also attempt to have a glance in the future, the GM decides what you see.

10. Pull out a random spell that will hit both you and the closest enemy, this effect will happen at the beginning of every start of your turn in combat, you cannot use the hat again till the end of combat.