Sands of Time
Sands of Time(Major) by Stone Gargoyle
The hero can affect time and temporal relationships by influencing shifting sands.
1.Temporal Distortion Field: When standing on sand, the hero can generate a temporal distortion field.
Range: 10 foot radius around character, +5 feet per level
Duration: This can be maintained indefinitely when the hero is standing upon sand, but will last only 2d4 melee rounds if the character is marely carrying sand or has it in his shoes.
Attacks: Takes 1 attack to initiate the field, plus 1 attack per melee round to maintain.
Saving Throw: Opponents entering the field can save vs. temporal distortion (14 or better, PE bonus applies) or suffer -4 to initiative and -2 to combat moves while in the field.
Other Effects: Projectiles entering the field are slowed down and can be dodged by the hero at +2. Attacking from within the field, the hero gains a +4 to initiative but must maintain the distortion field around himself to benefit from this bonus. The hero is also +4 to dodge and parry all opponents entering the field. The hero also does not age or suffer fatigue while within the field.
2.Age-Shifting: The hero can throw sand at opponents up to 20 feet away, +2 feet per level, which will cause the target to become younger temporarily, often losing strength and endurance as a result. Age Shift: 1d4X10 years, +1 year per level, though the target will never become younger than a newborn baby.
Duration: 1d4 hours, +1 hour per level
Saving Throw: 14 or better, PE bonus applies
If age shifted sufficiently, the target will become hard to believe as who they say they are. The effect is also disorienting (lose initiative, one attack and -1 to combat moves).
3.Time Shift: When standing on a beach or other extremely sandy area, the hero can shift himself forward in time as long as he is not disturbed (works best if alone) at a rate of one hour per minute for a maximum number of hours equal to half the hero's ME attribute (so a character with an ME of 14 could move forward up to a limit of 7 hours and it will only seem to him to be 7 minutes). Being interacted with interrupts the process, the hero appearing for all outside purposes to be standing immobile for hours, and the hero will resume normal linear awareness from the point he comes out of his shift. The ero can only shift his ME number in hours maximum per day.
4.Other Abilities and Bonuses:
- +1d4 ME
- +2d6 PE
- Immune to Temporal Conversion and Erasure, and cannot be made to time travel against his will.
- +1d4X10 SDC
- +1d6 Hit Points
- +1 attack per melee round