Mechanics

Savage Rifts: Temporal Magic

Some sorcerers master the primordial energy of space and time itself. These casters can manipulate dimensional energy and individuals' perception of the world around them, such as speeding up or slowing down time for a person or in a bubble.

Power Edges

Arcane Background (Temporal Magic)

Arcane Skill: Spellcasting (Spirit)
Starting Power Points: 15
Starting Powers: 3

Temporal magic is the manipulation of space, time, and dimensions. It is taught only by the arrogant and demonic Temporal Raiders or another Temporal Wizard. Mastering dimensional forces often leads to premature aging (though it can also lead to exceptionally long life) and involves a minimum of six years of servitude to these megalomaniacs. Some opt to continue their tutelage for several more years, but they do so as a partner to their mentor, rather than as a servant.

This arcane background grants exclusive access to the Time trapping and is limited to the following powers: armor, banish, blast, bolt, confusion, darksight, deflection, detect arcana, dispel, environmental protection, farsight, illusion, intangibility, light/obscure, slow, speak language, speed, summon ally, teleport, and warrior’s gift.

D-Shift: Temporal magic can be difficult to master and unforgiving to mistakes. Rolling a 1 on the Spellcasting die (regardless of success) results in the caster shifting in a random direction (2d6"). If engaged in melee combat, the caster's opponents do not receive a free attack for retreating.

Abilities

Dimensional Envelopes

Temporal Mages have mastered space and time to such a degree that they are capable of creating hidden pockets of varying sizes in dimensional space. There are really two types: pockets and envelopes. Dimensional pockets are smaller, but portable and accessible from anywhere by the creator, often used to store gear and valuables. Envelopes are stationary, but much larger.To create either requires a successful arcane skill roll and a Power Point investment (number of Power Points varies with the size of the dimensional envelope/pocket). These Power Points are permanently removed from the Temporal Mage's total Power Points until they dispel the envelope or pocket.

Once per round as a standard action, Temporal Mages may make an arcane skill roll to open a dimensional envelope/pocket which they have previously created and retrieve one item. If a Temporal Mage does not close the envelope/pocket, it remains open and the Temporal Mage can retrieve another item without requiring a second arcane skill roll.

As a free action, the Temporal Mage can close the envelope/pocket. If the Temporal Wizard is incapacitated, the envelope/pocket automatically closes.

It is possible for any magician to access dimensional envelopes/pockets created by another Temporal Mage. It requires that the character be within 50 feet of a dimensional envelope/pocket and a successful arcane skill roll at -4.

Dimensional Envelopes can be as small as the size of a dresser drawer or as large as a walk-in-closet, depending on the rank of the mage.

RankDimensional Envelope Size (width, height, depth)Dimensional Pocket Size (width, depth, height)Power Point Investment
Novice5 ft x 3 ft x 1 ft1 ft x 1 ft x 1 ft1
Seasoned7 ft x 5 ft x 3 ft2 ft x 1 ft x 2 ft1
Veteran10 ft x 5 ft x 5 ft3 ft x 2 ft x 3 ft2
Heroic10 ft x 7 ft x 5 ft4 ft x 2 ft x 4 ft2
Legendary10 ft x 10 ft x 7 ft5 ft x 3 ft x 5 ft3

Trappings

Time

This trapping typically manifests as the subject seeming to speed up to a blur or appear to move in slow motion. Space and time are common themes with this trapping and portals to the void are possible.

  • Swallow: Defensive powers which grant armor or inflict penalties to hit the character manifest as small portals to the Astral Plane or the Void which appear and swallow attacks.
  • Blur: Powers which speed up the subject cause the character to appear blurry and distorted and gain the benefit of the Dodge Edge (ranged attackers subtract 1 from their attack roll; characters affected by the Power gain +1 to Agility rolls to evade an area effect attack).
  • Deprivation: Powers which affect the mind or perception of a target manifest as reduced senses (lost sight, vision, or hearing) or blacking out (lost time).