D20:Time Duplicate Epic Spell
Conjuration [ | |
Spellcraft DC: | 71 |
---|---|
Components: | V, STemplate:vardefine: targetsTemplate:vardefine: targetTemplate:vardefine: effectTemplate:vardefine: areaTemplate:ifexpr: -- template var: target |
Duration: | 1 round (see text) |
Saving Throw: | None (harmless) |
Spell Resistance: | None (harmless) |
To Develop: | 639,000 gp; 13 days; 25,560 XP. Seed: transport (to move future you back in time 1 round) (DC 27). Factors: move to time stream (+8 DC), stretch the base temporal effect (ad hoc +8 DC), quickened (+28 DC). |
Round One: The character casts time duplicate, the future self from round two arrives, and both act normally.
Round Two: The future self?the character?gets snatched back in time to help the past self. During this round, there are no versions of the character present.
Round Three: The character rejoins the time stream. The character arrives in the same location and condition that the future self ended with at the end of the first round. Any resources (spells, damage, staff charges) the future self used up in round one are gone for real. Record them now. Using this spell to snatch a single future self stretches time and probability to its limit; more powerful versions of time duplicate are not possible. A character cannot bring more than a single future version of him or her self back at one time, nor can a character snatch a version of him or her from farther in the future.
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This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Created by Last edited by , 10-23-2011 at 12:00 PM 0 Comments, 4,519 Views |
, 05-20-2007 at 09:04 AM
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