College of Temporal Manipulations
At this college you will study the arts of manipulating the flow of time. As has been thoroughly discussed in Guild treatises, it is quite impossible to project oneself or an object into the "past" or "future." However, since the passage of time is an illusion caused by our conscious perception, there are disciplines which can manipulate this illusory flow. In fact, many standard spells accomplish their effects by doing just that. Glue You and Little Feets are actually limited temporal manipulations. Here, you will learn some highly specialized disciplines which play real havoc with the perception of time.
A wizard must be at least Ninth Level to attend this college. The tuition is 21,000 gp; the seminar requires one full month of intense study and an L5 IQ SR is required to pass. Upon successful completion of these studies, you will receive the Superglue spell. The remainder of the college's spells will be available for you to purchase at select Guild halls.
Level Six
Superglue / [D] / 26 / range 30'
This is an amplified & concentrated Glue You. The victim cannot move at all for one turn; but is subject to normal time events (he can be moved, hurt, etc.).
Level Seven -- 7000 gp
IQ = 22, DX = 14
Speedy Me / [D] / 25 / --
Elevates the caster's (or another's) time factor by six. The person operates six times faster, thus "disappearing" to normal time perception (beings in normal time will be unable to see them, although they might sense their smell or psychic presence). They react to gravity, mass, etc., in a way that is "normal" to their perception (thus they would fall six times faster but still take normal damage for the distance fallen). Small objects held in their hand
would share their time factor, but living being would not. This spell, therefore, is worthless for combat, as a speeded warrior is unable to do real damage to normal time people (although he might steal their swords).
Speedy Them / [D] / 25 / --
Reduces the caster's (or another's) time factor by six. They "disappear" to normal time perception and experience 10 minutes of time while the world goes through one hour. They may see stationary objects and people, but someone moving at walking speed would be
invisible to the slowed person. Use with caution, as collisions with unseen horses, etc., can be very dangerous.
Level Nine -- 9000 gp
IQ = 26, DX = 16
Watch Stop / [D] / 40 / range 50'
This prevents the target from experiencing any time (and therefore, change) at all. They can be moved like a statue, but their posture, etc., will not change, and they are totally invulnerable as the state of their bodies cannot be altered (as by stabbing or crushing). Lasts one turn.
Level Eleven -- 11,000 gp
IQ = 30, DX = 18
Blink / 30 / --
The caster disappears and reappears in the same spot six seconds later. (If another person is now standing there, he will be pushed aside with great force.) You are actually hurling yourself into the future, but maintaining the same "coordinates." This spell can theoretically be cast at higher levels, but it can be suicide to do so. The longer you "hurl," the wider you frame of reference for your coordinates will become. Thus instead of being positioned relative to the ground at your feet, you may be positioned relative to the mass of the world (regardless of how it has rotated or moved in the meantime), or even relative to the ether (which may long since have swept past the world).
Level Twelve -- 12,000 gp
IQ = 32, DX = 19World Stop / 45 / --
Increases the caster's (or another's) time factor by 72. See Speedy Me for the basic effects. The speeded person will live through 12 hours of time in only 10 minutes; to their perception the entire world has stopped dead still. However, at this level the isolation of the altered time factor is a bit blurry & imperfect. Rapid movement can actually cause windburn; hitting something hard can demolish your hand (because it was moving at several hundred mph); and it can take quite a "long" time to open a large door (the fraction of a second it takes to overcome the door's inertia).
World Goes By / 45 / --
Reduces the caster's (or another's) time factor by 72. See Speedy Them for the basic effects. The person will experience only 10 minutes of subjective time while the world goes through 12 hours. A person under this spell must be moved very carefully; if, for example, you straightened out their arm, their muscles might not be able to keep up with such "rapid" motion and the tendons could snap.