Chronothurge
This is Beyond the Void content.
Requirements: Mage 3, one of Cryothurge 1 or Necrothurge 1.
You can bend even time itself to your will.
Level 1. You gain the following spell:
Accelerate/Decelerate: (MP cost 2, 3 TS) Choose a creature you can see within 7 units. The chosen creature either loses or gains 2 TS, your choice. If the creature is unwilling to being under the effects of this spell, it may make a [V] roll (your [I] or higher to succeed) to resist the effects.
Level 2. You gain the following action, it can be used once before this feature needs to be recharged with a 5-hour rest:
Steal Time: (0 TS) Choose a creature within 1 unit. That creature must make a [V] roll (your [I] or higher to succeed) or lose 1d4 TS, you gain an equal amount of TS. This TS gained CAN exceed your max TS. You can only use this action on your turn.
Level 3. You gain the following spell:
Rewind: (MP cost 5, 0 TS) You can rewind your own time. You return to where you were at the start of the round and regain any HP, MP, and TS you have lost this round. Abilities that were spent this round are automatically recharged. You can use this action as an interruption upon being targeted by an attack, if you do so, your turn immediately starts regardless of whether you have already taken your turn this round.
Ascendant Chronothurge
Ascendancy Requirements: Chronothurge 3, one of Cryothurge 3 or Necrothurge 3.
You can bend time to your will far better than the ordinary mage.
Level 4. Whenever you or an allied creature you can see gains TS, you may have that creature gain an additional 1 TS.
Level 5. You gain the following spell:
Stop Time: (MP cost 5, 4 TS) Choose up to 5 other creatures that you can see. You and all of those creatures have time stopped for you, causing the world around to seem frozen. This stopped time lasts for 1d6 rounds, but you do not get to know what the number rolled is, the GM will roll for you. During that time, you and the creatures you chose can move freely and act as normal, you can even attack or cast spells, however, projectiles within the stopped time will not travel until time has resumed. Creatures do not start dying until time resumes, and effects that come into effect during a round are paused until time resumes. After time resumes, you and all creatures you chose lose 2 TS at the start of the round.
Level 6. When you cast the Rewind spell, you may choose to rewind any number of creatures you can see. This cannot be done if the spell is cast as an interruption. Each creature targeted is effected by the spell as though they had cast it. You may only cast the spell this way once before this ability recharges, which takes 1d6 days.
Spells: (rule) A spell is an action you can take on a turn. Spells cost the listed amount of MP and TS to cast unless modified.
Allies: (terminology) An ally or allied creature is determined by the creature in question when the ability in question is used. A creature is its own ally unless stated otherwise.