Update: Temporal Reversion 03/09/2017 01:26 AM CST
Temporal Reversion is a warding spell with the effect that it disrupts the targets ability to travel in space as an organism, thus causing 'temporal damage' from their struggle. The worst result for the target is that they will totally freeze up physically from the forward and reverse pressures of time which compress them into a static version of themselves which breaks apart horrifically. That would of course be instant death. Otherwise, the wards will have a tiered system with direct results:

+101 to +110 = the target suffers a version of deja vu which makes them extremely vulnerable to the next series of attacks, especially bolt and CS. For example, there may be a -30 Elemental TD base loss and -30 Bolt DS loss for the next 10 seconds. On top of this, there is a mana differential if the critter has been successfully prepped with Mana Leech. Temporal Reversion will use a portion of the critters own mana to churn their temporal realities around at a separate warding rate for each attempt. The result can be that the use of TR will become drastically less costly and a possibly main workhorse sp-ell for the Magician.

+111 to +120 = the target suffers the deja vu effects plus they perceive the version of you which they first happened upon which results in their aiming at a different target altogether until they regain their perceptive powers. This gives the wizard a distinct defensive and offensive capability which results in an increase in the mana advantages with a near incapacitation for a while of the target (as they will be engaged with a phantom version of the Wizard).

+121 to +130 = the target suffers the deja vu effects and the pereceptive incapacitation but also has bouts with its own genetics as it begins to experience the flux of evolution with chaotic results of unusual aging which results in vulnerabilities and further incapacitation.

+131 to +140 = the target suffers the above effects with an increase in the fluxing of their genetics with time such that they ripple from within and it begins tearing them apart in 1-3 second intervals with RT, stuns, damage and increased mana benefits. This is where instant deaths become possible though not too likely with the availability of damages from the intense temporal chaos.

+141 to +150 = the target suffers the above effects but also a chance based on a hidden roll to 'freeze' in their movement within time thus that they may shatter from the compressive damage of their inability to flow as the environment pursues its natural course. This immensely unnatural and painful experience for the target will yield a big mana boost (boosted much by Mana Leech if established first) as well as : possible instant death from a 'shatter point', a removal of armor as they are no longer capable of sustaining its gravity as they shift so rapidly in the turbulent magical drain, a 'shattering' of specific body areas, the critter may suddenly appear with an arm of their development at an early stage of life but a head of them as if they aged 70 years (and various combinations) which becomes a single targetable area to strike (i.e. whatever you hit next will be the abdomen or something and a very available crit).

+200 - +300 = the target at this point becomes a manageable entity for the Wiz to make use of. They may drain the mana entirely from them and use the critter for their next bolt spell as a HURLING object! This will make the critter into a contained physically hard object which is pocket sized and capable of being hurled with the SPELL AIM skill at any other adversary which will became a random bolt spell from the available circles of the wizard. This happens by the contact made with the target which activates the spell as if being used from the past of the wizard in another battle-- coral wand, tonis bolt, acid, shock, etc.

+400 and above = the target becomes a shimmering rift of multi-hued energy which specifically functions as a teleport ring charger. When a teleport ring is in the left hand while the right hand touches the cloudy energy field, the teleport ring will automatically carry a 50/50 chance if naved to return the wizard to the very location the field was where rubbed or if in another realm then at the place where they wind up when naved but with a fresh ring either in hand or dropped onto the ground.
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