The Time Pact
Time is one of the fundamental
forces of the universe, ever moving on, tearing down peasant and king alike.
Time sees mountains turn to dust, kingdoms rise and fall, and even gods come
and go. Some gods claim purview over
time, but there are other arbiters of its flow besides the divine. These rare custodians of time work to make
sure everything enters and leaves existence on a proper schedule, which is a
lot of work to be sure. To that end they
have sometimes recruited mortals to assist in their duties, granting them
powers over time in exchange for help on smaller tasks. These powers can create the very paradoxes
the masters of time hope to avoid, but sometimes allowing smaller problems to
exist enables you to deal with larger problems.
Most time pact warlocks are eladrin, elves, or dwarves due to the
perspective their already long lifespan gives them, but all races have been
called to serve at one time or another.
You have managed to tap into the
fundamental power of time through bargains with the creatures that control it,
allowing you to ravage your enemies with the passage of years in a few seconds
while you keep yourself safe on borrowed time.
Through the manipulation of time you are able to confuse your enemies,
warping their perceptions as they are shunted through time and space.
Temporal Shock: You know the temporal
shock at-will spell.
Timelost Aura: You have the power to take time from others and use
it to your own ends, warping time to aid in your defense.
When an enemy under your
Warlock’s Curse is reduced to 0 hit points or fewer add one to your Timelost
Aura. Your Timelost Aura has a starting
value of 0, and it resets to 0 whenever you take a short rest or an extended
rest.
Once per round, you may use your
Timelost Aura to take an additional action at any point during your turn. This
costs a number of points from your Timelost Aura depending on the action; if
you do not have the necessary points in your Timelost Aura for a desired action
you cannot take that type of action.
Minor actions require 2 point from your Timelost Aura, while move
actions require 4 points, and standard actions 6 points.
Level 1 At-Will Powers
Temporal Shock Warlock
(Time) Attack 1
Time starts and stops
around your target according to your whim, making it painful for the target to
act.
At-Will * Arcane,
Implement, Psychic
Standard Action Ranged 10
Target: One
creature
Attack: Charisma
vs. Will
Hit: 1d6 +
Charisma modifier psychic damage, and if the target takes more than a single
action during their turn, such as taking a move and a standard action, it
suffers an additional 1d6 + Charisma modifier psychic damage.
Increase damage and extra damage
to 2d6 + Constitution modifier at 21st level.
Level 1 Encounter Powers
Repetitious Assault Warlock
(Time) Attack 1
Skipping through time,
you launch a pair of attacks by repeating the same seconds twice.
Encounter * Arcane,
Implement
Standard Action Personal
Effect: You may
make two attacks using your at-will powers.
Time Pact: Each attack gains a damage bonus equal to your
Intelligence modifier.
Teleport Strike Warlock
(Time) Attack 1
You shift your enemy
through time and space, moving him across the battlefield.
Encounter * Arcane,
Implement, Psychic, Teleport
Standard Action Ranged 10
Target: One
creature
Attack: Charisma
vs. Will
Hit: 2d8 +
Charisma modifier psychic damage, and you teleport the target 3 squares.
Time Pact: You teleport the target a number of squares equal to 3 +
your Intelligence modifier.
Level 1 Daily Powers
Slowstrike Warlock
(Time) Attack 1
Slowing the time
stream around the target, you force his movements to slow to a crawl as the
world continues around him as a blur.
Daily * Arcane,
Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma
vs. Will
Hit: 3d8 + Charisma modifier psychic damage, the target is slowed,
and suffers a -2 penalty to Reflex defense and AC until the end of your next
turn.
Time Ripple Warlock
(Time) Attack 1
You disrupt the
timeline of your target, shocking his system, as the world seems to start and
stop around him. Those caught near the
target are caught in the ripples of distorted time this creates, slowing their
progress through the time stream.
Daily * Arcane,
Implement, Psychic
Standard Action Ranged 10
Target: One
creature
Attack: Charisma
vs. Will
Hit: 3d6 + Charisma modifier psychic damage, and the target is
dazed and slowed until the end of your next turn. Creatures adjacent to the
target are slowed until the end of your next turn.
Level 2 Utility Spells
Through the Veil of
the Possible Warlock
(Time) Utility 2
You only see indistinct shadows of possible futures, but
even from these shadows, you can get some idea of what paths you should
take.
Daily * Arcane
Minor Action Personal
Effect: For any attack roll, skill check, or saving throw made
immediately following the use of this power, you may make two rolls and use the
better of the two.
Slipping Between
Seconds Warlock
(Time) Utility 2
You skip across the
battlefield, traveling between the seconds to make yourself a very difficult
target to keep up with.
Daily * Arcane,
Teleportation
Move Action Personal
Effect: You teleport 3 squares. Then, after your turn, the first
time you are targeted with an attack, you can teleport an additional 3 squares
as an immediate interrupt.
Level 3 Encounter Powers
A Rock in the River
of Time Warlock
(Time) Attack 3
You unhook your target
from the passage of time for a few seconds, leaving him defenseless as the
world continues on around him. If he
does not will himself back to the time stream it only gets worse.
Encounter * Arcane,
Implement, Psychic
Standard Action Ranged 10
Target: One
creature
Attack: Charisma
vs. Willpower
Hit: 2d6 +
Charisma modifier psychic damage, and the target is stunned until the end of
its next turn.
Time Pact: The target also takes additional damage equal to your
Intelligence modifier.
Ravages of Time Warlock
(Time) Attack 3
Spinning far forward
in the time stream, you unleash the horrors of aging on your target, giving him
a preview of his last living days.
Encounter * Arcane,
Implement, Psychic
Standard Action Ranged 10
Target: One
creature
Attack: Charisma
vs. Fortitude
Hit: 2d10 +
Charisma modifier psychic damage, and the target takes a -2 penalty to
Fortitude defense until the end of your next turn.
Time Pact: The penalty to Fortitude defense is equal to 2 + your
Intelligence modifier.
Level 5 Daily Spells
Temporal Escape Warlock
(Time) Attack 5
Time parts ways for
you, allowing you to move across the battlefield in the blink of an eye. Unfortunately, those near where you were
standing suffer the temporal backlash this creates.
Daily * Arcane,
Implement, Teleportation
Standard Action Close burst 1
Effect: You
teleport 6 squares. The burst effect emanates from the square you leave.
Target: Each
creature in burst
Attack: Charisma
vs. Will
Hit: 2d10 + Charisma modifier psychic damage, and the target is
dazed until the end of your next turn.
Tempo of Pain Warlock
(Time) Daily 5
You warp time ever so
slightly in the body of your enemy, throwing off his internal functions as his
body operates out of synch. If not
quelled, it can quickly lead to a heart attack or aneurism.
Daily * Arcane,
Implement, Poison
Standard Action Ranged 10
Target: One
creature
Attack: Charisma
vs. Fortitude
Hit: 3d8 + Charisma modifier poison damage, and the target takes
ongoing 5 poison damage (save ends).
Level 6 Utility Spells
Slowing the Arrow’s
Flight Warlock
(Time) Utility 6
By slowing your
perception of time, you are able to avoid attacks that would otherwise strike
you.
Encounter * Arcane
Immediate Interrupt Personal
Trigger: You are
targeted by an attack.
Effect: You apply a -4 penalty to all attack rolls against you
until the beginning of your next turn, including the attack that triggered this
spell.
Level 7 Encounter Spells
Time Steal Warlock
(Time) Attack 7
You steal some life
span from your target and give it to an ally, granting your companion more
reserves of stamina to call upon.
Encounter * Arcane,
Healing, Implement, Psychic
Standard Action Ranged 10
Attack: Charisma
vs. Will
Hit: 2d8 +
Charisma modifier psychic damage, and one ally adjacent to you regains a
healing surge.
Time Pact: The ally also gains temporary hit points equal to your
Intelligence modifier.
Pushed Outside of
Time Warlock
(Time) Attack 7
Using a temporal
prison left beyond time by ancient powers now forgotten, you pull your target
from the time stream for a short time.
During this time he is out of synch with the world around him and cannot
properly focus on his enemies.
Encounter * Arcane,
Implement, Psychic, Teleport
Standard Action Ranged 10
Attack: Charisma
vs. Will
Hit: 2d10 +
Charisma modifier psychic damage, and the target cannot target you or your
allies until the end of your next turn.
Time Pact: The target gains a bonus to the damage roll equal to
your Intelligence modifier.
Level 9 Daily Spells
Time Is the Fire in
Which We Burn Warlock
(Time) Attack 9
Vastly speeding up
time for your target, you send him through the throes of aging before bringing
him back at an equally overwhelming pace.
The target is left to weather the vast temporal damage on his own.
Daily * Arcane,
Implement, Psychic
Standard Action Ranged 10
Target: One
creature
Attack: Charisma
vs. Will
Hit: 3d8 +
Constitution modifier psychic damage, and the target takes ongoing 5 psychic
damage (save ends).
First Failed Save:
The target takes ongoing 10 psychic damage (save ends).
Second Failed Save:
The target takes ongoing 10 psychic damage (save ends).
Miss: Half damage, and no ongoing damage.
Delaying Strike Warlock
(Time) Attack 9
Pulling your enemy
slightly from the time stream, you push his actions with the flow of time,
causing him to miss his best opportunity to attack in the near future.
Daily * Arcane,
Implement, Psychic
Standard Action Ranged 10
Target: One
creature
Attack: Charisma
vs. Will
Hit: 2d10 +
Constitution modifier psychic damage, and the target loses its standard action
on its next turn.
Miss: Half damage.
Level 10 Utility
Storm of Curses Warlock
(Time) Utility 10
You unleash a hail of
curses at your enemies in the space between seconds.
Daily * Arcane
Standard Action Area burst 3 within 10 squares
Target: All
enemies in burst
Effect: All targets are under the effects of your Warlock’s
Curse. They do not suffer any damage due
to magic items normally associated with being cursed.
Level 13 Encounter Spells
Temporal Switch Warlock
(Time) Attack 13
Binding two of your
enemies together in the time stream, you switch their anchors to time and
space, causing them to instantly switch places.
Encounter * Arcane,
Implement, Psychic, Teleport
Standard Action Ranged 10
Target: Two
creatures within 10 squares of each other
Attack: Charisma
vs. Will
Hit: 2d10 +
Charisma modifier psychic damage. If both attacks hit, the two targets switch
places.
Time Pact: Each target suffers a penalty to its attack rolls equal
to your Intelligence modifier until the end of its next turn.
Disorienting
Timeshift Warlock
(Time) Attack 13
You shift time
slightly in your vicinity, skewing the perceptions of those you have
cursed.
Encounter * Arcane
Standard Action Area burst 3 with 10
squares
Target: All
creatures in area that are under the effect of your Warlock’s Curse.
Attack: Charisma
vs. Will
Hit: 2d8 +
Charisma modifier psychic damage, and the target suffer a -2 penalty to attack
rolls and Will defense until the end of your next turn.
Time Pact: The target suffers a penalty to Will defense equal to 2
+ your Intelligence modifier until the end of your next turn.
Level 15 Daily Spells
Paradox Strike Warlock
(Time) Attack 15
You place tangles in
the skein of time, causing the target to be assaulted by a number of paradoxes,
each of which threatens his existence in the time stream. Unfortunately for
you, this causes damage to your own time stream in the process.
Daily * Arcane,
Implement, Psychic
Standard Action Ranged 10
Target: One
creature
Attack: Charisma
vs. Will
Hit: 5d10 +
Charisma modifier psychic damage, and the target is dazed until the end of your
next turn.
Effect: You take
1d10 psychic damage.
Sustain Standard: Make a Charisma vs. Will attack against the
target. On a hit the target takes 3d10 + Charisma modifier psychic damage and
you take 1d10 psychic damage. On a miss
the spell ends.
Miss: Half damage, and the target is not dazed.
Second Chance Strike Warlock
(Time) Attack 15
Rearranging the sands
of time you take time from your enemy and give it to an ally, allowing them to
regain the use of abilities previously expended.
Daily * Arcane,
Implement, Psychic
Standard Action Ranged 10
Target: One
creature
Attack: Charisma
vs. Will
Hit: 3d10 +
Charisma modifier psychic damage, and the target may only use basic attacks
until the end of your next turn. One
adjacent ally regains an encounter power.
Miss: Half damage, the target may act normally, and no powers are
regained.
Level 16 Utility Spells
Time Slip Warlock
(Time) Utility 16
You slow time for a
short time, giving your allies extra time while your enemies lose precious
seconds at the cost of their mental stamina.
Daily * Arcane
Standard Action Close burst 3
Target: All
allies in burst
Effect: Each ally can take a standard action as an immediate
reaction. This actions does not provoke
attacks of opportunity. An ally who
chooses to take this action takes 1d10 psychic damage.
Level 17 Encounter Spells
Stasis Warlock (Time) Attack 17
Freezing your target
in time, you make it impossible for your target to attack or be attacked. The strain on keeping a target locked in the
time stream for long is immense.
Encounter * Arcane,
Implement, Psychic
Standard Action Ranged 10
Target: One
creature
Attack: Charisma
vs. Will
Hit: 3d10 +
Charisma modifier psychic damage, and the target is in stasis until the
beginning of your next turn. While in
stasis, the target can take no actions but also is immune to all forms of
attack and damage. While in stasis, the
target does not make saving throws and any ongoing effects still affect the
target until it leaves stasis.
Time Pact: After the target is out of stasis, the target suffers a
penalty to its Will defense equal to your Intelligence modifier until the end
of its next turn.
Shield of Time Warlock
(Time) Attack 17
By stealing a few
seconds from your enemy, you build up a storehouse of precious seconds you can
use to defend yourself from the target’s attacks in the future.
Encounter * Arcane,
Implement, Psychic
Standard Action Ranged 10
Target: One
creature
Attack: Charisma
vs. Will
Hit: 3d8 +
Charisma modifier psychic damage, and the target is dazed until the end of your
next turn. Before the encounter ends,
you can force the target to reroll one attack roll as an immediate interrupt.
Time Pact: The target takes a penalty to the rerolled attack equal
to your Intelligence modifier.
Level 19 Daily Spells
Temporal Assault Warlock
(Time) Attack 19
Forcefully drawing
time from your opponent, you allow it to spread out from him and into your
nearby allies. This gives them an extra
few seconds to strike your opponent.
Daily * Arcane,
Implement, Psychic
Standard Action Ranged 10
Target: One
creature
Attack: Charisma
vs. Will
Hit: 3d10 +
Charisma modifier psychic damage, and all adjacent allies can make a melee
basic attack against the target as a free action.
Miss: Half damage, and adjacent allies do not get to attack.
Barrage Through Time Warlock (Time)
Attack 19
Slowing your passage
through time to a crawl, you launch a series of attacks at your enemies,
allowing you to spray an area before your enemies have a chance to react.
Daily * Arcane,
Implement
Standard Action Area burst 2 within 10
squares
Target: All
enemies in area
Effect: You may use an at-will power to attack every target in the
area, and the targets may not use immediate interrupt actions in response to
your attacks. All the targets must be
attacked with the same at-will power.
Level 22 Utility Spells
Suffer Without
Recourse Warlock
(Time) Utility 22
You draw out the
suffering of those you have cursed, making it difficult for them to throw off
the shackles of continuing threats.
Daily * Arcane
Minor Action Area burst 1 within
10 squares
Target: Each
enemy in the area affected by your Warlock’s Curse
Effect: The target automatically fails any saving throws made
before the end of your next turn.
Level 23 Encounter Spells
Stolen Time Warlock
(Time) Attack 23
Calling up your
timelost aura, you draw in time from all those nearby, charging up your
aura.
Encounter * Arcane, Implement,
Psychic
Standard Action Close burst 2
Target: All
creatures in area
Attack: Charisma
vs. Will
Hit: 2d8 +
Charisma modifier psychic damage, and you gain one point to your Timelost Aura
per target hit that is currently affected by your Warlock’s Curse.
Time Pact: The target suffers additional psychic damage equal to
your Intelligence modifier.
Disjointed
Interruption Warlock
(Time) Attack 25
Decoupling cause and
effect for a short time, you make it nigh impossible for your target to react
to threats in a timely manner.
Encounter* Arcane,
Implement, Psychic
Standard Action Ranged 10
Attack: Charisma
vs. Will
Hit: 4d8 +
Charisma modifier psychic damage, and the target may not use immediate
interrupt actions, immediate reaction actions, or make attacks of opportunity
until the end of your next turn.
Miss: Half damage, and the target cannot use immediate interrupt
actions, immediate reaction actions, or make attacks of opportunity until the
start of your next turn.
Level 25 Daily Spells
Bound Through the
Ages Warlock
(Time) Attack 25
Linking your time flow
with the target, you limit his actions while limiting your own. This is a painful experience for both of you,
but more so for you.
Daily * Arcane,
Implement, Psychic
Standard Action Ranged
10
Target: One
creature
Attack: Charisma
vs. Will
Hit: 2d10 +
Charisma modifier psychic damage, and the target cannot take a standard action
on his next turn.
Sustain Standard:
Make a Charisma vs. Will attack against the target. If successful you take 1d12 psychic damage
and the target may not take a standard action on its next turn. On a miss the spell ends.
Sustain Move:
Make a Charisma vs. Will attack against the target. If successful you take 1d10 psychic damage,
and the target may not take a move action on its next turn. On a miss the spell ends.
Sustain Minor:
Make a Charisma vs. Will attack against the target. If successful you take 1d8 psychic damage,
and the target may not take a minor action on its next turn. On a miss the spell ends.
Time Pact: Reduce the damage from sustaining this power by your
Intelligence modifier.
Time Drain Warlock
(Time) Attack 25
Boring a hole in the
time stream, you create an increasingly large void in the target’s flow of
time, making it harder and harder for him to keep up with those around
them.
Encounter * Arcane,
Implement, Psychic
Standard Action Ranged 10
Target: One
creature
Attack: Charisma
vs. Will
Hit: 3d10 +
Charisma modifier psychic damage, and the target loses its minor action each
turn (save ends).
First Failed Save:
The target loses its move action each turn, so it can only take one standard
action each turn. (save ends all).
Second Failed Save:
The target loses its standard action each turn. (save ends all).
Miss: Half damage, and the target loses its minor action on its
next turn.
Level 27 Encounter Spells
Paradox Field Warlock
(Time) Attack 27
Tearing the time
stream asunder you damage the timelines of all creatures in your vicinity,
causing vast damage to them as their personal histories are rearranged in the
wake of your efforts.
Encounter * Arcane,
Implement, Psychic
Standard Action Area burst 2 in 10
squares
Target: All
creatures in area
Attack: Charisma
vs. Will
Hit: 2d10 +
Charisma modifier psychic damage, and the target is dazed until the end of its
next turn.
Time Pact: The target suffers a penalty to Will defense equal to
your Intelligence modifier until the end of your next turn.
The Torture of Better
Days Warlock (Time) Attack
27
Winding back the clock,
you flood your target with visions of his life’s most cherished moments,
drawing his attention to these past days and away from the battlefield.
Encounter * Arcane,
Implement, Psychic
Standard Action Ranged 10
Target: One
creature
Attack: Charisma
vs. Will
Hit: 3d10 +
Charisma modifier psychic damage, and the target is stunned until the end of
its next turn.
Time Pact: The target suffers a penalty to Reflex defense and AC
equal to your Intelligence modifier until the end of your next turn.
Level 29 Daily Spells
Entropic Annihilation Warlock (Time) Attack 29
Traveling quickly back
in time, you make alterations to the target’s history that threaten to wipe it
from existence completely. This does tie
you to the target’s time stream for a short time, so it is not without
risks.
Daily * Arcane,
Implement, Psychic
Standard Action Ranged 10
Attack: Charisma
vs. Will
Hit: 9d10 +
Charisma modifier psychic damage. Both
you and the target suffer ongoing 20 psychic damage (save ends). If either of you make your saving throw the
ongoing damage ends for both of you. You
may willingly fail your save.
Miss: Half damage, and no ongoing damage.
Time Storm Warlock
(Time) Attack 29
You tear time and
space asunder, sending your enemy teleporting wildly about as he slides through
the time space continuum.
Daily * Arcane,
Implement, Psychic, Teleportation
Standard Action Ranged 10
Target: One
creature
Attack: Charisma
vs. Will
Hit: 4d10 +
Constitution modifier psychic damage, the target teleports 5 squares, and
target suffers ongoing 5 psychic damage (save ends).
First Failed Save:
The target teleports 7 squares and suffers ongoing 10 psychic damage (save
ends).
Second Failed Save:
The target teleports 9 squares and suffers ongoing 15 psychic damage (save
ends).
Each Additional
Failed Save: The target teleports 9 squares and suffers ongoing 15 psychic
damage (save ends).
Miss: Half damage, and the target teleports 5 squares.
Next time will include feats and items for Time Pact Warlocks, plus a prestige class.
I ran a plot line that pretty much hinged on your idea concerning this pact, when I was running a 4e game in Cary.
ReplyDeleteThere were a pair of NPC's who were their hooks named, Tick and Tock. They were warforged. Because I am a little odd, I had their back story that they were the same individual existing at different points in its own timeline. They were recruiting the pc warlock to be time pact and the plot resolved with a cycled causality loop where the PC's actually saved the day half way through the campaign, by journeying to the future to stop a ritual that their later selves were trying to stop but could not make it past the big bad in time. Just when it looks like the big bad is going to win, the ritual his cultists were doing is disrupted by the earlier version of pcs. The reveal was priceless when they realized I had hinted what was going on all along, but they did not know the clues for what they were at the time.
MMM time travel.