Of the first Gods
Prestiges 1-2: (works everywhere):
Time Quote
Otherworldly Chronurgy. You have grown as a Time Wizard granting expansion in all themed time. Your mana is doubled. Additionally you gain the following:
Temporal Insight. You are aware and never lose memories due to timeline changes (you retain memories from alternate timelines). Your Temporal Awareness changes to after initiative is determined you may change the initiative order and use any initiative values from lowest to highest in initiative.
Moment in Time. Time cannot be stopped for you (although you can pretend to be stopped in time). Creatures within 60 ft of you of your choice may also cannot be stopped in time. You may trap creatures in your Momentary Stasis and stop time for them. (Replaces incapacitated condition with time has stopped for them)
Determined Future. You are immune to any negative effects that come from changes in timelines. Your convergent future now can make a roll succeed/failure even if there is no roll for success/failure or target for success/failure and can effect other rolls other then 1d20.
Absolute Abeyance. Your spells in glyph of warding spells may use your spell save DC or spell attack and count as if you casted them for use of abilities. Your Arcane Abeyance is not limited by spell level. If you cast a glyph of warding into the Arcane Abeyance you can also include the spell to be stored inside it.
Light Reflexes. Your Light Hard Sphere can stop all effects of your choosing from passing through it. Your Light Hard Sword can pass through any barrier. Your Lightning reflexes now gains an additional reaction (total of two additional)
Instant Casting. Your spell casting is not limited to 1 leveled spell per turn when casting spells as a bonus action or action. Your Quick Casting no longer takes up a bonus action, but you can only do it once per turn.
Goddesses of Technomira. You are empowered by being the only Goddess of your timeline. Each time you defeat one of the Goddesses of your timeline you gain all their powers and can exert their power within that timeline. Your “Hard-Light Projector Implant” is absorbed into the body and is just part of you. Additionally you gain the following that can be used outside your timeline:
Earth Goddess Eden. Empowered by the earth element you gain immunity to non-magical damage. You cannot be petrified. You may choose not to be moved if forcibly moved.
Water Goddess Millia. Empowered by the water element you learn cure wounds, mass cure wounds, heal, mass heal. These count as wizard spells for you and are always prepared. When you cast a spell that gives hit points it heals an additional 2 hit points per die.
Fire Goddess Amatsu. Empowered by the fire element you learn to modify your spells to be more potent. When you deal fire damage immunity becomes resistance, resistance becomes neutral, and neutral becomes vulnerability. Any spell you cast can do fire damage instead.
Wind Goddess Ukuna. Empowered by the wind element you gain protection of the winds. Your flight speed is increased by 5 ft for each order charge. You do not provoke attacks of opportunity while moving. Ranged attacks against you fail as if you are protected by wind wall.
Æther Goddess Vitra Mira. Empowered by the Æther element you are connected closely to the weave. You regain mana 10 per minute (1 per round). Spells cost 1 less mana to cast. You are immune to anti-magic and no-magic areas. You, your items, your abilities are immune to Antimagic fields and no-magic zones.
Anti-Goddess Cartesia. Empowered by Anti-element you can stop anything magical. Your counterspell can now trigger from magical abilities (abilities that do magical damage or magical or from magic item). Your counter spell doesn’t counter it just stops it as if it was never cast or activated although still using up a resource. Your antimagic field may become a no-magic zone (No-magic affects all magic and supernatural abilities).
Power of Technomira. You only gain the following once you have gained all of the powers of all the goddesses. You gain a +10 bonus to Armor Class. You also gain a +10 bonus to saving throws, spell attack rolls and spell save DCs. You are immune to A.D.A.M and E.V.E and similar beings like Atom, Adem, Adnam, Evelyn, Evelina, Evylin, Avalyn, Ava, Eva… etc. as an action can remove them from existence (if not gods) or return them home.
Legendary
Prestiges 3-4: (Works in native realm and realms where you have roots.):
Time Quote
Legendary Being: You have Legendary Resistance (3/day), You have Legendary Actions. You can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. You regains spent legendary actions at the start of your turn.
• Cantrip. You cast a cantrip.
• Revert (Costs 2 Actions). You revert to an earlier version of yourself. You regain hit points up to a maximum of 100 and removes any spells, conditions, effects, or abilities affecting you of your choice. You regain your reactions.
• Glyph (Costs 2 Actions). You cast Glyph of Warding without expending a spell slot and the spell you store does not use a spell slot.
• Time (Costs 3 Actions). You take an extra turn, but you don’t regain Legendary actions during this time (including if you time stop)
Lair Actions. You have abilities that exist outside of time. At any time (DM chooses how things resolve if in response to an action) once per round you can activate one of the abilities. Once you use this ability you cannot use that ability until your Lair Action resets. Your Lair Actions resets when all abilities have been exhausted.
• Converge. Use your convergent feature
• Portation. One creature or object of huge or smaller within 60 ft of you (including self) is in a different location within 60 ft of you
• Counter. Cast counterspell
• Stasis. Use your Momentary Stasis feature
• Abeyance. You create a new Arcane Abeyance bead. If one exists then a creature can use your Arcane Abeyance bead to cast the spell inside.
New Worlds
Prestiges 5-6: (Works in certain parts of the native realm):
Time Quote
The True Path. You follow a way of life. Within your domain or with DM approval you have the following:
• Never Get Angry. You never get angry. You never compelled to do anything against your will.
• Never Attack First. You seek non-agressive means to solve fights. Until you attack or use an ability against a hostile target, all attacks and hostile abilities used against you must make an Intelligence check against your spell save DC or lose use of that attack or ability for 1 minute.
• Offer Mercy. You seek to provide mercy to those who defeated. When a creature would die from you, instead you may have them set to 1 hit point and offered a conversation with you as time stops for everywhere else for 1 hour.
• Seek Peace. You seek to give peace to all those willing to obtain it. A peaceful solution is always available to you and you know what it is.
Goddess of Order. The Order you lived this timeline gave you the leadership and authority. As a longtime council member and as short time as Supreme Leader.
• Voice of Authority. You can invoke the power of law to embolden a target to attack. If you cast a spell with a spell slot of 1st level or higher and target a creature with the spell, that target must use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one creature, you choose the creature who can make the attack.
• Order’s Demand. As an action, you present your holy symbol, and each creature of your choice that can see or hear you must succeed on a Wisdom saving throw or be charmed by you for 3 rounds or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.
• Embodiment of Law. If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell’s casting time to 1 bonus action for this casting, provided the spell’s casting time is normally 1 action. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
• Order’s Wrath. If you deal damage to a creature on your turn, you can curse that creature until the start of your next turn. Each time any creature hits the cursed creature with an attack, the target also take 2d8 psychic damage
True Goddess
Prestiges 7-8: (works in domain or with explicit DM approval):
Time Quote
One Truth. Within your domain or with DM approval you control the absolute flow of time and may take as many extra actions, bonus actions, reactions, movement, turns as you wish. You may choose to disallow use of any time related spell or ability used within your domain.
One Goddess. Within your domain or with DM approval you have all the powers of all the goddesses within you. (Of course keeping to server rules)
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/25/2023 12:30:08 PM
|
21
|
1
|
20230423
|
Coming Soon
|
|
|
4/28/2023 3:41:52 AM
|
19
|
0
|
20230425
|
Coming Soon
|
|
|
7/12/2025 6:06:29 AM
|
141
|
5
|
20230427
|
Coming Soon
|
|
|
7/12/2025 11:58:06 AM
|
129
|
1
|
20250712
|
Coming Soon
|
Comments