© Square Enix, Final Fantasy Explorers
Time Mages are a blend of control, and chaos. Controlling the timeline of themselves, their allies, and their foes, leads to chaos for all outside their temporal mastery.
Role: Time Mages are control based casters.
Alignment: Any
Hit Die: D6
Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The Time Mage’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int) and Use Magic Device (Cha)
Skill Ranks Per Level: 4 + Int modifier
Table: Time Mage
| Level | Base Attack Bonus | Fort Save | Reflex Save | Will save | Class Features | MP |
| 1 | +0 | +0 | +2 | +1 | Spellcasting, Cantrips, Probability Manipulation, Manipulate: Speed, Spell Proficiency | 3 |
| 2 | +1 | +0 | +3 | +1 | Temporal Talent | 7 |
| 3 | +1 | +1 | +3 | +2 | Manipulate: Projectile, Focused Caster | 12 |
| 4 | +2 | +1 | +4 | +2 | Temporal Talent, Evasion | 18 |
| 5 | +2 | +1 | +4 | +3 | Temporal Reservoir | 26 |
| 6 | +3 | +2 | +5 | +3 | Temporal Talent | 36 |
| 7 | +3 | +2 | +5 | +3 | Manipulate: Magic | 47 |
| 8 | +4 | +2 | +6 | +4 | Temporal Talent | 59 |
| 9 | +4 | +3 | +6 | +4 | Manipulate: Metal | 73 |
| 10 | +5 | +3 | +7 | +5 | Temporal Talent | 89 |
| 11 | +5 | +3 | +7 | +5 | Manipulate: Resource | 107 |
| 12 | +6/+1 | +4 | +8 | +5 | Temporal Talent | 127 |
| 13 | +6/+1 | +4 | +8 | +6 | Drain Time | 148 |
| 14 | +7/+2 | +4 | +9 | +6 | Temporal Talent | 171 |
| 15 | +7/+2 | +5 | +9 | +7 | Critical Quicken | 196 |
| 16 | +8/+3 | +5 | +10 | +7 | Temporal Talent | 222 |
| 17 | +8/+3 | +5 | +10 | +7 | Manipulate: Resource (Boost), Manipulate: Aura | 251 |
| 18 | +9/+4 | +6 | +11 | +8 | Temporal Talent | 282 |
| 19 | +9/+4 | +6 | +11 | +8 | Chronos | 312 |
| 20 | +10/+5 | +6 | +12 | +9 | Temporal Talent, Time Lord | 344 |
Class Features
Weapon And Armor Proficiencies
Time Mages are proficient in simple weapons, as well as light firearms and mage weapons. They are also proficient in mage armour and mage bucklers, but not any other forms of armour.
Limit Break
At 1st level, a Time Mage has the ability to use limit breaks. At the start of each day the Time Mage chooses Arcane, Medic or Daredevil as his limit break mode. When a Time Mage uses a limit break, they may use a limit break from their chosen mode or the following limit break, unique to them:
“I’ve checked every timeline!”: As a swift action, the Time Mage grants one ally per stack expended, within 30 feet a free use of Probability Manipulation, without being fatigued. This can include the Time Mage itself. In addition, for a number of rounds equal to the stacks expended, the Time Mage adds his intelligence modifier as a dodge bonus to his AC, and to the AC of any ally who gains a use of Probability Manipulation. The use must be rolled upon use of the limit break triggering.
Spellcasting
The number of times a Time Mage can cast spells in a day is limited only by his daily MP. A Time Mage simply knows his spells; they are ingrained in his mind. He does not need to prepare them, though he must get a good night’s sleep each day to regain all his spent magic points. The Difficulty Class for saving throws against Time Mage spells is 11 + half the MP spent to cast the spell + the Time Mage’s Intelligence modifier.
A Time Mage can learn or cast any spell with a base MP cost of his Time Mage level. Time Mages gain bonus MP for having a high Intelligence score.
The Time Mage spell list can be found here
Characters gain bonus MP for having a high ability score. The ability score for the Time Mage class is intelligence. Determining how much bonus MP you get is actually a very simple calculation: Your intelligence modifier x your caster level x 0.5.
Spells Known
A Time Mage begins play with 3 Time Mage spells, with an additional number of spells equal to their Intelligence modifier. Each time a Time Mage levels up, they learn two more spells to their list of spells known
Cantrips
Time Mages learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume MP and may be used again. Time Mages begin with 3 0-level spells and gain an additional 0-level spell every three levels after 1st level. The Difficulty Class for saving throws against Time Mage cantrips is 10 + the Time Mage's Intelligence modifier.
Probability Manipulation (Su)
At 1st level, the Time Mage foresees the many timelines of the day, and can attempt to adjust them during the day. They gain a number of Manipulations, equal to ½ their class level + their intelligence modifier per day (Minimum 1). As a swift action, they may roll a 1d10, and add 10. Within the next 10 minutes, they can replace any one d20 die they roll, with this die. If they do so, they become fatigued for one round after the action they manipulate ends, as the timeline snaps back against them.
At 5th level, they can apply this adjustment to an ally, but the ally becomes fatigued instead.
At 10th level, the Time Mage can take the flat 1d10 roll, and apply that to an enemy’s D20 roll, as an immediate action. The fatigue applies to the Time Mage in this case.
Manipulate: Speed (Su)
At 1st level, the Time Mage grasps the mere basics of manipulating the timeline. And that basic technique is adjusting the speed of a foe or ally. As a swift action on a target within 30 feet, the Time Mage may increase an ally’s base move speed by 10 feet for a number of rounds equal to his Intelligence Modifier. Alternatively, he may attempt to force a foe to slow down by the same amount. The enemy attempts a will save (DC 10 + ½ Time mage level + intelligence modifier), halving the effect if successful
Manipulate: Speed costs one Manipulation.
Spell Proficiency (Ex)
From 1st level, Time Mages are considered to have the Precise Shot feat while casting spells, using class features that require ranged touch or using any magical items that require ranged touch. In addition, Time Mages use their Class level in place of BAB for calculating to hit with Time Mage spells.
Temporal Talent (Ex)
At 2nd level, and every even level afterwards, the Time Mage may select one Temporal Talent. Each talent can only be selected once unless specified afterwards. The list of Temporal Talents can be found here
Manipulate: Projectile (Su)
At 3rd level, the Time Mage takes the basics of increasing or decreasing something’s speed, and applies it in a more lethal fashion. As an immediate action, the Time Mage may increase an ally’s speed when they use a ranged physical attack, such as a bow or gun, or decrease an enemy’s speed. The shooter attempts a will save (DC 10 + ½ Time Mage level + Intelligence modifier) to prevent the effect taking place, if unwilling. Enemy projectiles roll one less die for damage. If the weapon only has one die to roll (Such as a d4) the end result is halved instead. Ally projectiles roll an additional die.
Manipulate: Projectile costs one Manipulation
Focused Caster (Ex)
From 3rd level onwards, the Time Mage may roll twice and take the better result whenever he rolls a concentration check.
Evasion (Ex)
At 4th level, a Time Mage can avoid even magical and unusual attacks with great agility. If he succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Time Mage is wearing mage armor or no armor. A helpless Time Mage does not gain the benefit of evasion.
Temporal Reservoir (Su)
At 5th level, the Time Mage discovers a fundamental secret of time magic. Mana is a constant, akin to time or space, and thus, it can be hidden away out of this reality. He gains a smaller, secondary pool of MP, called the Temporal Reservoir. This pool’s cap is equal to his Time Mage Level + Intelligence Modifier. He can put MP from his normal pool into his Temporal Reservoir as a full round action. MP in the reservoir is not lost when resting, nor does it refill from a night’s rest. To use MP in the Temporal Reservoir, the Time Mage declares a time in the future, up to 1 hour per Intelligence Modifier, as well as the spell being cast. The spell then triggers at that time. The minimum time is 1 minute, as the timeline bends slightly to perform the spell with an alternative version of the caster. Durations of spells cast in this manner start from when the spell is cast. MP stored within the Reservoir is referred to as Temporal MP. Only one spell can be prepared from this pool at a time.
Manipulate: Magic (Su)
At 7th level, the Time Mage gains a metamagic feat as a bonus feat, for which he meets the prerequisites. In addition, as an immediate action, the Time Mage can apply that metamagic feat to an ally’s spellcast, using his own Temporal MP to pay the extra cost. Alternatively, he can attempt a spellcraft check on an enemy’s spell as a free action at any point. The DC for this is 15 + the spell’s base MP Cost + any boosts from metamagic. If he succeeds, and the spell is boosted or has metamagic applied, he can pay twice the amount of MP boosted or the cost of the metamagic to negate that part of the spell, if the enemy caster fails on a will save (DC 10 + ½ Time Mage level + intelligence modifier). This costs Temporal MP, and is spent whether or not it succeeds.
Manipulate: Magic costs two Manipulations
Manipulate: Metal (Su)
At 9th level, the Time Mage can strengthen or weaken the very metal warriors wield, albeit temporarily. As an immediate action, the Time Mage may bolster an ally’s weapon or armour. Bolstering a weapon adds an additional amount of damage equal to ½ the Time Mage’s intelligence modifier for that round. Bolstering armour increases the AC bonus given by the same amount.
Weakening an enemy’s weapon forces a will save (DC 10 + ½ Time Mage level + Intelligence Modifier) or imparts a penalty on damage or AC equal to ½ the Time Mage’s intelligence modifier.
Manipulate: Metal costs two Manipulations.
Manipulate: Resource (Su)
At 11th level, the Time Mage becomes acutely aware of other esoteric resources that aren’t mana, such as a Red Mage’s arcane pool, or a Gambler’s Luck.
As a swift action, the Time Mage may grant an ally with such a pool one point in that pool. This cannot restore MP of any kind, nor can it boost a pool over its maximum. This costs 3 Manipulations for 1 point restored.
Alternatively, the Time Mage can spend the three Manipulations and force a will save (DC 10 + ½ Time Mage level + Intelligence modifier) on a target within 30 feet. If they fail, they lose two of the resource noted.
Manipulate: Resource costs three Manipulations minimum. At 17th level, the ally portion can restore multiple points in one round, at a ratio of 3 Manipulations to 1 point
Drain Time (Su)
At 13th level, the Time Mage can attempt a melee touch attack that does not provoke. If the touch attack hits, the target takes 1d4 + Intelligence modifier damage, and the Time Mage restores 1 Manipulation. This can only draw 1 Manipulation from a target per day, with the exception of creatures with the Boss subtype or similar. In addition, the target must make a will save (DC 10 + ½ Time Mage level + intelligence modifier) or suffer from Manipulate: Speed’s debuff.
Critical: Quicken (Ex)
At 15th level, the Time Mage can react to being close to death much quicker than others. Upon being reduced to 25% hp or less, once per hour, the Time Mage can choose to immediately take a full turn.
Manipulate: Aura (Su)
At 17th level, a Time Mage's very presence in events can distort it's flow. As a move action, a Time Mage can emanate temporal distortions to all squares within 10ft of him. Hostile creatures caught within the area at the start of their turns are staggered as versions of themselves are lost within the distortions.
In addition, projectiles, thrown weapon attacks and rays aimed at the Time Mage, while this ability is active, have a 20% chance of fading and being lost to the fabric of history before striking the Time Mage.
This ability lasts for 1 minute and costs four manipulations to perform.
Chronos (Su)
At 19th level, the duration of any effects or spells the Time Mage imparts on allies and enemies doubles.
Time Lord (Ex)
At 20th level, the Temporal Reservoir doubles in capacity. In addition, the Time Mage may roll initiative twice, and elect one as the Echo. Their Echo can only perform move actions, but it allows the Time Mage to use full round actions on their normal initiative, and then move on the Echo’s initiative.






