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.
Arcane Gift
Instead of discharging a spell directly, for an additional MP, you may bestow the spell onto an allies weapon. For a number of rounds equal to the Time Mage's Iintelligence modifier, the spell lingers. Whenever the gifted weapon connects with an attack, the wielder can discharge the spell, resolving as if the original spell had hit 1 over the target's AC, and resolving normally otherwise
Practiced Metamagic
The Time Mage may select one of their Metamagic feats. The selected Metamagic feat may then be used once per day without increasing MP costs. This feat may be taken more than once. Each time, a different feat must be selected.
Prerequisite: 1 Metamagic Feat
Temporal Fighter
The Time Mage counts his Time Mage levels as Fighter levels for the purposes of meeting the prerequisites for feats that specifically select his spells, such as Weapon Specialization (ray). The Time mage treats his spells as weapons for the purposes of taking feats like Improved Critical, or using feats like Arcane Strike.
Magical Artisan
The Time Mage may take an item creation feat. They must meet the prerequisites of the item creation feat. This talent can be taken multiple times, to a maximum of 1 per 5 levels in Time Mage.
Prerequisite: Time Mage Level 5.
Familiar
The Time mage forms a powerful bond with a familiar. A familiar is a magical pet that enhances the Time mage’s skills and senses and can aid him in magic. See this link for more information on familiars, substituting the Time Mage’s Time Mage levels in place of wizard levels.
Knowledge Is Power
The Time mage’s understanding of physical forces gives him power over them. He adds his Intelligence modifier on combat maneuver checks and to his CMD. He also adds his Intelligence modifier on Strength checks to break or lift objects.
Magical Expertise
The Time Mage may take a metamagic feat. They must meet the prerequisites of the metamagic feat. This talent can be taken multiple times, to a maximum of 1 per 5 levels in Time Mage.
Prerequisite: Time Mage Level 5.
Ritual Lore
The Time mage is privy to the rituals of the occult. He gains Practiced Ritualist as a bonus feat without needing to meet the prerequisites. In addition, he can apply the benefits of the feat to Spellcraft checks in order to tap into leylines for a ritual.
Temporal Dispelling
The Time Mage learns to pull on his extra reserves to remove magic. He may spend Temporal MP in place of normal MP to cast Dispel.
Prerequisite: Dispel spell
Temporal Counterspell
The Time Mage learns to pull on his extra reserves to remove magic. He may spend Temporal MP in place of normal MP to cast Counterspell.
Prerequisite: Temporal Dispelling, Dispel Spell, Counterspell Spell
Staff-Like Wand
The Time mage’s research has unlocked a new power in conjunction with using a wand. Similar to using a magic staff, he uses his own Intelligence score and relevant feats to set the DC for saves against spells he casts from a wand, and he can use his caster level when activating the power of a wand if it’s higher than the caster level of the wand.
Prerequisite: He must have the Craft Staff feat to select this talent.
Manipulate: Apprehension
The Time mage's power over temporal disruptions allows them to even revert a creature's state of mind. As a standard action, a Time mage can touch a creature and spend a manipulation. If that creature is under a fear effect or fear-like condition (such as shaken), they receive an additional saving throw against the effect with a +2 bonus immediately.
Manipulate: Position
A time mage can use reverberations in the smallest motes of time to disorient a foe. When a hostile creature charges, Runs, or otherwise moves within 30ft of the Time mage, they may spend a manipulation as an Immediate action to subject the creature to a Will Save. On a failure, the time mage is treated as if he successfully landed a Reposition, Drag, or hamstring maneuver - as if he rolled 1 point above the target's CMD. The time mage may subject that creature to the effects of the maneuver.





