Time Shift
7-level Psychoportive
PSP Cost
10
Time to Invoke:
1 action
Range:
self
duration:
instantaneous
Time shifting allows the psionicist to travel up to
three rounds into the future and observe things
until time catches up with him. He sees everything
frozen around him just as it will be when that
moment in the future actually arrives.
The psionicist enters a different reality when he
uses this power. No one in the "still life" that
surrounds him can see or detect him in any way.
He can move freely through the environment,
putting himself wherever he wants to be when he
returns to normal time. But he cannot affect
anything around him, nor can anything affect him.
Even two time-shifted characters are completely
invisible to each other.
To the people in real time, the character simply
vanishes and then reappears sometime later. The
character does not exist for any normal game
purpose during the period when he is time shifted.
If, for example, a fireball spell detonates in the
room while the character is time shifted, the
character is completely protected against its
effects. In fact, unless the blast leaves visible
effects (charred walls or corpses or sulfurous
fumes), the character won't even know it
happened. He sees none of the intervening
events.
This power cannot help a character escape
contact, however. If someone has established
contact with the time shifter-and continues
maintaining the contact, it will still be in effect
when the character returns to normal time.
Time shifting offers an obvious advantage in
combat. A psionicist can leap one round into the
future and maneuver into position for an attack. In
that case, the shifter receives advantage to his
attack roll. With enough time, he could even
escape.
How long does a time shift last? If the psionicist
travels one round forward, then he has one round
in which to maneuver. If he travels two rounds
forward, then it takes two rounds for reality to
catch up. Three rounds is the limit.
At higher levels:
When you use this science at
higher level, you can go one additional round into
the future (to a maximum of 3 rounds for each
level above 7.