Renegade 20 Core Manual
Version Alpha 0.30
Mastery of duration, where spells can persist for seconds, minutes, and even become permanent. You can slow time to make yourself faster, speed up time make opponents slower, and even change time itself. The highest mastery is kept secret by the gods which allows one to step through and out of time itself. Additionally, you may be able to cast venture spells and complete them in the same Standard Action.
If you wish to add this to your spells, it will lengthen the time the spell duration lasts. By default, spells are instantaneous, releasing their energy as soon as the spell is completed. A spell that Continues lasts at least the turn, and can last many rounds. The spell effect takes effect immediately when you cast it. If you cast the spell only as an area of effect (not as individual targets), it will continue and will end if you fail to make your continuing roll at the very beginning of any one of your future turns. If you fail your first continuing roll, your spell ends at the very beginning of your next turn after you cast the spell.
If the spell targets individuals (Using Target of Spell in the Sphere of Illusion), each individual rolls at the beginning of their turn to see if the effect continues. It is possible that the spell will dissolve at the beginning of their first turn after you cast the spell.
If the spell targets an Area of Effect (Using Target of Spell in the Sphere of Illusion), the spell continues in the casters turn. The spell will persist until at least the beginning of the first turn after you cast the spell.
| Level 1 | +2 Modifier |
| Level 2 | +3 Modifier |
| Level 3 | +4 Modifier |
| Level 4 | +5 Modifier |
| Level 5 | +6 Modifier |
| Level 6 | +7 Modifier |
| Level 7 | +8 Modifier |
| Level 8 | +9 Modifier |
| Level 9 | +10 Modifier |
You can slow the movement of your targets. You need to use the Continues component as well to determine the length of time.
You roll 1d6 for each Level of the Slow Time component and compare that to the CLM of the target creature(s). If you succeed, each target is effectively slowed.
You extend the execution of your spell by a period of time. You must specify all the components of the spell when the spell is cast. However, when the spells energies do coalesce, you can determine the details including targets, location, etc.. The time delayed must be determined at the time of the spell casting and can be up to the maximum specified according to the level below.
| Level 1 | 1 round |
| Level 2 | up to 4 rounds |
| Level 3 | up to 10 rounds |
| Level 4 | up to 4 minutes |
| Level 5 | up to 10 minutes |
| Level 6 | up to 1 hour |
| Level 7 | up to 10 hours |
Note that the caster must maintain the spells energies using an At Will action. Otherwise the spell dissipates the moment the caster forgoes maintaining the spell. Any Continuing component effect does not begin until the Delayed effect ends.