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Most time mages focus on manipulating time itself, whereas the manipulator uses it to bend magics currently happening, both allied and enemy spells.

The manipulator is an archetype of the time mage class.

Manipulation Pool (Su)

A manipulator has a stockpile of energy that allows him to affect the battlefield around his Rods of Manipulation. The pool is equal to his time mage level + his Intelligence modifier.

This ability replaces temporal hiccups.

Rods of Manipulation (Su)

A manipulator begins play with two rods, staves or similar pillars of metal that float around them. All of the manipulator’s abilities involving his rods are once a round until the 19th level ability comes into play. They cannot be moved other than by the manipulator moving them as detailed below, or by being the target of a bull rush combat maneuver (CMD for this is 10 + his time mage level). If the rods are broken at all by sundering or other effects, the manipulator can spend one day and 50 gil per time mage level to purchase and imbue the rod with the magics needed. This cost is for one rod, but two can be prepared in one day.

The manipulator, outside of combat, may have both float in his space without hindering himself. In combat, it is a swift action to move either or both rods. The maximum they can move either or both rods in one swift action is 50 feet. This can be split as the manipulator himself wants between both rods. The rods can not go more than 10 feet per time mage level away from the manipulator or one another.

The manipulator may use a variety of effects and abilities involving the rods, unlocked at different levels, and powered by his Manipulation Pool.

At 1st level, the manipulator, as a standard action, may spend a point from his Manipulation Pool to allow himself or an ally, until the end of the manipulator’s next turn, to cast a spell into one rod and out through the other. They still require line of sight, and calculate range from the second rod as the spell’s maximum range minus the distance from the caster to the first rod. This can be a beneficial or offensive spell, but can only be done once per round regardless of how many spells are cast.

At 3rd level, the manipulator, as a standard action, may spend a point from his Manipulation Pool to generate a beneficial field between the two rods. The next spell that an allied caster casts through the field rolls an additional die of healing or damage on the target. The spell is unaffected if the spell level of the allied spell is higher than the highest level of spell the manipulator can cast.

At 7th level, the manipulator may spend two points to perform any Rods of Manipulation action as a move action, instead of one point as a standard.

At 11th level, the manipulator may spend one point, as a standard action, to create a field of protection against magic between the two rods. If the two rods are on the same point, it creates a 15 feet bubble of the same effect. Until the manipulator’s next turn, any spell that passes through the field acts as if targeting something with spell resistance equal to 10 + his time mage level. The manipulator may double the cost of the barrier to allow allied healing and beneficial spells through.

At 19th level, the manipulator may use any of his other abilities from Rods of Manipulation with an additional cost of two points to apply to every spell until his next turn, not just one spell.

This ability replaces motes of time.

Manipulation Talents (Su)

The manipulator cannot take any talents that affect Motes of Time, but also gains access to Illusionist’s Veil Powers as if he was an Illusionist of the same level, using his Manipulation Pool in place of the Veil Pool, and replacing any mention of Charisma with Intelligence. If a Veil Power references an Illusion spell, it can apply to any time mage spell.

This ability modifies temporal talents.

Arcanum (Su)

Rather than manipulating time, the manipulator manipulates the arcane in battle. At 5th level, he gains one Arcanum slot, which can be used in multiple ways. A manipulator can never slot spells of a higher level than he can cast. Casting a spell from a slot uses that slot for the day. The manipulator must have seen the spell cast before, by the target the manipulator is copying from, and can be held the whole day, if necessary, but all Arcanum slots empty when the manipulator rests for 8 hours.

At 5th level, the manipulator can slot an ally’s spell into an Arcanum slot as a move action, spending the same amount of MP to cast it again using his Intelligence modifier. The spell slotted resolves as normal against its original target otherwise.

At 9th level, the manipulator gains a second Arcanum slot. He can now cast spells slotted into Arcanum slots from either of his rods, using its location to determine range and line of sight, although the manipulator must still have line of sight himself.

At 13th level, the manipulator gains a third Arcanum slot. He can attempt to slot spells and spell-like abilities fired at him into one. As an immediate action, the manipulator forces the original caster to make a Caster Level check equal to the manipulator’s time mage level + his Intelligence modifier. If the check fails, the manipulator slots the spell and can cast it as if it were a spell from the time mage spell list. Spell-like abilities that can’t be learned cost MP as if they are the highest level spell the manipulator can cast. Regardless of how many swift/immediate actions the manipulator has, this ability can only used once per round.

At 17th level, the manipulator gains a fourth Arcanum slot, and can, as a standard action, copy a spell he has slotted into another slot he has available.

This ability replaces aevum.