Motus Techs

Motus Techs are listed below. All techs without a range of personal have a short range, with the exception of a few specifically noted ones.

Tier I
Partitional Study I (Ch): This tech can be executed as a swift action; seemingly freezing the world in time temporarily as the chronomancer studies a target at great speeds. Doing so grants the Chronomancer insight about a target enemy, including its Hit Dice, Injury Level, and Best Saving throw.

Phase Jump (Ch): Personal: This tech allows the Chronomancer to move 15-feet as a swift action, this movement does not provoke attacks of opportunity.

Temporal Tether, Lesser (Ch): When executed, one target creature loses their next movement action unless they successfully make a will save.

Time Bolt  (Ch): When executed one target creature takes 1d6 points of temporal damage and ages the target by 1d4 years. Temporal damage does not affect creatures who do not age (such as the undead, elementals, and so forth) and is not subject to any form of resistance. The aging part of this attack is a curse effect and can be removed with  remove curse  and similar abilities.

Time Telling (Ch): Personal: This tech allows the Chronomancer to estimate when the next Gabriel Burst will occur.

Eyeshot (Em): Ranged Touch; When executed this tech fires a bolt of black energy at a creature dealing 1d6 untyped damage per three caster levels (max 5d6), and attempts to inflict blindness a will save negates the blindness and halves the damage.

Jolt (Em): This tech attempts to mimic magic missile except that it is short range, and each bolt deals 1d6 points of electricity damage. This tech ignores Nanite Resistance and has no saving throw.

Shock Arms (Em): Personal: For a number of rounds equal to the Electromagus' Intelligence modifier, the weapon used as a material focus gains the shocking property. At caster level 10th this becomes shocking burst. Finally, at caster level 20th both shocking and shocking burst are granted. This does not count against the total enhancement of the weapon being used as the material focus.

Spark (Em): Melee Touch; when this tech is executed as a standard action, a ball of electricity covers the electromagus' hand, and may be delivered as a melee touch attack as a swift action to deal 1d4 points of damage per caster level. If the ball isn't discharged before a number of rounds equal to the Electromagus' Intelligence Modifier, the electromagus takes the damage instead.

Charge (Em): Personal: As a full-round action the electromagus holds a charge. The next Electricity tech executed by the electromagus has it's caster level increased by an amount equal to the electromagus' Intelligence Modifier. However an electromagus' tech's caster level cannot be more than doubled by this tech. For instance, a level 1 electromagus can only increase this caster level by 1 even if their Intelligence Modifier is +2.

Aim (Mb): Personal: When this tech is executed, the user creates a semi-translucent lens before them for a number of rounds equal to their Caster Level or until the user moves more than 5-feet. While the lens is active, the user gains a bonus to attack and damage rolls equal to their Dexterity Modifier on their next ranged attack, however this bonus cannot exceed their caster level.

Phase Cloak (Mb): Personal: When this tech is executed, nanites hide the shadow from view, granting them invisibility for 1d3+1 rounds, granting them a bonus to stealth equal to their caster level

Loan Movement (Mb): When this tech is executed, one target other than the user can move up to 15-feet as an immediate action. Activating this tech is a move action.

Leech Environs (Mb): Personal; When thie tech is executed, the user absorbs energy from their surroundings and restores 1 point to resources such as Ki, Arcane Pool, Arcane Reservoir, Inspiration and so forth.

Silent Manipulation (Mb): As mage hand, but maximum weight is 5 lbs multiplied by the user's Dexterity Modifier.

Tier II
Anti-age (Ch): For as long as this is running in a user's console any visible indications of aging are removed from them, making them appear younger, and any penalties caused by aging are uneffective except for those wrought by being venerable.

Enslor's Exodus (Ch): When executed, return to the square you were in before any move actions you took this turn, This is a swift action.

Quicken (Ch): As long as this tech is running in the user's console they can move up to twice their normal movement speed.

Reduction (Ch): When executed one creature is considered to be slowed for 1 minute per caster level. A successful Will save prevents this. The DC for this tech is Intelligence-based.

Ionize Metal (Em): One touched creature wearing metallic armor must make a Fortitude save or be stunned for 1 turn. The DC for this tech is Intelligence-based.

Ion Wake (Em): When executed the user leaves spark of electricity in their footsteps. Any space that they move through within the next minute has a spark dropped into it. Creatures who come into contact with these sparks take 1d4 points of electricity damage. A Reflex save negates thsi damage. The DC for this tech is Intelligence-based.

Levitation (Em): As levitate.

Static Adhesive (Em): Charges a metal surface so that other metal surfaces magnetically stick to it. Examples of use include climbing with metal gloves, and so forth. The surface remains magnetic for 1 minute and can support 100 lbs per caster level.

Alusion of Movement (Mb): As liberating command.

Ghoststep (Mb): When executed the user becomes partially ethereal and can slip through solid surfaces no thicker than 1 inch per four caster levels. They cannot however end their movement within a solid surface.

Rembala (Mb): As long as this tech is running in the user's console their Intelligence modifier is added to all Acrobatics and Escape Artist checks.

Wolves Dance (Mb) Dance Techs require twice the normal capacity as other techs of their tier. As long as this tech is running in the user's console, the user's base movement is increased by 5 feet per creature within 10 feet of the user at the beginning of their movement.

Tier III
Enbind (Ch): As long as this tech is running in the user's console and attacks they make with their equipped weapon cause the staggered effect for 1 round unless they make a successful Will save. The DC for this tech is Intelligence-based.

Quicken, Mass (Ch): As quicken but affects one additional user per caster level so long as they have console capacity in their wrist console to maintain it.

Reduction, Mass (Ch): As reduction but affects one additional creature per caster level.

Dimensional Bolt (Ch):  When executed one target creature takes 1d4 points of temporal damage per caster level (Max. 15d4) and ages the target by 1d6 years. Temporal damage does not affect creatures who do not age (such as the undead, elementals, and so forth) and is not subject to any form of resistance. The aging part of this attack is a curse effect and can be removed with  remove curse  and similar abilities.

Air Valm (Em): As long as this tech is running in the user's console, they have a shield bonus of +4 AC from the front. However from the sides and behind they have no additional protection.

Kether Edge  (Em): When executed, the user's equipped weapon gains the  shocking burst  special ability for 1 minute.

Kether Maser (Em): As lightning bolt.

Ion Charge (Em): As ball lightning.

Mirror Movement (Mb): When executed, the user gains an additional move action, but it must be used to copy the movement action of another creature within 30 feet that occurred during this turn of initiative. If a creature moves 10 feet, you can move 10 feet, if a creature draws a weapon, you must draw a weapon, etc. This is a swift action.

Remove Shackles (Mb): When executed, immediately remove any entangle effects from a target.

Sidestep I (Mb): When executed as an immediate action, the user can take a 5-foot step. If stepping out of range of a creature during an attack, the attacks miss, but if moving to another square that is still threatened by the creature in question, only the first attack misses, the rest can still be rolled and without penalty.

Witch's Dance (Mb):  Dance Techs require twice the normal capacity as other techs of their tier. As long as this tech is running in the user's console they gain a +1 dodge bonus to AC against Ranged Touch attacks for each creature within 10 feet.

Tier IV
Ancient Ammo (Ch): As long as this tech remains active in the user's console they're equipped weapon refills its ammo at a rate of 1d6 per round. This magical ammo deals temporal damage rather than Slashing, Bludgeoning or Piercing, and does not recieve the benefits of any kind of energy damage enchantment on the weapon. The ammo itself has an enhancement bonus equal to the enhancement bonus of the weapon it is reloading. Temporal damage only effects creatures who age normally but is not subject to any form of resistance or damage reduction.

Enslor's Alchemy (Ch): As long as this tech remains active in the user's console they are not subject to slow or stagger effects. Though slow effects still dispel haste effects as normal.

Partitional Study II (Ch):  This tech can be executed as a swift action; seemingly freezing the world in time temporarily as the chronomancer studies a target at great speeds. Doing so grants the Chronomancer insight about a target enemy, including its Hit Dice, Injury Level, Armor Class, Touch Armor Class, Flat-footed Armorclass and Saving Throws.

Time Arc (Ch): When this tech is executed it sends a bolt of energy against a target creature. If the target fails to make a Reflex-saving throw against this tech the bolt bounces to the nearest target. This tech effects a number of creatures up to the user's caster level. Creatures affected by this are aged by 1d4 years and take 1d4 points of Strength damage. The DC for this tech is Intelligence-based.

Ion Blade (Em): As long as this tech is running in the user's console, a light melee slashing weapon is created in their hand. This weapon has the same damage and critical statistics as the weapon it is mimicing, but deals electricity damage instead of slashing damage, also, creatures struck by this blade must make a Will save when hit or be dazzled. The DC for this tech is Intelligence-based.

Shield of Storms (Em): When executed a field of electricity encircles the touched target. Any creature who strikes the shielded creature takes 1d4 points of electricity damage plus 1 damage per two caster levels. This shield remains for 1 round per caster level.

Storm Gauntlet (Em): When executed, one touched creatures unarmed attacks deal lethal damage and are considered to be shocking, also they gain an additional attack at their highest BAB as if they were hasted. This remains for 1 minute and is a swift action.

Vector Magnet (Em): When executed one creature must make a Fortitude save or be unable to use any form of teleportation for the duration of the tech. This effect remains for 1 minute per caster level. The DC for this tech is Intelligence-Based.

Instant Step  (Mb): As  dimension door.

Quick Scyther (Mb): When executed make a single melee attack against a creature. This is a swift action.

Speed Surge (Mb): When executed, the user's movement speed is doubled for one round. This is a swift action.

Storm Dance (Mb):  Dance Techs require twice the normal capacity as other techs of their tier. As long as this tech is running in the user's console they gain Electricity resistance 1 per caster level, the benefits of the Lightning Stance feat regardless of whether or not they meet the requirements for the feat, and a +4 dodge bonus to their AC.

Tier V
Cast Through Time (Ch): When executed as an immediate action one target creature is sent to the beginning of his move phase as if he had never taken it. However any damage dealt by attacks of opportunity, or environmental effects such as pools of acid, remain. Creatures who made an attack of opportunity against the target creature are allowed to do so again, should the creature move back through their threat ranges. There is no save for this tech, and it is not subject to nano resistance.

Greater Quicken (Ch): When this tech is executed, one creature has their movement speed doubled, and they gain two additional attacks per round at their highest base attack bonus for 1 round per two caster levels.

Time Hop (Ch): This tech can be executed as an Immediate action. When executed the user can move to any square within 15 feet of their starting position.

Jupiter I (Em): When executed, additional uses per day of this tier of techs can be expended to increase the effect. Inflict 4d4 points of electricity damage. Additional expended uses per day inflict an additional 4d4 points of electricity damage each. A Reflex save can be made to halve this damage. The DC for this tech is Intelligence-based.

Storm Jailer (Em): When executed a chain of electricity surrounds the target. They must make a Fortitude save or be dazed and staggered for 1d4 rounds, the save prevents the Daze effect, but not the staggered effect. The DC for this tech is Intelligence-based.

Thunder Rune (Em): When executed, choose one electro-magnetism tech you know. Then place a rune in the target square, any creature that steps into that square willingly or otherwise is instantly affected by the tech you chose upon the execution of this tech and their turn immediately ends, techs with durations do not have their duration start until the affected creatures next round. The chosen tech cannot be changed after this tech is executed, and must be called out at the time of execution of Thunder Rune.

Beacon Warp (Mb): When executed, you and up to one creature per caster level are instantly warped to the nearest beacon. Unwilling creatures however are entitled to a Will save to resist the effects. The DC for this tech is Dexterity-based.

Dragon Dance (Mb):  Dance Techs require twice the normal capacity as other techs of their tier. As long as this tech is running in the user's console they gain gain immunity to breath weapons, and resistance to all energy types of 10.

Sidestep II (Mb):  Like sidestep I, except that the attacker cannot make further attacks after the first, and the user can step and additional 5-feet if they choose to.

Tier VI
Chrono Bolt (Ch):    When executed one target creature takes 1d4+1 points of temporal damage per caster level and ages the by 1d8 years. Temporal damage does not affect creatures who do not age (such as the undead, elementals, and so forth) and is not subject to any form of resistance. The aging part of this attack is a curse effect and can be removed with  remove curse  and similar abilities.

Paritional Study III (Ch):  This tech can be executed as a swift action; seemingly freezing the world in time temporarily as the chronomancer studies a target at great speeds. Doing so grants the Chronomancer insight about a target enemy, including its Hit Dice, Injury Level, Armor Class, Touch Armor Class, Flat-footed Armor class Saving Throws, Ability Scores, Special Defenses, Spells, and Spell-like abilities as well as remaining uses of each.

Time Jaunt (Ch):  This tech can be executed as an Immediate action. When executed the user can move one willing creature to any square within 15 feet of their starting position.

Omnivolt (Em): When executed, a column of lightning engulfs a square and all squares adjacent to the initial target square. Creatures caught within this area take 1d6 points of electricity damage per caster level (max 15d6), a successful Reflex save halves this damage. The DC for this Tech is Intelligence-based.

Shield of Storms, Mass (Em): Like shield of storms except one additional creature per caster level can be given the effect as well, so long as all creatures that would be affected are within 30-feet of each other.

Sparkling Wide Pressure (Em): When executed one sphere of electricity is created per two caster levels, these sphere remain for 1 round per caster level. On each of the user's turns he can as a move action move these spheres in any direction as far as 20-feet per round. Creatures who come into contact with these spheres must make a Fortitude save or be stunned for 1 round. The DC for this tech is Intelligence-based.

Abduction (Mb): As ''hostile juxaposition. ''The DC for this tech is Dexterity-based.

Titan's Samba (Mb):  Dance Techs require twice the normal capacity as other techs of their tier. As long as this tech is running in the user's console they gain a +1 natural armor bonus against all attacks for each creature within 10 feet.

Warp Circle (Mb): As teleport. The DC for this tech is Dexterity-based.

Tier VII
Forgotten Chronicle (Ch): When executed, the user can select one Move or Swift action that was performed within the last 1d4 rounds, and remove it from time. Any attacks made, spells used, etc, are treated as if they had never happened. Damage dealt is removed and so forth. There is no save for this ability.

Time Spiral (Ch): When executed a 15-foot radius whirlwind of temporal energy engulfs an area centered on the target square. Any creatures caught within this must make a Reflex save or be subject to one of the following effects based on a 1d6 roll. As well as once again for any turn they end within the affected area. The DC for this tech is Intelligence-based. Wisdom of the Ages (Ch): When executed, one creature gains a tech bonus of +6 to their Wisdom ability, and gain a Deflection Bonus to AC equal to their Wisdom Modifier for 1 minute per caster level.

Jupiter II (Em):  When executed, additional uses per day of this tier of techs can be expended to increase the effect. Inflict 8d8 points of electricity damage. One additional use per day can be expended to add a 1d4 round stun component, and additional uses after that can be expended to increase the DC by two for each. A Reflex save halves the damage and negates the stun. The DC for this tech is Intelligence-based.

Planar Thunder Pounder (Em): When executed, a thunderous boom is created within the target's chest pushing outward, and around his body pushing inward, crushing the target with sonic viberations. Unless the target make a successful Fortitude save they are stunned for 1 round and take 1d8 bludgeoning damage per caster level. The DC for this tech is Intelligence-based.

Zephyr Trance (Em): As long as this tech is running in the user's console they are immune to electricity and gain a +4 dodge bonus to AC, however this concentration reduces their movement speed by half.

Devil's Waltz (Mb):   Dance Techs require twice the normal capacity as other techs of their tier. As long as this tech is running in the user's console they are protected from good and any good outsider who can see the user is shaken. Additionally, evil outsiders who fail to make a successful Will save when looking upon the user are fascinated for as long as this remains active or until they are otherwise disturbed. Whether or not they successfully save against this tech or not, they are immune to the effects of this tech for 24 hours thereafter.

Untouchable (Mb): As long as this tech is running in the user's console they gain a dodge bonus to AC of +4, and the benefits of the Deflect Arrow feat regardless of whether or not they meet the requirements for the feat.

Vector Hop (Mb): As ''greater teleport. ''The DC for this tech is Dexterity-based.

Tier VIII
Relic Blast (Ch:) As chrono bolt but targets one additional creature per caster level. No two chrono bolts can target the same creature.

Time Shell (Ch:) When executed a thin shell of temporal barriers encircles a creature. This gives them a 50% chance each turn to lose their next turn but a creature cannot lose two or more consecutive turns. A Reflex Save negates this tech. If they fail to succeed in the saving throw however they are trapped by this shell for 1 round per caster level. The DC for this tech is Intelligence-based.

Thunderbird Dash (Em): As telekinetic charge except that the user gains the benefit of shocking burst on their attack roll and has their critical threat range increased by 1 (after all other bonuses).

Yellow Ephemeral (Em): When executed a field of electricity spread out from your feet for 15-feet, each round this field continues to spread at a rate of 5-feet per round. If it comes in contact with creatures, as a free action you can will it to embrace them or ignore them. At the beginning of each round you may choose to end the effect. Upon doing so all embraced creatures are stunned for 1 round as a massive surge of electricity embraces their very being. A fortitude save can be made to negate this effect. Whether or not the creature succeeds in its saving throw or not, however, it takes 1d6 points of electricity damage per caster level.

Greater Abduction  (Mb): As  ''greater hostile juxaposition. '' The DC for this tech is Dexterity-based.

Release (Mb): When executed one target creature is released from the following: Confsed, Dazed, Fascinated, Grappled, Paralyzed, Petrified, Pinned, Staggered or Stunned. Alternatively it could be used on creatures, albeit granting them a Will save to resist, to end the effects of Rage, a Style, or an Abjuration effect. The DC for this tech is Dexterity-based.

Tier IX
Enslor's Annum (Ch): When executed the user can take two additional turns after their current turn. This tech cannot be executed during one of these additional turns.

'''Forlorn Crescent  (Ch): When executed, creatures within a 20-foot cone must make a Will save or lose their next turn. The DC for this tech is Intelligence-based. '''

Jupiter III (Em):  When executed, additional uses per day of this tier of techs can be expended to increase the effect. Inflict 12d12 points of electricity damage. One additional use can be expended to increase this damage by 3d12 and add a 1 round stun component, and further uses could be expended to increase the DC of the tech by 2 each. A successful Reflex save halves the damage and negates the stun component. The DC for this tech is Intelligence-based.

Shocking Prison (Em): When executed one creature is trapped in a force cage unless they make a successful Reflex save. If they fail the save they are stunned for 1 round, and on the following round they must make a Fortitude save or are paralyzed for 1d6 rounds. The DC for this tech is Intelligence-based.

Unshackle (Mb): As freedom of movement except that it can affect one additional creature per caster level. Additionally it grants the affected creatures a Fly Speed and a Swim Speed equal to their base-movement speed and with perfect maneuverability.

Angel Waltz (Mb):  Dance Techs require twice the normal capacity as other techs of their tier. As long as this tech is running in the user's console they are protected from evil and any evil outsider who can see the user is shaken. Additionally, good outsiders who fail to make a successful Will save when looking upon the user are fascinated for as long as this remains active or until they are otherwise disturbed. Whether or not they successfully save against this tech or not, they are immune to the effects of this tech for 24 hours thereafter.

Tier X
Rewind (Ch): When executed, reverse 1d10 actions. Actions that could be reversed include a devastating blow, entering a room, a failed (or successful) d20 check, including checks that cannot be retryed, and many others up to the discretion of the GM. These actions need not be adjacent.

Thor (Em): When executed on creature takes 15 points of electricity damage per caster level as a massive bolt surges through their very existence. A Reflex save can be made to reduce the damage by half. If the save is unsuccessful the creature is stunned for 1 round, and on their next round a chain lightning effect engulfs the battlefield starting at the initial target and surging between up to seven additional targets starting with the closest and moving out to the closest targets to each successive target. These additional bolts hit each creature for 1d6 points of electricity damage per caster level. If any of the successive targets makes a successful reflex save the spell ends immediately.

Spatial Tear (Mb): When executed this tech tears a fissure in space itself, any number of targets within 50-feet of the user come under its effects immediately as it is cast, and at the beginning of each of their turns, roll a D10. A Will saving throw can be made to allow the creature two have two die rolls at the beginning of their turn and choose the result that would do the least harm, but a natural 20 on the saving throw negates the effect entirely.