Temporal Anomaly
Level2

Source

Galactic Magic pg. 10

Temporal anomalies represent your ability to channel your unique relationship with time into tangible actions. You learn your first temporal anomaly at 2nd level, and an additional temporal anomaly every 3 levels thereafter. Unless otherwise stated, the effects of a temporal anomaly last for a number of rounds equal to your precog level. If a temporal anomaly allows for a saving throw to resist its effects, the DC is equal to 10 + half your precog level + your Dexterity modifier.

Unless otherwise specified, you can’t learn a given temporal anomaly more than once.

Options

Your knowledge of timelines lets you prepare for almost any situation, giving you exactly what you need precisely when you need it. Once per day as a standard action, you can use a paradox to produce one consumable item (such as a grenade, serum, or spell gem). The item must have a bulk of L or less, and an item level no greater than your level. You immediately lose a number of credits equal to the value of the item, as this ability assumes you prepurchased or traded for this item at the most recent opportunity after glimpsing your future need of it. You can’t use this ability if you don’t have sufficient credits to pay for the item, and you can’t convert other items, except for UPBs, to pay for this cost.

Source

Galactic Magic pg. 12

With a bit of focus and a gesture, you can seize an image of yourself in another time and pull that image over your body, magically altering your age. As a standard action, you can use a paradox to change your apparent age, overlaying an image of yourself from the past or the future over your current body for a number of minutes up to your precog level. This changes your visible age to an age of your choice. As part of this change, you can appear up to 1 foot taller or shorter, and can make yourself seem lighter or heavier, scarred or wrinkled, or otherwise altered by time. This doesn’t change your clothes, equipment, or mannerisms. If you use this ability to create a disguise appropriate to your new appearance, you gain a +10 circumstance bonus to the Disguise check. A creature that interacts with you directly can attempt a Will saving throw to recognize your appearance as an illusion. You can dismiss this effect.

Source

Starfinder Enhanced pg. 62

You can project brief glimpses of the future into the minds of others. While enough to distract, these visions never last long enough to impart true understanding of the perceived moments. As a standard action, you can surround a foe with brief glimpses of other times. They must attempt a Will saving throw. On a failure, the next ally to attack the target gains a +2 circumstance bonus to their next attack roll if the attack occurs before your next turn (as if you had succeeded on a harrying fire attempt against that target). You can spend 1 Resolve Point as part of activating distracting future to extend the duration of this effect, granting your allies +2 circumstance bonus to the next two attack rolls attempted against the target.

Source

Starfinder Enhanced pg. 62

You have an ally who exists outside the normal flow of time, but you can only occasionally communicate with them. When you take this temporal anomaly, you can select the means in which you communicate with your confidant. They could appear to you as a holographic avatar only you can see and hear, or as visions that permeate your dreams. Regardless of what form your confidant takes, they can occasionally provide you with some insight that helps you navigate the present.

As a full action, you can use a paradox to consult with your confidant; you count as trained with a skill for up to a number of rounds equal to the paradox.

At 6th level, when you attempt a skill check for a skill in which you are normally untrained, you can substitute the paradox used for this ability in place of the d20 roll for that skill check. At 9th level, you gain a +4 insight bonus on the skill check, increasing to +8 at 12th level and +12 at 15th level.

Source

Galactic Magic pg. 12

You’ve developed a keen sense of awareness about your surroundings. By focusing on trace evidence such as footprints, scuffs on walls, and subtle scents lingering in the air, you can reach out with your temporal senses to reconstruct how and where things were moved in spaces you enter and examine. You gain a +1 insight bonus to Perception checks. When making a Perception check to search, you can spend a Resolve Point to roll twice and take the better result.

The insight bonus increases by 1 at 6th level and every 4 levels thereafter.

You can glimpse ahead into the future to learn crucial information. Before attempting a skill check to recall knowledge or identify a creature or a Perception check to notice something, search for something, or pierce a disguise, you can spend 1 Resolve Point to attempt a Mysticism check instead of the usual check. You can use a paradox in place of the skill check whether you spend a Resolve Point and regardless of whether you’re trained in the skill.

Whether your expertise results from knowledge imparted by a specific source or the cumulative effect of extensive training and preparation for some future event, you’ve come to master multiple means of defending yourself. You gain proficiency with two of the following with which you are not already proficient: heavy armor, advanced melee weapons, heavy weapons, longarms, or sniper weapons.

You can select this temporal anomaly a second time; you must select different proficiencies.

Source

Galactic Magic pg. 12

You cherry pick the perfect result after glimpsing all possibilities. Anytime a d20 is rolled, you can use a paradox as a reaction to add +2 or –2 to the result after the result is revealed, changing the outcome accordingly. If you give the roll a bonus, increase it to +3 if the used paradox has a recorded result of 14 to 17, or +4 if it has a result of 18 or higher. If you give the roll a penalty, increase it to –3 if the used paradox has a recorded result of 4 to 7 or –4 if it has a result of 6 or lower. Once you activate this ability, you can’t do so again until you have rested 10 minutes to regain Stamina Points.

Your body has become slightly out of sync with the flow of time. While you know that this gives you more time to move, others think you are moving faster. Your land speed increases by 5 feet.

At 5th level and every 5 levels thereafter, your land speed increases by an additional 5 feet.

Source

Starfinder Enhanced pg. 62

Memories of your past lives and of distant ages rest just below the surface, within reach of your conscious mind. You can tug and pull on these memories, bringing other lifetimes to the forefront to learn about other places and cultures through first-hand experience. You gain a +1 insight bonus to Culture checks.

At 6th level and every 4 levels thereafter, this insight bonus increases by 1.

Source

Starfinder Enhanced pg. 62

You always know where and when to be. Whenever an ally that’s close enough to you that you could become adjacent to them with a single move action is subjected to an effect, you can use a paradox as a reaction to move into a position that could reduce the harm. For example, you can move yourself in between an attacker and an ally to provide your ally with cover, pull your ally backwards out of the line of fire of a trap they triggered, or place yourself in a position to catch a falling ally. This ability generally negates falling damage and provides up to a +2 bonus to AC and saving throws against the triggering effect, but the GM can allow for different benefits based on the situation.

You glance into your immediate future to see how to precisely cast a spell while in danger. As part of casting a spell, you can use a paradox to not lose your spell if you take damage from a successful attack against you, including an attack of opportunity, or an effect against which you failed a saving throw.

Source

Galactic Magic pg. 13

You open a portal to the distant past for a split second, drawing a long-extinct creature into the present to fight alongside you. Once per day, you can use a paradox as part of a full action to cast summon creature (Starfinder Alien Archive 144) as a 1st-level spell without expending a spell slot, even if this isn’t among your known spells. You must summon a First World beast, but the creature never gains DR. At 5th level, you instead cast summon creature as a 2nd-level spell. At 8th level, you instead cast summon creature as a 3rd-level spell. At 11th level, you instead cast summon creature as a 4th-level spell. At 14th level, you instead cast summon creature as a 5th-level spell.

Source

Starfinder Enhanced pg. 62

SafeguardSu

Level 2

By carefully analyzing the battlefield and making minute, dexterous moves, you can protect yourself from harm. As a reaction when you take damage, you can use a paradox to reduce the amount of damage taken by an amount equal to the paradox, up to a maximum reduction of 5. The maximum increases to 10 at 6th level, 15 at 9th level, and 20 at 12th level.

Source

Galactic Magic pg. 13

You’ve learned to harness the ability for seeing gaps, allowing you to prepare for a foe’s weakness. As a move action, you can use a paradox to add extra acid, cold, electricity, fire, or sonic damage to your next attack before the end of your turn. Before choosing, you can attempt an identify creature check of the appropriate type; this doesn’t require an additional action. The extra damage is equal to the paradox result (maximum 4), but if the creature you hit isn’t vulnerable to the damage type you chose, this ability deals no extra damage.

The maximum amount of extra damage increases to 10 at 5th level and to 20 at 10th level.

You can delay the onset of dangerous conditions. As a reaction when you or an ally would gain the shaken, sickened, or staggered condition, you can use a paradox to delay the onset of the condition for a number of rounds equal to half the paradox (minimum 1).

Source

Galactic Magic pg. 13

Knowing that others can try to surprise them by lying in wait, trox have developed a way to ensure that part of their subconscious mind remains vigilant to scan their surroundings. You automatically receive a Perception check to notice a trap when you pass within 10 feet of it; the GM rolls this in secret.

You analyze the battlefield and pick out the precise moments your enemies will be least prepared to strike. As a move action, you can use a paradox to grant yourself and all allies within 30 feet a +2 insight bonus to AC against attacks of opportunity for 1d4 rounds. At 6th level, you can use this ability as a swift action.

Source

Galactic Magic pg. 13

You’ve learned to warp time around an ally to keep them safe from your destructive magic. When you cast an instantaneous spell with an area effect, you can use a paradox to exclude one ally in that area from the area of effect. The paradox used must be at least equal to the spell’s level. At 5th level, you can spend 1 Resolve Point to exclude a number of allies equal to your Dexterity modifier from the spell’s area of effect.

Source

Starfinder Enhanced pg. 63

You’re an adept teacher, capable of harnessing your control over time to impart a lifetime’s worth of wisdom and experience into your students in a short time. Over the course of 10 minutes, you can use a paradox to teach a single ally how to use one of your skills. This ally must be present with you during the entire 10-minute lesson. Select a single skill you’re trained in. For a number of hours equal to your precog level, the selected ally is treated as if they have the same number of ranks in that skill as you do. That ally uses their own skill modifiers and does not treat this mentored skill as a class skill. You can spend 1 Resolve Point to mentor two allies, rather than one. If you do, the duration of this anomaly is split evenly between the two of them.

Source

Starfinder Enhanced pg. 63

Whether your expertise results from knowledge imparted by a specific source or the cumulative effect of extensive training and preparation for some future event, you’ve come to master multiple means of defending yourself. You gain proficiency with two of the following with which you are not already proficient: heavy armor, advanced melee weapons, heavy weapons, longarms, or sniper weapons.

You can select this temporal anomaly a second time; you must select different proficiencies.

Source

Galactic Magic pg. 12

You’ve seen enough of the future to know exactly the right moment to intercede on behalf of your allies in social situations. When you successfully perform the aid another action to assist an ally with a Bluff, Diplomacy, or Intimidate check, you can use a paradox in place of the ally’s d20 roll for the skill check.

Source

Galactic Magic pg. 13

You can see a split second into the future, giving you an advantage in avoiding the fallout from sudden explosions of energy or matter. If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you’re helpless or otherwise unable to move. However, if you gain proficiency in heavy armor from the future training temporal anomaly, you gain this benefit in heavy armor.

This functions as the shunt condition temporal anomaly, except you can also delay the following conditions: bleeding, burning, confused, frightened, and nauseated. You must know the shunt condition temporal anomaly to learn this temporal anomaly.

Source

Galactic Magic pg. 13

By examining an ally and a threat, you can quickly discern the effectiveness of potential attacks by gazing momentarily into the future. As a move action, you can select an ally within 60 feet and a target within 60 feet. You can then choose one of your selected ally’s available abilities, spells, or weapons. You immediately know whether the target has immunity, damage reduction, energy resistance, or spell resistance that would apply to the selected ability, spell, or weapon. At 8th level, you can use this ability for 1d4 abilities, spells, or weapons from any number of allies within 60 feet of you. You can’t use this ability again until you take a 10-minute rest to regain Stamina Points.

Source

Galactic Magic pg. 13

MultifocalSu

Level 5

More means of controlling the universe’s temporal paradoxes open themselves to you. When you select this temporal anomaly, you can select a second focal paradox from one of the following: ability score checks, caster level checks, Fortitude saves, initiative checks, Reflex saves, two specific trained skill checks, or Will saves. You can’t select the same focal paradox as provided by your anchor when making this choice, and this doesn’t increase the number of times per day that you can gain a paradox from your focal paradoxes.

Source

Galactic Magic pg. 14

Your tenuous connection with the present causes you to recover from illness much faster than others do. When you succeed at a saving throw against a poison, reduce the maximum frequency of that poison by 1 round (for example, a poison with frequency of 1/ round for 6 rounds would become 1/round for 5 rounds). When you succeed at a saving throw against a disease, you treat it as two consecutive successes for the purposes of curing that disease.

Source

Starfinder Enhanced pg. 63

By keeping a close eye on the past as well as the future, you know how to reach backward to recover the benefits of things that have recently been discarded. Once per day, you can use a paradox to reuse a single consumable item (such as a grenade, serum, or spell gem) that you used within the last 24 hours. The item must have light bulk or less and an item level no greater than your level. You must know the advanced preparation temporal anomaly to learn this temporal anomaly.

Social SeerSu

Level 5

You peer into the immediate future to discern the effect of your words, tweaking your approach to better influence those around you. As a swift action when making a Bluff, Diplomacy, or Intimidate check, you can use a paradox to roll twice and take the better result. You can also spend a Resolve Point to instead roll three times and take the best result.

Source

Starfinder Enhanced pg. 63

Speed BoostSu

Level 5

You know that every moment counts when lives are on the line. You’ve learned to manipulate time so you can pack a bit more into the precious seconds you have left. You can use a paradox to take an extra move action on your turn. This action can be used only to crawl, stand up, or move your speed.

Source

Starfinder Enhanced pg. 63

Spell RewindSu

Level 5

With a gesture, you can rewind a spell back into your mind rather than have it perform with lackluster effect. When you cast a spell that affects only one target, and that target successfully saves against that spell, you can use a paradox to regain the spell slot used to cast that spell. The paradox used must be at least double the spell’s level. If you use this ability with a spell that normally has effects on a failed save, the spell instead has no effect.

Source

Galactic Magic pg. 14

Stretch TimeSu

Level 5

You slow the passage of time for your own spells, extending their duration. Whenever you target yourself with a spell whose duration is measured in rounds or minutes, the duration of that spell increases. It does so by 1 round if the spell is measured in rounds, or by 1 minute if it is measured in minutes. At 10th level and every 5 levels thereafter, the duration increases by an additional 1 round, or by an additional 1 minute, depending on the unit of measurement.

If you have a paradox that is at least three times the level of the spell you’re casting, you can instead use the paradox to double the duration of the spell (rather than increase it incrementally).

Source

Starfinder Enhanced pg. 63

By plunging into your future, you can gain a fleeting understanding of a language you might one day learn. Once per day as a standard action, you can use a paradox to temporarily learn one language. For a number of minutes equal to the paradox, you can speak, read, and understand one language of your choice that is listed as a prevalent language in the Pact Worlds (as noted on page 41 of the Core Rulebook). Before the effect of this anomaly ends, you can spend 1 Resolve Point to double its duration.

At 10th level, you can select any language listed on page 41 of the Core Rulebook.

Source

Starfinder Enhanced pg. 64

Time-HardenedEx

Level 5

You’ve mastered the art of enduring everything the galaxy— and time itself—has to throw at you. When you take this temporal anomaly, you increase your maximum Hit Points and Stamina Points by an amount equal to your precog level. Each time you gain a new precog level, you increase your maximum Hit Points and Stamina Points by 1.

Source

Galactic Magic pg. 14

Wait For ItSu

Level 5

When you delay your action and cause your initiative count to change (Core Rulebook 249), you gain a +1 insight bonus to the next attack roll, skill check, caster-level check, or saving throw you attempt before the end of your delayed turn. At 13th level, the insight bonus increases to +2. Once you use this ability, you can’t do so again until you rest for 10 minutes to recover Stamina Points.

Source

Drift Crisis pg. 44

You manipulate time to avoid a foreseen mental failure. As a reaction when you fail a caster level check, you can use a paradox in place of the d20 rolled for the check.

Source

Starfinder Enhanced pg. 64

Once per day as a full action, you can call upon all your past experiences to push out a blast of energy centered on yourself. You deal 1d4 bludgeoning damage plus 1d4 additional bludgeoning damage per precog level to all creatures within 5 feet of you, including yourself. This damage has the force descriptor. A creature that succeeds at a Reflex save takes half damage; you can’t attempt a save against this effect.

ForewarnedSu

Level 8

With your levels of foresight, nothing can surprise you. At the start of a surprise round, you can use a paradox to act in that surprise round, replacing your initiative roll result with that paradox.

Source

Galactic Magic pg. 14

Hasten AllySu

Level 8

You manipulate time to speed up your allies, freeing them from the normal bounds of time. Once per day, you can use a paradox as part of a standard action to cast haste as a 3rd-level spell without expending a spell slot, even if it isn’t among your known spells. When you cast haste in this way, you can target a maximum number of allies equal to your Dexterity modifier, and you can’t target yourself. At 14th level, you can use hasten ally twice per day.

Source

Starfinder Enhanced pg. 64

Help AnotherSu

Level 8

Using your abilities to see through the threads of time, you intuit the exact way to steer an ally toward a foreseen outcome. When you successfully aid another on a skill check, you can use a paradox in place of the ally’s d20 roll for that check.

You can trap others in endless cycles. As a standard action, you can use a paradox to focus on a creature within 60 feet, forcing it into a temporal loop. The creature must succeed at a Will saving throw or gain the fatigued condition for a number of rounds equal to half the paradox (minimum 1). At 11th level, you can instead cause the target to gain the confused condition for 1d4 rounds. At 14th level, you can instead cause the target to gain the exhausted condition for 1d4 rounds.

Source

Galactic Magic pg. 14

You can rewind just enough of time to reverse your position without affecting other outcomes. At the start of your turn, you can use a paradox to mark your current location and activate this ability. At the end of your turn, you can immediately teleport to your starting location. This movement does not provoke attacks of opportunity.

Source

Galactic Magic pg. 14

When you tempt fate and fail, you can sometimes still recover through clever use of paradoxical power. As a reaction when you fail a skill check, you can use a paradox in place of the d20 rolled for the skill check.

Source

Galactic Magic pg. 14

Slow FoeSu

Level 8

You manipulate time to slow down your enemies, burdening them under time’s weight. Once per day, you can use a paradox as part of a standard action to cast slow as a 3rd-level spell without expending a spell slot, even if this isn’t among your known spells. When you cast slow in this way, the maximum number of targets is equal to your Dexterity modifier. At 14th level, you can use slow foe twice per day.

Source

Starfinder Enhanced pg. 64

You have achieved total battlefield control with your glimpses into the future. You can use a paradox as a swift action to not provoke attacks of opportunity from movement until the end of your next turn. When you use this ability, you can use an additional paradox to grant this benefit to an ally within 60 feet. You must know the tactical timing temporal anomaly to learn this temporal anomaly.

Source

Galactic Magic pg. 14

Time PocketSu

Level 8

You can fold a small region of space-time in on itself, creating a tiny pocket dimension that hovers near you and functions as a null-space chamber that can store one item of up to 2 bulk. As a standard action, you can expend a paradox and touch an unattended object to transport it into the pocket dimension. As a move action, you can withdraw the stored object from the pocket dimension without spending a paradox. Any object stored in the pocket dimension doesn’t experience the flow of time: matter doesn’t decay, temperatures remain stable, and ongoing spells’ durations and effects are paused.

If an object occupies your pocket dimension when you die, it reappears harmlessly in your space 1d4 minutes after your death.

Source

Drift Crisis pg. 44

Time WalkSu

Level 8

You can step outside time to move to a new position and then quickly step back if it would be advantageous to do so. As a full action, you can mark your starting space and then move up to your speed. At the end of the movement, you can decide whether to remain where you are or teleport to your starting space. Neither the initial movement nor the teleportation provokes attacks of opportunity. You can’t use this ability again until you’ve taken a 10-minute rest to regain Stamina Points.

Source

Galactic Magic pg. 14

Time WarpSu

Level 8

You impose your will on time itself, shattering its flow within a small space to create an area of warped time. This time warp plays havoc on those trapped inside, slowing their passage and causing them physical harm. As a standard action, you can use a paradox to warp time in a 10-foot radius spread within 100 feet. This area is difficult terrain. Creatures that enter or begin their turn within the time warp are dealt damage equal to the paradox result, up to a maximum of 6 damage. The maximum damage increases to 10 at 11th level, 15 at 15th level, and 20 at 18th level. The time warp lasts for a number of rounds equal to your Dexterity modifier.

Source

Starfinder Enhanced pg. 64

You can unhinge yourself from the flow of time, becoming a shifting, glitching blur. As a swift action, you can use a paradox to gain concealment until the start of your next turn. You can spend 1 Resolve Point to activate this temporal anomaly as a reaction when you are targeted by an attack, rather than as a swift action.

Source

Starfinder Enhanced pg. 64

You harness the power of a past disaster and funnel it onto the battlefield. Once per day as a full action, you deal 1d6 damage plus 1d6 additional damage per two precog levels you possess to all creatures in a 60-foot-line. The line must originate in your space, and the damage dealt is one of the following types of your choice: acid, cold, electricity, fire, or sonic. You can use one or more paradoxes and add their total value to the damage dealt. A creature that succeeds at a Reflex saving throw takes half damage.

Source

Starfinder Enhanced pg. 64

You can cause even seemingly insignificant actions to ripple throughout a battlefield and cause outsized effects. As a reaction when you or an ally within 60 feet miss an attack that targets AC, you can use a paradox to grant an insight bonus to subsequent attacks against that target’s AC. The bonus starts at +1 and increases by one with each subsequent missed attack against the target’s AC, to a maximum of +5. The bonus ends when the target is hit by an attack that targets AC. A target can be affected by only one instance of this ability at a time.

Source

Galactic Magic pg. 14

Cease MomentumSu

Level 11

You’re capable of using time as a temporal shield, arresting the momentum of creatures and blocking motion. As a reaction when a creature within 60 feet would move out of their current space, you can attempt to halt their momentum, jolting them to a stop. The target must succeed at a Reflex saving throw or their motion is halted, they remain in their original space, and the action they spent is wasted and has no effect. You can’t use this ability again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest.

Source

Starfinder Enhanced pg. 64

Your ability to protect your allies from harmful magic has increased. As a reaction when an enemy casts an instantaneous spell with an area effect, you can use a paradox to exclude one ally from the area of effect. The paradox used must be at least twice the spell’s level.

You must know the timely avoidance temporal anomaly to learn this temporal anomaly.

Source

Starfinder Enhanced pg. 64

As a reaction when you fail a saving throw, you can use a paradox in place of the d20 rolled for the saving throw.

Source

Galactic Magic pg. 14

You can launch an ally a short distance through time, moving them to a place they’ll soon be, before they even think to move there. As a standard action, you can use a paradox to teleport a willing ally within 30 feet to another space of their choice that they could reach with one move action. This movement doesn’t provoke attacks of opportunity.

You can also spend 1 or more Resolve Points to target 1 additional ally per RP spent, up to a maximum number of allies equal to your Dexterity modifier.

Source

Starfinder Enhanced pg. 64

By tugging on the strands of fate, you peer into the future and force a foe to witness a bleak and terrifying potential outcome—perhaps even their own death. As a standard action, you can use a paradox to focus on a creature within 60 feet, forcing them to witness a painful possible future. The creature must succeed at a Will saving throw or gain the shaken condition for a number of rounds equal to half the paradox (minimum 1). If they fail at this saving throw by 10 or more, they’re frightened instead.

Source

Starfinder Enhanced pg. 64

This functions as the shunt condition and improved shunt condition temporal anomalies, except you can add the following conditions to those you can delay: asleep, cowering, dazed, paralyzed, and stunned. You must know the shunt condition and improved shunt condition temporal anomalies to learn this temporal anomaly.

Source

Galactic Magic pg. 14

You’ve learned to also be aware of more subtle forms of attack. When you fail a Reflex save against any effect that has a partial effect on a successful save, you take the partial effect instead of the full effect. You must know the impeccable timing temporal anomaly to learn this temporal anomaly.

When you use the advanced preparation temporal anomaly, you can instead produce a non-consumable item, with the same restrictions and requirements as advanced preparation. At 14th level, the item can have up to 2 bulk. You must know the advanced preparation temporal anomaly to learn this temporal anomaly.

Source

Galactic Magic pg. 15

You have mastered temporal inconsistency to the point that each of your paradoxes are so artfully inconsistent that they spiral into a cascade of alternate possibilities and powers. When you would gain a new paradox for using your anchor’s focal paradox, you gain two new paradoxes instead.

Source

Galactic Magic pg. 15

Occasionally, you can manifest the echoes of past memories into a boon for a present situation. Recalling now-overcome terrors of the past, you regain power. Once per day, you can use a paradox to regain a spent spell slot; the spell slot must be of a level equal to or lower than one third of the paradox used. You must know the spell rewind temporal anomaly to learn this temporal anomaly.

Through analyzing the flow of time, you have such perfect control of your body that you sometimes appear to move faster than the eye can see. As part of a full attack action, you can use a paradox to teleport up to 30 feet between your first and second attacks; this movement does not provoke attacks of opportunity.

Source

Galactic Magic pg. 15

ApocalypseSu

Level 14

Your connection to other times and places have forced you to witness, and sometimes endure, terrible events and devastating futures. Now, your experience enables you to conjure these terrible, post-apocalyptic futures, drawing them into the present for a short time. Once per day as a full action, you can use a paradox to conjure a 15-foot-radius, 40-foot- high cylindrical storm of harsh winds and sharp debris. You create the storm within 100 feet of you and can take a move action to move it up to 30 feet in any direction. If a creature enters the storm or begins their turn within the storm, they take slashing damage equal to the paradox used to conjure the storm. A creature that succeeds at a Reflex saving throw takes half damage. The storm also provides concealment. The storm’s area is filled with severe wind, which imposes a –4 penalty to non-energy ranged weapon attack rolls and Perception checks. The storm lasts for a number of rounds equal to your precog level.

Each time that you take a move action to move the storm, you can spend 1 Resolve Point to double the damage dealt by the storm until the beginning of your next turn. You can spend no more than 1 Resolve Point in this way per round.

Source

Starfinder Enhanced pg. 65

Pulling energy from within, you emit a concussive blast, demolishing all—seen and unseen—within its radius. As a full action, you can use a paradox to deal 1d6 bludgeoning damage plus 1d6 additional bludgeoning damage per precog level to all creatures within 10 feet of you, including yourself. This damage has the force descriptor. You can use one or more additional paradoxes to add their total value to the damage dealt. A creature that succeeds at a Reflex save takes half damage; you can’t attempt a save against this effect.

Pulling energy from within, you emit a concussive blast, demolishing all—seen and unseen—within its radius. As a full action, you can use a paradox to deal 1d6 bludgeoning damage plus 1d6 additional bludgeoning damage per precog level to all creatures within 10 feet of you, including yourself. This damage has the force descriptor. You can use one or more additional paradoxes to add their total value to the damage dealt. A creature that succeeds at a Reflex save takes half damage; you can’t attempt a save against this effect.

Once per day, you can use a paradox to regain any spell slot that you have already spent. You must know the paradoxical studies temporal anomaly to learn this temporal anomaly.

Mass UnhingeSu

Level 14

Your close bond with your teammates allows you to unhinge them from the flow of time alongside yourself. As a swift action, you can use a paradox to grant concealment to yourself and a number of willing allies up to your Dexterity modifier (minimum 1). These allies must be within 100 feet of you, and the effects of the anomaly last until the start of your next turn.

You must know the unhinged presence temporal anomaly to learn this temporal anomaly.

Source

Starfinder Enhanced pg. 65

You can trap others in a moment, leaving them frozen in time. Once per day as a full action, you can force a creature within 60 feet of you to pause, freezing them in time. The creature must succeed at a Will saving throw or gain the paralyzed condition for a number of rounds equal to your Dexterity modifier. Each round, that creature can retry this saving throw as a full action; if they succeed, they break free and re-enter the timestream, and the temporal backlash deals you 10 damage per round that the target was paralyzed. This damage can’t be reduced in any way.

Source

Starfinder Enhanced pg. 65

As a reaction when you fail to hit with an attack roll, you can use a paradox in place of the d20 rolled for your attack roll.

Source

Galactic Magic pg. 15

As a reaction, when a creature within 100 feet would attack you or an ally, or attempt a caster level check or skill check, you can use a paradox before the check is rolled. If the creature fails a Will save, you can replace the attack roll or check’s d20 roll with the paradox.

Source

Galactic Magic pg. 15

You launch yourself or your allies through time so fast that you arrive at your destination with a burst of temporal energy. After you teleport yourself using the momentary stutter, preternatural dodge, preternatural strikes, or time walk temporal anomalies, or after you teleport an ally using the fast forward ally temporal anomaly, the teleported target deals 3d6 bludgeoning damage to all adjacent creatures. This damage has the force descriptor. A creature in the area that succeeds at a Reflex saving throw takes half damage.

You must know one of the following temporal anomalies before you can learn this temporal anomaly: fast forward ally, momentary stutter, preternatural dodge, preternatural strikes, or time walk.

Source

Starfinder Enhanced pg. 65

As a reaction when an attack misses you, you can use a paradox to teleport up to 30 feet away. This movement doesn’t provoke attacks of opportunity. You can additionally spend 2 Resolve Points to increase the distance you teleport by 30 feet.

Source

Starfinder Enhanced pg. 65

Manipulating time can attract dangerous attention from the Dimension of Time, but you’ve developed a risky way to redirect this attention as a weapon. As a standard action, you can spend a paradox to disrupt the time signature of a creature within 30 feet (Will negates). Beyond imparting a sense of physical unease, this disruption has no direct effect on the target. However, the effect acts as a beacon for hounds of Tindalos (Alien Archive 3 52). At the end of your next turn, a hound of Tindalos designates your target as its prey, uses its angled entry ability to appear as close as possible to the target, and spends the next hour chasing and attempting to destroy its prey. You don’t control the hound’s actions, and its attitude toward other creatures is indifferent. If the hound’s prey escapes beyond its reach, the hound departs.

At 16th, 18th, and 20th level, the hound you lure becomes more powerful, gaining the following cumulative benefits each time: +3 bonus to all attack rolls, +5 bonus to all damage rolls, +3 bonus to AC, +2 bonus to saves, +30 Hit Points, +3 to all skill and Perception modifiers, and a +2 bonus to all spell and ability save DCs.

When you use this temporal anomaly, you can spend 2 Resolve Points to summon two hounds of Tindalos instead of one, with the second hound appearing 1d4 rounds after the first. When you do so, however, there is a 5% chance you inadvertently attract a thing from beyond time (Alien Archive 3 52) for 1 hour instead of hounds of Tindalos. The thing from beyond time is hostile to both you and your target, and its starting attitude is indifferent to other creatures.

Source

Drift Crisis pg. 44

You treat your base attack bonus as equal to your precog level. You must know the future training or time-hardened temporal anomaly to learn this temporal anomaly.

Source

Galactic Magic pg. 15


Dragonscript

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e6ec4d0943209d41df2ec633
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