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Player > Items > Magic > Possibility Timer
Starfinder Adventure Path #09: The Rune Drive Gambit (Against the Aeon Throne 3 of 3) p.44
Level: 20
Price: Priceless
Bulk: L
Created at some point during the Ancient Azlanti Empire of
lost Golarion, the Possibility Timer is a crystalline hourglass,
but in place of sand flows shining, solidified fragments of time.
This artifact allows users to manipulate time. (See page 118 of
Starfinder Armory for rules on artifacts.)
The artifact changes size to match the size of its user.
Inverting the hourglass as a standard action activates it,
allowing you to enact one of its effects via mental commands.
Three times per day, you can activate the Possibility Timer to
use haste or slow as a spell-like ability. The spell uses your
level as its caster level, and the DC to resist the effect is
equal to 20 + your Charisma modifier. In addition, once per
week, you can activate the Possibility Timer to freeze time
for everyone but you. When you do so, you can act normally
for 1d4+1 rounds while no other creature can. While time is
stopped, you are undetectable. You can't take damage from
your environment and ongoing effects, but neither can you
damage other creatures. In addition, you can't move, change,
or harm objects you aren't already carrying or wearing. The
duration of effects you create are relative to you and can affect
only you and the objects you're already carrying or wearing.
Effects targeting other specific creatures or objects have no
effect but still consume charges or uses. If an effect that you
create doesn't target a specific creature and has a lasting
duration, the time spent in stopped time counts against that
duration, but if part of the effect's duration remains after the
time stop, the effect continues for that amount of time.
Up to five times per day, you can attempt to meddle with
a creature's personal timeline while holding the Possibility
Timer. To do so, you name or otherwise precisely identify a
target and concentrate on that target for 10 minutes to shunt
it forward or backward in time. If the target isn't on the same
plane as you, this power fails. Otherwise, the first meddling
shunts the target by 1d3 seconds with no saving throw; the
target experiences this first effect as a brief skip in time or
an intense feeling of déjà vu. A single target can be affected
only once every 24 hours. When you meddle with a target
you have affected before, she can attempt a Will saving throw
(DC = 10 + twice the number of times the target has previously
been successfully affected) to negate the effect. The second
success shunts the target in time by 1 round, the third success
1 minute, the fourth 10 minutes, the fifth 1 hour, the sixth
8 hours, and the seventh 24 hours. A target shunted forward
in time is effectively gone for the duration, while a creature
shunted backward can effectively be in two places at once,
with everyone suddenly remembering the double's existence.
Once you have successfully employed the Possibility
Timer's time-meddling power 20 times, you can choose up to
seven targets, activate the artifact, and travel into their pasts.
While in the past, you can't alter significant events (such
as births and deaths), but you can coax acquaintances of a
target to take different courses of actions that might have
rippling effects on the targets' lives. The targets retain their
original memories but might instantly find themselves in an
“alternate” reality where much of what they know is wrong.
While this might seem more disorienting than harmful, certain
changes can lead targets into very dangerous situations. Once
you have visited a target's past, you can't return to that point
in the target's timeline.
To destroy the Possibility Timer, you must throw
it into the same black hole three times. The first
two times, it disappears over the event horizon
and it reappears somewhere else in the same
galaxy. If you have affected at least 50
targets with the Possibility Timer's time-meddling
power, you can sense the general
direction of the artifact.
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