Item: Timeflaying Blade

TypeWeapon
Level20
Rarity
Rare
Base ItemBastard Sword
CategoryMartial
GroupSword
Damage1d8 slashing
Price68000 gp
UsageHeld in one hand
PublicationPathfinder #221: Into the Apocalypse Archive

Timeflaying blades are forged around shards of collapsed paradoxes. Their existence is largely an enigma. In the furthest corners of esoteric scholarship, they're mentioned in passing or simply alluded to without ever being named outright. They're associated with Stethelos, the legendary city said to lie at the heart of the Dimension of Time, though it's unclear if they were made there, were discovered there, or are bound to return there at the end of time itself.

A timeflaying blade is a +3 greater striking greater corrosive keen quickstrike orichalcum bastard sword. Acid damage caused by a timeflaying blade appears not to be caused by liquid, but by the act of material simply eroding away into dust as if thousands of years passed in an instant (this doesn't impact a creature or object's acid immunity, resistance, or weakness, though).

Activate—Flay Time 1 (concentrate, incapacitation, manipulate)

Frequency once per minute


Effect Spend 1 Mythic Point. You swing the timeflaying blade through the air as if slicing something while you attempt to sever a creature within 120 feet from time itself. The creature must attempt a DC 43 Will save.


Critical Success The creature is Slowed 1 for 1 round.

Success The creature is hurled [[/gmr 1d4 #rounds]]{1d4 rounds} into the future. They disappear in a flash of white light, only to reappear in the same space on their initiative after the duration. If that space is occupied, the creature is shunted harmlessly aside to the closest unoccupied space.

Failure As success, but the creature is hurled forward in time [[/gmr 1d4 #minutes]]{1d4 minutes}.

Critical Failure As success, but the creature is hurled into an entirely alternate timeline. At your discretion, the creature's gear is left behind in your timeline. Whether or not the creature will ever return to your timeline depends on the GM's whim, but at the very least, it should never return within the span of a year's passing.


Trait Effects

Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

Mythic: Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling. Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons. Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities. Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.

Two-Hand: This weapon can be wielded with two hands to change its weapon damage die to the indicated value. This change applies to all the weapon’s damage dice.


Critical Specialisation Effects

Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialisation effect of your weapon.

Sword: The target is made off-balance by your attack, becoming off-guard until the start of your next turn.


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