Time Twister

Overview
Change variables and bend space to make your enemies fight each other! With Time Twister, you can temporarily keep a player's situation from changing for better or worse, and maybe even cause a bit of chaos when two other opposing players are close to each other.

Lock_time_icon.png Lock Time (5 turn cooldown)
Target any one player (including yourself) and choose one of three variables to "lock". You may then revert the value anytime up until your next Effects Phase, at which point it will revert automatically.


 * Space: Maximum effect of 12 spaces on self, or 24 spaces on another player.
 * Rupees: Maximum effect of 8 rupees on self, or 16 rupees on another player.
 * Speed: Maximum effect of 1 Speed on self, or 2 Speed on another player.

Bend_space_icon.png Bend Space (6 turn cooldown)
Choose a space. Any other players (not including yourself) within 8 spaces will be moved to that space. Cannot target the space you currently stand on.

Steady_progression_icon.png Steady Progression (3 turn cooldown)
Target any one player (including yourself). That player ignores Speed in their next dice rolling phase.

Not My Time Yet (passive)
When you revive naturally from death (or finish reincarnation), all of your skills (not just Time Twister ones) have their cooldowns reduced by 2 turns. Reviving through the use of a magical spell or from a passive effect (such as Priest's Faith) does NOT count as a natural resurrection.

Strengths

 * Manipulates other players from anywhere on the board.
 * Can lock variables to self benefit.
 * Reasonable cooldowns on Time Twister's skillset.

Weaknesses

 * Cannot inflict statuses on other players, such as Incapacitation or Death.
 * Cannot move self, only other players.

Strategies

 * Early game, it may not be a bad idea to lock your rupees when purchasing life insurance at the Bank. This will effectively make it cost only 2 rupees for you.
 * If you can see that an opponent is about to get a massive number of spaces on their next dice roll (say, from Enchanted Dice) then you could use Lock Time on their current space. Make sure to do it after your Effects Phase but before their roll.
 * Lock Time can also be of limited use to protect yourself from losing spaces due to being shot at with a Gun, dissed with a Diss Card: Knockback, or hit with some other form of knockback.

Dual-Class Synergies
(to be done later when other classes have their own pages)