Base Class: Wizard
Time mages: practitioners of a meta-school of magic of such potential for havoc that its very existence might be one of the most fiercely-guarded secrets even from some of the most learned grandmasters of magic. Chronomancy - the power of Time itself. Chronomancers are most typically taught this secret power by other Chronomancers, often who have been watching the candidate in secret, at multiple points in their life, and frequently from another time period than the candidate; most typical, but still extremely rare. Even more unlikely, sometimes a Chronomancer learns this secret art by stumbling upon some text or scroll that contains knowledge of the demiplane of time, or advanced magical theory on manipulating temporal flow while also containing the paradoxical repercussions of such meddling. Most rare of all, though it happens, a studying wizard might come to hypothesize - correctly - about the nature of time all on their own.
Depending on the setting, Chronomancy may be a profoundly secret art, or it may be a commonplace field of study. Given the delicate nature of their art, Chronomancers might strongly tend to guard the secret of their power and their study above all else. If it is a secret, then should this secret be let slip too publicly, or too frequently, the offending Chronomancer may find that they have a host of other Chronomancers to contend with; or worse: the native creatures of the demiplane of time. An adventuring Chronomancer may choose to divulge their own nature to close, trusted companions, or even mentor and train a spellcasting companion in the ways of Chronomancy, but in realities where Chronomancy is unspoken of (DM discretion), the Chronomancer should avoid selling, trading, or carelessly discarding Chronomantic spells or literature. In settings where Chronomancy is secret, Chronomancers often masquerade as Transmuters, Diviners, or a "peculiar student of magics that fall somewhere in between the two".
A Chronomancer may be an eager historian, travelling back and forward through time to record events of history with unmatched accuracy; or may be an opportunist, jumping to points in time when things are (or will be) known to have gone mysteriously missing... only to return home to fame or profit; or could be an idealist who leaps through time, righting wrongs, restoring timelines to "what they ought to be", or attempting to alter events to suit their own personal ideal history of a family, city, or realm - though often things work out in a way unexpected by the meddler.
In all cases, Chronomancers understand the dangers of recklessly meddling with the histories of reality, at best trying to repair or prevent damage to the fabric of reality whenever they see problems, and at least attempting to avoid getting caught up in any untempered temporal paradoxes personally. Even those who manipulate time for selfish gain or personal ideology understand that there are some laws of nature that should not be carelessly ignored.
DMs Note: Chronomancy and time travel are very advanced and complex concepts to include in a single-author story, let alone a multi-author role playing campaign. Be sure you are familiar with this subclass and any spells published here or created by you or your players before you consider allowing this subclass to be used by a player. Regardless of whether it is a player or an NPC who is granted the Chronomancer subclass, it is also recommended that you decide beforehand upon some in-game nature of time for resolving changes to the story due to time travel (examples: if you go back and change something: did you really just branch into an alternate reality? ; or did you actually change things in the future but are still able to remember the original past events? ; or did you actually change nothing at all and this was how things were ALWAYS meant to happen? ; or do changes made to the past always result in a series of unexpected events that end up producing the same outcome no matter how hard anyone tries to change it (the time traveller's fiance always dies on Tuesday by some means no matter what is changed) ? ; etc). Also be sure to talk with your player(s) beforehand and make sure this material is used with the goal of everyone having fun and making a more interested and exotic story together, rather than one player gaining more power than the other players, or being destructively disruptive to the campaign or setting.
Version Notes: This is Version 1 of the Chronomancer Subclass. Due to the way homebrew material must be submitted currently, I am going to attempt to publish this Subclass WITHOUT ANY HOMEBREW CHRONOMANCY SPELLS associated with the class listing. Once this Subclass is approved and published publicly, I will then associate all (currently about 50) of the Chronomancy spells I have made so far with it, and attempt to submit all of those for publication. Once all Chronomancy spells have been published with a valid Subclass association, I will create and submit a Version 2 of Chronomancer with all these homebrew spells linked. Please enjoy!
Alternate Reality
Beginning when this subclass is selected at 2nd level, the Chronomancer learns how to create small variations in the probabilities of reality. Each variation lasts only a moment, but creates alternate results for one recently-past event. When altered in this way, any one event attempted by a target the Chronomancer could see during the previous round is recalculated, essentially allowing (or forcing) that character or creature to make a new die (or dice) roll. Only events that begin and end in a single round can be affected in this way. Only one roll-event can be rerolled. If the target is a willing recipient, the Chronomancer can choose which roll (the original or the new roll) affects them. If the target is unwilling, they must reroll the action and accept the new result, whatever its outcome.
Typical uses of this ability include: allowing a fighter to reroll an attack; forcing an opponent to reroll a successful saving throw; or allowing a wizard to reroll the damage caused by a weak fireball.
In order to use this ability, the Chronomancer character throws a small, unmarked die. Each alternation can be made only once per turn, and only two such alternations can be made by the Chronomancer until a long rest is taken.
Exclusive Studies
When this subclass is selected at 2nd level, the Chronomancer permanently gains access to a new meta-school of magic: Chronomancy. While this isn't actually a school of magic, but rather a new way of thinking about magical properties of many of the existing schools of magic, only a Chronomancer may learn and cast these spells. Anyone may attempt to read your spellbook, but only a Chronomancer would ever be able to make sense of any spells of the Chronomancy meta-school recorded therein. To all other magically fluent readers, these spells simply appear nonsensical. When this subclass is selected, the Chronomancer immediately trades at least two of their currently known level 1 Wizard spells for an equal number of level 1 Chonomancy spells, and trade at least one of their known Wizard Cantrips for an equal number of Chronomancy Cantrip. It is strongly recommended that at least one of the Chronomancer Cantrips taken is Detect Temporal Anomaly. Finally, the Chronomancer may now trade one of their weapon proficiencies for a future or forgotten version of that weapon. For example, anachronistic versions of a light crossbow may included a springbolt gun, flintlock pistol, revolver, or laser pistol. Other versions of quarterstaff may be nightstick, collapsible baton, or cattle prod.
Temporal Agency
At 6th level, you can unconsciously sense some ebb and flow in the momentum of time. As a result, you act as though immune to time flow effects such as Haste or Slow. This is really an unconscious reaction to the change in which you unknowingly alter your own flow of time in the opposite direction to compensate for and cancel the effect. Your base movement speed is also increased by 5.
Immunity: Haste spell
Immunity: Slow spell
Base Speed +5
Reverse Causation
Upon reaching 10th level, you can begin to consciously sense the subtle reflections of causality travelling back up the timestream ahead of your own lifeline. When a creature makes a successful attack against you, or when you fail a saving throw against hostile magic or traps, you can opt to automatically succeed the save, or force the opponent to miss, instead, as you take last moment action to avoid the sensed danger. Once you use this feature, you can't use it again until you finish a short or long rest.
Greater Improbabilities
At 14th level, Alternate Reality can now be used up to 3 times per long rest.
In the original 2E AD&D source, they simply fail to work, as the Chronomancer adjusts their own flow of time as an unconscious reaction.
For this class, I would say that this could be totally up to you. However you want to play the class to maximize the fun or the storytelling. Haste and Slow effects in 5E are not as powerful as they were in 2E, so I don't think there is as much of a balance issue now as there was back then.
Does the immunity to haste and slow mean that the haste and slow spells can't be cast on the wizard at all? or, is it just that they need to grant permission for said spells to be cast.
Create Major Paradox
LEVEL 9th Level
CASTING TIME 1 Hour
RANGE/AREA Self / 1 year into the past per level
COMPONENTS V, S
DURATION Instantaneous
SCHOOL Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
This spell changes an important event in the caster's past. This is just like Create Paradox, but the event can be as far back as one year past. Such an event could be changing from a Historian to a Seer, acquiring a proficiency in Prophecy rather than Alchemy, or deciding to research a new spell rather than create a new magical item, to name a few examples. The event must be one the caster had adequate control of at the time, and something should always be given up for whatever is gained. The change should always be evident, but not necessarily work out the way the caster/player expects. The DM should also feel free to remove any items or relationships he feels would not have been found as a result of the caster's meddling, and add any items or relationships that now would have been instead, for better and for worse. After all, the things that are changed were likely important to the caster at one time. The turbulence caused by casting Create Major Paradox has a 50% chance of attracting a Time Demielemental or a Chronomancer guardian from the demiplane of time.
Lifeline Severence
LEVEL 9th Level
CASTING TIME 1 Action
RANGE/AREA Self
COMPONENTS V, S, M (A specially enchanted dagger, diamond dust worth 10,000 gp)
DURATION Instantaneous
SCHOOL Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
This spell permanently detaches the caster from his lifeline. This negates the rule concerning crossing into one's own history, and that's all most casters should know.
The material components are a small silver knife enchanted to store a Lifeline Tether enchanted by the caster's own hand, and diamond dust worth 10,000 gp, sprinkled across the blade. This spell is cast while the caster is on the demiplane of time, and the knife is used to physically sever the caster's lifeline at the point it turns into the insubstantial silver mist trail. This spell is uttered while simply slicing through the lifeline. It is the enchanting of the blade itself that will likely require quite a bit of time.
DMs should know: severing one's lifeline essentially ends a character's life... at least in the traditional sense. In some ways, this is analogous for the Chronomancer, as lichdom is for a wizard, though they are not undead, nor does their alignment change as a result of the procedure. Their mortal lifeline no longer extends into the future. They are no longer considered "natives" of the Prime Material, and are instead now considered natives of the demiplane of time. If they are destroyed, their essence returns to the demiplane of time, and their soul is lost. They can no longer go to any heaven or hell, nor become petitioners to any of the gods or Outer Planes, as they are already essentially "petitioners" of Time. This is true unless direct intervention from one of the Major Powers (or a DM-decided method of altering this state of existence) occurs. They are no longer temporally linear beings, and can be banished from the Prime Material as though Outsiders. They can no longer be affected by paradoxes, and no longer cause paradoxes by visiting their own past history. They are now susceptible to any spell or effect that damages or disrupts a native creature of the demiplane of time. Their fate and ultimate well-being is now directly linked to the fate and well-being of the temiplane of time and the Timestreams. Guardians of the demiplane of time will almost certainly attempt to contact any Chronomancer who severs their own lifeline as soon as possible, for better or worse.
Temporal Bubble
LEVEL 9th Level
CASTING TIME 1 Action
RANGE/AREA Self / 5 ft. radius
COMPONENTS V, S, M (A crystal sphere worth 1,000 gp, and an enchanted diamond originally worth 5,000 gp)
DURATION 10 Minutes per level
SCHOOL Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
This spell creates a temporary bubble around the caster, which is excluded from the flow of time. While inside the bubble, the caster is immune to the passage of time, except as it applies directly to himself. The effect is that the world has frozen between seconds. This gives the caster an opportunity for actions like drinking Healing Potions, or letting a harmful spell, potion, or poison wear off. Once created, the bubble cannot be moved, and the caster cannot leave it without automatically dispelling the effect. Any creatures within the 5-foot radius are considered inside the bubble, and can interact with the caster as if normal time is passing. If they step outside the radius, they are immediately frozen in time until the spell expires, or the caster dispels it. The spell's duration is measured by the caster's subjective time.
The material components of this spell require preparation. A crystal sphere valued at 1,000 gp or better is necessary. A diamond worth at least 5,000 gp must be enchanted with a Temporal Stasis spell and placed within the sphere. The entire device must then be touched by a Time Dimielemental while on the demiplane of time (touching does not have to be made voluntarily). When this spell is cast, the device is consumed by the magical energies.
A Moment In Time
LEVEL 8th Level
CASTING TIME 1 Action
RANGE/AREA Self
COMPONENTS V
DURATION Instantaneous
SCHOOL Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
The caster focuses on a single moment in time - right now - and moves about within it. Objective time ceases to pass while they exist wholly within this moment, and all other creatures, objects, spells, and temporal events hang frozen. From the caster's subjective perspective, this single moment in time seems to go on for 1d4 + 1 turns, during which the caster can use actions and move about more or less as normal.
The caster's subjective jaunt through a frozen moment in time ends prematurely if any action or effect that they take or create affects another creature, or any object they wear or carry, as the effects of this perception of time at that point are no longer purely subjective. Additionally, time and space being intertwined, the effect ends if the caster moves farther than 1,000 feet away from the point in space where they began this moment in time.
This spell is similar to a common 9th level wizard spell, except that it differs in the exact implementation of the effect, and is available to practitioners of Chronomancy as an 8th level spell, due to the caster's advanced grasp of the nature of time.
Advanced Warning
LEVEL 8th Level
CASTING TIME 10 Minutes
RANGE/AREA Touch
COMPONENTS V, S, M (The preserved exoskeleton of a haired spider)
DURATION 8 Hours
SCHOOL Chronomancy (Divination)
(Intended for use with the Chronomancer subclass)
By touching the forehead of a willing recipient, you channel temporal energy through yourself to temporarily intensify the connection between the recipient and their lifeline in the demiplane of time. As a result, events that directly impact that lifeline in the immediate future can be "felt" coming. The recipient can no longer be surprised, and gains Advantage on all attack rolls, saves, and checks. Disadvantage is imposed on any attack made against the recipient.
The caster can only act as a conduit for one target at a time. Any additional castings of this spell cancel the effects of previous castings.
The material component for this spell is the preserved exoskeleton of a haired spider.
This spell is similar to a common 9th level wizard spell, except that it differs in the exact implementation of the effect, and is available to the practitioners of Chronomancy as an 8th level spell, due to the caster's advanced grasp of time manipulation.
Age/Rewind Person
LEVEL 8th Level
CASTING TIME 1 Minute
RANGE/AREA Touch
COMPONENTS V, S, M (Small polished amber, ichor of an Aeon Behir ; pure spring water that has spent 1 subjective day on the demiplane of time)
DURATION Up to10 Minutes per level ; Up to 20 Minutes per level
SCHOOL Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
Age Person:
This spell speeds the aging process of any creature of Intelligence 2 or greater. The creature ages up to one year per level of the caster. The exact amount must be set to the nearest month before the spell is cast. Aging occurs at a rate of one month of aging every 50 seconds of time passed (1 year per 10 minutes). No Death Save is required. While undergoing the change, any action attempted is performed at one-half normal ability.
The material component is a small piece of polished amber and an ounce of ichor from a Aeon Behir. The affected creature must be touched, and it receives a Wisdom save if unwilling.
Rewind Person:
The reverse of this spell, Rewind Person, cannot bring back the dead, but it can reduce the age of the recipient by up to one year per level of the caster. Age reduction occurs at a rate of 1 year of de-aging every 20 minutes of time passed, and a Death Save must be either passed once or failed twice. If the Death save is failed twice, the target dies from shock, even as its body continues to grow younger. The creature must still be touched, and it receives a Wisdom save if unwilling, to avoid the effect.
Material components are the same as above, plus a cup of pure spring water subjected to the demiplane of time for one subjective day.
Magic Item Supercharger
LEVEL 8th Level
CASTING TIME 10 Minutes
RANGE/AREA Touch
COMPONENTS V, S, M (An ounce of mercury)
DURATION Instantaneous
SCHOOL Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
The material component is an ounce of mercury.
This spell attempts to alter time around the salient abilities of a magical item. This attempt may be made only once per item, and there is a significant chance of permanently ruining the affected item forever. Use the table below to figure the chance for failure.
Frequency is the number of times per day the item can be used, or the recharge time required between uses. When this feature is altered, uses per day are doubled, or the recharge time is halved. The recharge time of a pair of Wings of Flying goes from 1d12 hours to 1d6 hours, for example.
Duration is how long the effect is operating. Altering this doubles the duration. Wings of Flying could now be used for 2 hours before they disappear, instead of 1 hour.
Temporal Incontinuity
LEVEL 8th Level
CASTING TIME 30 Minutes
RANGE/AREA 30 ft. / 10 ft. radius
COMPONENTS V, S, M (A crushed ruby worth 10,000 gp)
DURATION Instantaneous
SCHOOL Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
This spell sends those in its area of effect backward or forward in time, up to 5 years per the caster's level. In effect, it encases those affected in a null-time bubble and pushes them into the demiplane of time. The bubble then moves along the timestream in the predetermined direction, reenters reality at the desired time, and releases the travelers. To the travelers, no time has passed. Things simply blink around them from one moment to a sudden future or past moment. This is the only known way a caster can cause others to travel extensively throughout time without actually accompanying them.
This can cause a real problem for subjects that end up in another time with no way back. Of course, if they happen to cause enough trouble to the natural order in their new time, the guardians of the demiplane of time may show up and give them a free ride home. The person who sent them there is likely in for a visit then, too.
If a caster casts the spell on themselves, this can be used as an easy way to travel through time quickly with little or no risk from the dangers of the demiplane of time. It is not a cheap ride, though.
The material component is a ruby worth 10,000 gp or more, which must be crushed into dust.
Temporal Stasis/Reinstatement
LEVEL 8th Level
CASTING TIME 1 Action
RANGE/AREA 30 ft.
COMPONENTS V, S, M (The crushed from each of a diamond, ruby, sapphire, and emerald, each worth 100 gp)
DURATION Until Dispelled
SCHOOL Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
Temporal Stasis:
Upon casting this spell, the caster places the target into a state of suspended animation. This cessation of time means that the creature does not grow older. Its body functions virtually cease. This state persists until the magic is removed by a Dispel Magic spell or reverse of this spell, Temporal Reinstatement, is uttered.
The material component of a Temporal Stasis spell is a powder composed of diamond, emerald, ruby, and sapphire dust, with each crushed stone worth at least 100 gp.
Temporal Reinstatement:
The reverse, Temporal Reinstatement, requires only a single word, and no somatic or material components.
Delayed Damage
LEVEL 7th Level
CASTING TIME 1 Action
RANGE/AREA Self
COMPONENTS V, S
DURATION 10 Minutes
SCHOOL Chronomancy (Abjuration)
(Intended for use with the Chronomancer subclass)
This spell creates a field of temporal flux about the caster. This field intercepts physical attacks, and shifts all or part of the effects of physically applied spells into the future, allowing the caster more time to prepare. The magnitude of the shift depends on the type of attack.
If the incoming attack deals damage, half the damage is applied immediately, and the other half is put off for the duration of the spell. This delays the need for healing, but casters of this spell must be careful not to lose track of time since casting. After the first turn, the spell could expire at any moment, and all deferred damage is then applied at once. This could easily kill a caster low on health.
Healing potions and spells are applied first to already received damage, then to deferred damage. If the attack produces a spell effect (Imprisonment and Energy Drain deal no physical damage, for example, but require a touch), then those spells' effects are delayed for half the remainder of Delayed Damage's duration. Any prevention action taken (someone casting Freedom before Imprisonment takes effect, for instance) negates the upcoming effect.
This spell cannot be used in conjunction with any contingency spells (spells that intentionally delay or defer self-cast spells from taking effect). Any spell of this nature placed on the caster dispels Delayed Damage automatically.
At Higher Levels:
If a 9th level spell slot is used to cast this spell, all damage and spell effects are delayed until the end of the effect (instead of half damage taken immediately, and spell effects being delayed half the remaining duration).
Permanent Magic
LEVEL 7th Level
CASTING TIME 10 Minutes
RANGE/AREA Touch
COMPONENTS S, M (Blood and tissue inside the caster's body, which are consumed by the spell ; or, extremely valuable materials - see description)
DURATION Instantaneous
SCHOOL Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
Self-Affecting Spells:
This spell affixes the effects of certain other spells in time, affecting the duration and essentially making their effect permanent. The types of self-affecting spells upon which a Permanent Magic is known to be effect are as follows: Comprehend Languages, Detect Good/Evil, Detect Invisibility, Detect Magic, Darkvision, Protection from Cantrips, Protection from Good/Evil, Protection from Normal Missiles, Tongues, Unseen Servant, as well as any others the DM sees fit to allow.
This spell is cast, taking about 1 minute to complete (10 minutes if cast as an unprepared ritual). If another spell is active at time of completion, it may be targeted by the caster for making permanent with this spell. If not, there is a brief window following the casting of this spell for the caster to cast another spell to be made permanent. It is easiest for short-lived spells and long-casting time spells to pair with another spellcaster who can cast the target spell, so the casting times may be overlapped to allow for the effect to be active upon completion of Permanent Magic.
Cost: The caster casts the desired spell and then follows it with the Permanent Magic spell. Each time the caster casts this spell to make a magic effect permanent on themselves, their Constitution is permanently lowered by 1 point. The caster cannot make permanent the above spells for other persons, only for themselves. This application of Permanent Magic can only be dispelled by a spellcaster of greater level than the caster was at the time Permanent Magic was cast.
Creature-Affecting Spells:
Permanent Magic may also be used to make certain magical effects on other creatures permanent. Spells such as: Enlarge, Shrink, Fear, Invisibility, Protection spells, Prismatic Sphere, Stinking Cloud, and others as allowed by the DM can be made permanent on a target creature.
Cost: Like with a self-affecting application, the caster may cast this spell with a 1 minute casting time (10 minutes if cast as an unprepared ritual). Doing so will similarly drain 1 point of Constitution from the caster, as they use their own vitality to fuel the casting on the fly. However, there is another way to cast this spell when targeting another creature. If the target creature is willing (or mentally incapable of objecting), then the spell may be prepared and cast like it is on objects or locations (see below). The caster may spend 1 week in preperation per spell level, and at least 10,000 gp in goods or coin are consumed. Cantrips require 4 days and at least 5,000 gp. This method may not be used by the caster on themselves, as the preparation work requires the caster to move and interact with magical energies that would spoil and invalidate the prep-work.
Other-Affecting Spells:
In addition to a self- and creature-affecting use, the Permanent Magic spell can be used to make the following object- and area-affecting spells permanent: Alarm, Audible Glamer, Dancing Lights, Distance Distortion, Enlarge, Gust of Wind, Invisibility, Magic Mouth, Prismatic Sphere, Solid Fog, Stinking Cloud, Teleport, Temporal Wall, Wall of Fire, Wall of Force, Web, again plus or minus any the DM sees fit to allow.
For this final non-living application, the target spell and Permanent Magic may be cast simultaneously together by the caster alone, overlapping, but any spell or effect that causes casting failure during this process would cause both simultaneous spells to fail together.
Cost: Casting Permanent Magic for this purpose does not consume Constitution, but still exacts a steep price. High quality goods or gold in values of at least 10,000 gp per spell level of the target magic effect to be made permanent are required for the casting, and consumed by it. Cantrip effects targeted by Permanent Magic require no less than 5,000 gp. Additionally, while the casting time for this spell remains 1 minute, this application requires a significant amount of prep time. 1 week per target spell level must be spent in preparation before casting the spell. Cantrips require at least 4 days of preparation.
Magic Item Creation:
The Permanent Magic spell has also been rumored to have been used in the fabrication of certain old, powerful magic items. As the effect is not being made permanent on the caster themselves in these cases, Permanent Magic does not result in a loss of Constitution for the caster. The cost required for this much more complex and advanced application of weaving magics into the essence of objects is sure to wildly vary for each specific application. DMs should decide required time, cost, resources, and components for each proposed magic item a player wishes to create.
DM Notes:
At the DM's option, any application of Permanent Magic might become unstable or fail after very long periods of activity, such as having been in effect for at 1,000 years or more. Unstable effects might operate intermittently, might produce strange or unexpected side effects, or might simply fail altogether. The DM may determine that certain spells cannot be made permanent with this spell, or that custom variants of specific spells must first be researched before Permanent Magic can be used on them by a player. In the latter case, researching the special variant of a spell costs as much time and money as independently researching the original spell itself would. If the DM has already determined that the application is not possible, this research, if attempted, automatically fails. The caster should never learn what is possible except by the success or failure of their research.
A non-Chronomancy variant of this spell may have once existed, but it is currently believed to be lost lore.
Temporal Eye
LEVEL 7th Level
CASTING TIME 30 Minutes
RANGE/AREA Self
COMPONENTS V, S, M (The eye of a far-seeing creature, blood of a Time Dog, alcohol, sodium, strychnine, and a veil made of hundreds of Strands from the demiplane of time)
DURATION 10 Minutes
SCHOOL Chronomancy (Divination)
(Intended for use with the Chronomancer subclass)
This spell allows the caster to scry people or places in other times. This operates within the caster's mind, and any innate abilities or permanent spell effects placed on the caster apply. Spells like Comprehend Languages, Read Magic, and Darkvision work through Temporal Eye. Spells like Tongues, Detect Magic, Detect Good/Evil, and Message have a 5% chance per caster level of working correctly through the Temporal Eye. Spells such as Locate Object, Domination, Suggestion, and True Seeing have a 5% chance per 2 caster levels of working correctly through the Temporal Eye. The chance for scrying success, as well as the chance for detection, are the same as those for the Scrying spell. Scrying into a different time offers no further penalty. In any case, a spell or effect capable of detecting scrying attempts will detect a Temporal Eye, but does not necessarily reveal its anachronistic nature.
There are many material components required. The eye of a far-seeing creature (eagle, hawk, etc) is held in the left hand. Blood from a Time Dog is mixed with a concoction of alcohol, sodium, and strychnine. Finally, hundreds of Strands must be collected from the demiplane of time, enchanted, woven into a veil, and worn over the face. All items are consumed by the spell, except the veil, which may be reused.
Conceal Temporal Anomaly
LEVEL 6th Level
CASTING TIME 20 Minutes
RANGE/AREA 300 ft.
COMPONENTS V, S, M (Glass bulb filled with Timeweaver Spider blood)
DURATION Until Dispelled
SCHOOL Chronomancy (Illusion)
(Intended for use with the Chronomancer subclass)
The caster splits the flow of time around a temporal disturbance. This reduces the turbulence it causes and shields it against the efforts of magical detection. A Detect Temporal Anomaly (or an item or ability with the same effect) retains any normal bonus chance of detecting the hidden effect, but its base chance is now lowered to 25%. Other detection spells (True Seeing, Detect Invisibility, etc) also have a 25% chance to detect the anomaly, but those uninitiated in the mysteries of Chronomancy are unlikely to know just what it is they are seeing.
Temporal vortices on the demiplane of time can be hidden in this way, but the forces involved become extremely hazardous. The caster must make a Wisdom ability check with a -4 penalty. Failure destroys the vortex, ages the caster 1d20 years, and reduces the caster's Wisdom permanently by 1 point. The destruction of a vortex will also create significant amounts of turbulence downstream in the timeline on the demiplane of time, which may attract all manor of unwanted attention from its inhabitants.
The material component is a glass bulb filled with the blood of a Timeweaver Spider. This spell cannot be used cumulatively with itself.
Create Paradox
LEVEL 6th Level
CASTING TIME 10 Minutes
RANGE/AREA Self
COMPONENTS V, S
DURATION Instantaneous
SCHOOL Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
When Create Paradox is cast, the caster may alter a minor event from their past, which may affect the present. Such an event could be exchanging one memorized spell for a more useful one, having brought a cask of ale instead of a cask of oil, or deciding that, instead of insulting the orcs' chieftain (who has been harboring a grudge, and now the characters need his help), the heroes insulted their finest warrior. The event to be changed should not be more than 3 hours long in duration, and it must be something that was personally done by the caster, or something the caster could have directly influenced. (Perhaps the party's Rogue actually made the insult, and the caster uses Create Paradox to explain it away at the expense of the orc warrior.) Something should always be given up in trade for whatever is gained when this spell is used. The caster can change an event as far back as 1 month per caster level into the past. It is the DM's call as to how that change propagates forward, if at all. Often, things will not work out as neatly as the caster might hope. The orc chieftain could still bear a grudge (that the warrior was insulted), or the warrior might wish now for personal satisfaction.
Turbulence created by casting Create Paradox has a 5% per month affected chance of attracting a Time Demielemental or Chronomancer guardian from the demiplane of time.
Conceal Temporal Anomaly
LEVEL 6th Level
CASTING TIME 20 Minutes
RANGE/AREA 300 ft.
COMPONENTS V, S, M (Glass bulb filled with Timeweaver Spider blood)
DURATION Until Dispelled
SCHOOL Chronomancy (Illusion)
(Intended for use with the Chronomancer subclass)
The caster splits the flow of time around a temporal disturbance. This reduces the turbulence it causes and shields it against the efforts of magical detection. A Detect Temporal Anomaly (or an item or ability with the same effect) retains any normal bonus chance of detecting the hidden effect, but its base chance is now lowered to 25%. Other detection spells (True Seeing, Detect Invisibility, etc) also have a 25% chance to detect the anomaly, but those uninitiated in the mysteries of Chronomancy are unlikely to know just what it is they are seeing.
Temporal vortices on the demiplane of time can be hidden in this way, but the forces involved become extremely hazardous. The caster must make a Wisdom ability check with a -4 penalty. Failure destroys the vortex, ages the caster 1d20 years, and reduces the caster's Wisdom permanently by 1 point. The destruction of a vortex will also create significant amounts of turbulence downstream in the timeline on the demiplane of time, which may attract all manor of unwanted attention from its inhabitants.
The material component is a glass bulb filled with the blood of a Timeweaver Spider. This spell cannot be used cumulatively with itself.
Magic Optimizer
LEVEL 6th Level
CASTING TIME 1 Action
RANGE/AREA Self
COMPONENTS V, S, M (A poppy seed and a hummingbird tongue)
DURATION 1 Minute
SCHOOL Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
This spell delays the time normally spent each round recovering from the effects of spellcasting. This allows for more spellcastings per round, but 2 rounds of rest are required after the Magic Manager's duration ends, during which the caster can perform no casting or combat actions (drinking potions and moving are allowed). While this spell is in effect, all spells with a casting time of less than a minute are treated as having a casting time of 1 Bonus Action instead.
Starting the round after this spell is cast, the caster gains an additional 2 Bonus Actions each round that may only be used to cast spells.
Any round in which the caster uses this effect, they may not take any non-casting actions. Any round in which the caster takes a non-casting action is considered a normal round, and this spell continues to remain in effect until the duration expires.
Only spells of 4th level or lower whose casting time is less than 1 minute may be cast at all while using the effects of the Magic Manager, and no single spell can be cast more than once in the same round, so long as Magic Manager is still in effect. Doing so ends the Magic Manager spell immediately.
Effect Per Round:
Normal number of actions available, and
+1 Bonus Action to cast a spell,
+1 Bonus Action to cast a spell,
All spells with casting time < 1 minute are now casting time Bonus Action,
Each spell may only be cast once each round (violation ends this spell),
No non-spell actions may be taken if extra spells are cast this round (cannot be violated)
The material components are a hummingbird's tongue and some poppy seeds.
Age/Rewind Animal
LEVEL 5th Level
CASTING TIME 10 Minutes
RANGE/AREA 120 ft.
COMPONENTS V, S, M (Material from the species of target animal)
DURATION Age: Up to 10 Minutes per level, Rewind: Up to 20 Minutes per level
SCHOOL Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
Age Animal:
Upon casting this spell, the caster manipulates time in respect to a creature of animal Intelligence or lower. A creature ages up to one month per caster level. The amount of aging must be decided before the spell is cast. Aging occurs at a rate of one month of aging per 10 minutes of time passed. The creature must make Death Saves until either a single success, or two failures occurs. It gains +1 to this roll for every 5 Hit Dice it has. If it fails the save twice, it dies of shock in 1d4 rounds. Any actions (combat, flight, and so on) the creature takes during the process occur at half its normal ability (attacks as if at half its Hit Dice and loses half its attacks, base speed is halved, and so on). This spell does not allow the creature to exceed its maximum natural size.
The material component necessary for this spell is a piece of bio-matter from the type of animal to be affected. If the Chronomancer touches the animal during the spell, no material component is required.
Rewind Animal:
The reverse, Rewind Animal, reduces the age of the affected creature by up to one month per caster's level, to a minimum age of one month. The amount of change must be decided before the spell is cast, and the reversal occurs at a rate of one month of de-aging every 20 minutes of time passed.
The rules for material component are the same.
Create Timegate
LEVEL 5th Level
CASTING TIME 1 Hour
RANGE/AREA 150 ft. / A surface area of 20 square ft.
COMPONENTS V, S, M (A diamond worth 5,000 gp that has been on the demiplane of time for at least one subjective day)
DURATION Instantaneous
SCHOOL Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
Upon casting this spell, the caster twists the momentum of time to create a permanent gate between reality and the demiplane of time. The gateway is totally flat (2-dimensional), but can be in any contiguous shape the caster desires, up to 20 square feet in area. Care must be exercised, since denizens of the timestreams are attracted to this portal and may be lying in wait on the demiplane of time, or possibly even attempt to come through into reality. Timegates are a liability as much as a convenience.
The material component for this spell is a diamond worth 5,000 gp that has been on the demiplane of time for at least one subjective day.
The caster must make a Wisdom save once the spell has been cast. Failure means the gateway collapses. Whatever the result, the diamond is consumed and lost in the process.
Devolution
LEVEL 5th Level
CASTING TIME 10 Minutes
RANGE/AREA 60 ft.
COMPONENTS V, S, M (The tooth of a gorilla or carnivorous ape)
DURATION 5 rounds + 1 round per level, or Permanent (see below)
SCHOOL Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
When this spell is cast, the evolutionary clock of the target is reversed, and its fighting ability is increased at the cost of its mind. The target gains 1d6 in each of Strength, Dexterity, and Constitution (maximums of 22), while losing 3d6 in each of Intelligence, Wisdom, and Charisma (minimums of 2). Nails and teeth become sharper and usable as weapons. There is a marked increase in body hair, and other body changes might be notices (longer arms, hunched posture, thicker bones, pronounced brow, etc). At any Intelligence below 5, the creature automatically shuns weapons in favor of a claw/claw/bite attack (1d6/1d6/1d8; if a creature already had these attacks, increase the size of each damage die by one). The creature must roll a Death Save until it either fails twice, or succeeds once. If it fails twice, this change is permanent. Unwilling targets may attempt a Constitution save to negate the spell.
For an unknown reason, Devolutionary Warrior does not have any effect on Elves. Some Chronomancers hypothesize that perhaps elves were created whole by the gods, without evolution, rather than simply having an innate resistance. Others suppose the inherrent magic of Elves somehow interferes with this particular spell.
Half-Elves are weakly affected, and gain only 1d3 in each of Strength, Dexterity, and Constitution, and lose only 2d6 in each of Intelligence, Wisdom, and Charisma.
The material component for this spell is the tooth of a gorilla or carnivorous ape.
Temporal Wall
LEVEL 5th Level
CASTING TIME 1 Action
RANGE/AREA 90 ft.
COMPONENTS V, S, M (Timeweaver Spider web strand)
DURATION 10 rounds + 1 round per level
SCHOOL Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
Temporal Wall creates a thin barrier composed of the mist-smoke of the demiplane of time. The wall cannot be moved once created, but it can be shaped in any way (circles, domes, and so on) and placed anywhere within the spell's range. Anyone trying to pass through this wall in either direction suffers the effects of two cumulative Slow spells and a Temporal Disjunction (Creatures afflicted automatically lose initiative, and are automatically surprised if attacked from stealth. Creatures with multiple Actions automatically lose one Action, all Bonus Actions and all Reactions. Natives to the demiplane of time take 2d6 + 1 per caster level damage). Creatures can make saves against each Slow to avoid their effects, but not against the Temporal Disjunction. Missiles, breath weapons, and spell effects are also slowed by the wall, allowing victims a Dexterity save for half damage. Dispel Magic cannot destroy the wall, but any sort of magical items which destroy magic can affect this spell. Pass Wall, Dimension Door, Teleport, and other travelling spells can be used to bypass or destroy the wall.
The material component is a strand of webbing from a Timeweaver Spider's web.
Hold Metal
LEVEL 4th Level
CASTING TIME 1 Action
RANGE/AREA 90 ft. / 5 cubic feet per level
COMPONENTS V, S, M (A lodestone, or piece of iron, kept on the demiplane of time for 24 subjective hours)
DURATION 1 Minute
SCHOOL Chronomancy (Enchantment)
(Intended for use with the Chronomancer subclass)
By casting this spell, the caster causes all ferrous metals (iron, iron alloys such as steel, etc) within the spell's AoE to be held fast, similar to the way a person would be held by a Hold Person spell. Swords being swung, pendulum blades arcing, and other metallic objects stop mid-motion. Although these metal objects can be touched, they cannot be moved for the duration of the spell, as if the metal weighed tons or was held fast by Sovereign Glue. This spell is often used to prevent individuals from drawing weapons or from removing metallic or partially metallic objects from the affected area. The spell is especially useful against individuals clad in chain or plate armor. Beings wearing any ferrous armor find that while under the effects of this spell they cannot move - caged by their own apparel. Furthermore, anyone wearing metal or carrying metal items who enters the AoE of an in-effect Hold Metal spell finds that such metal is instantly rendered immobile - from weapons to metal buttons, buckles, cloak clasps, etc.
Nonferrous metals are unaffected by Hold Metal, so an individual wearing bronze plate or picking up a pure silver candelabrum is able to proceed unhindered if the item in question does not have iron or other ferrous metals hidden within it (items such as a plating of nonferrous metal over steel or iron WOULD be effected). Note that most nonferrous metals are not sturdy enough for use in heavy tools without at least some amount of ferrous metal alloyed within them.
DM discretion as to what items contain affected metals.
The material component for this spell is a lodestone, magnet, or piece of iron, which had previously been kept on the demiplane of time for 24 subjective hours.
Lifeline Bifurcation
LEVEL 4th Level
CASTING TIME 1 Action
RANGE/AREA 60 ft. / 1 target creature
COMPONENTS V, S, M (A tiny silver pitcher with two spouts)
DURATION 1 Minute
SCHOOL Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
Quick Description:
On casting...
- Pick a target creature within 60' (or self) : There are now two of the target creature, for the next minute.
- Roll percentile : base 30% chance that hostile creatures from the demiplane of time are summoned.
- Roll percentile : base 10% chance of Temporal Storm for each powerful/historically pivotal item duplicated.
On spell end...
- Flip a coin to pick a copy : that copy and all gear they appeared with vanishes. Now only spells/charges/abilities the remaining copy used count as spent.
- Target makes Wisdom save vs base DC 15, or suffers Disadvantage on all rolls for 1d6 days.
Full Description:
There are now two of the target creature, for the next minute... This dangerous spell causes a single target creature in range that the caster can see to begin to exist in two mutually exclusive states of probability, causing the target's lifeline to fork temporarily. For the next minute, that creature exists in two places at once, each instance of it acting according to their own subjective perspective and circumstance, until reality is able to correct the anomaly. Each instance of the target creature has all of their non-magical (see At Higher Levels for magic items effected with higher level slots) equipment and items, their unspent spell slots, and unused abilities. Any magical items that were not bifurcated are evenly divided between the two creature instances as their controller sees fit, but must be decided upon immediately as the spell is cast. Each instance of the target creature may use any or all of their independent resources, without effecting the quantity of the other instance. Keep track of consumables, charges, spells, and abilities used separately for each instance of the target creature. This is essentially like having a twin of the target creature for the duration of the spell, as well as a second piece of every affected item they were carrying when the spell was cast.
Control:
Both instances of the target creature share all initiatives, and are both controlled by the original character's owner (DM if NPC, Player if PC, etc), though the group may decide to allow two people to separately control each instance, with the owner's explicit permission, if it would simplify things or enhance fun.
Spell End:
One random copy, and all gear they started with vanishes; the other remains. Only spells/charges/abilities the remaining copy used were spent... At the end of this spell's duration, one of the two instances is chosen at random. The selected instance and all their original bifurcated gear (regardless of who currently holds it) vanishes, and only the other instance now remains. Only item charges, spells, abilities, consumables, damage, healing, status effects, afflictions, etc that the remaining creature has used or is suffering now apply. (It may be helpful to refer to the copies as "Heads" and "Tails", "Evens" and "Odds", "High" and "Low", etc as soon as the spell is cast, to help track which copy vanishes when the spell ends.)
This spell ends prematurely if either of the creature instances is slain, destroyed, petrified, imprisoned (via the spell Imprisonment), or afflicted by any other similar character-ending effect. If this happens, immediately select one of the two creature instances at random, as you normally would. If the afflicted instance ends up being the one that remains, the creature is now suffering the affliction.
This spell also ends immediately if anyone casts Lifeline Bifurcation on a creature already affected by this spell.
Any non-bifurcated items that the vanished instance might have picked up or been given during the duration of the spell are left on the ground where they vanished. Any duplicated items dropped or given to another character by the vanished instance before the spell ended vanish along with the creature.
Risks:
A base 30% chance that hostile creatures from the demiplane of time are summoned... Casting this spell is a severe violation of the natural order of temporal mechanics, and essentially creates a short-lived, but very real paradox. Much of the magic power of this spell is, in fact, spent simply containing this paradox so that it doesn't damage reality. Large amounts of turbulence are created in the time-stream of the demiplane of time. There is a 30% chance that this attracts the attention of some inhabitants of that demiplane.
A Base 10% chance of Temporal Storm for each powerful item duplicated... Additionally, powerful or important items that get bifurcated by this spell carry a risk of inflating this paradoxical event to the point that it exceeds the spell's constraints and damages the fabric of reality. The DM decides what items are famous, historically influential, or powerful enough to be considered "troublesome" should two instances of them exist simultaneously. For each "troublesome" item bifurcated in this way, there is a cumulative 10% chance that a hole is torn in reality. If this should happen, a massive Temporal Storm of tornadoes and mist-smoke will form, immediately pulling the caster, the target creature, and any living creatures within 100 feet of them out of reality, leaving them stranded in the demiplane of time. Artifacts (allowed at higher level castings) are automatically considered "troublesome", unless the DM rules otherwise (such as might be the case for certain Chronomancer Artifacts). Roll this probability as the spell is cast.
A Wisdom save vs base DC 15, or suffers Disadvantage on all rolls for 1d6 days... Finally, when this spell ends, the target must make a Wisdom save to avoid long term scarring to their lifeline. On a failed save, the target's fate is damaged, and as a result, they suffer Disadvantage on all rolls they make for the next 1d6 days. This rotten run of luck due to damaged fate can be repaired at any time by spending all charges of the Lucky feat, by having Greater Restoration, Wish, or a similar restorative or reality-altering spell cast, or by spending an Inspiration token. Otherwise, the damage mends itself naturally after the 1d6 days have elapsed. Note: any character may spend their Lucky charges or use their Inspiration to heal another character's damaged fate. The base DC for this save is 15.
The spell component is a tiny silver pitcher with two spouts.
At Higher Levels:
5th level slot - Common magic items on target are now also bifurcated. Save at end of spell is DC 14. Chance of Temporal Storm is 8% per troublesome item.
6th level slot - Uncommon magic items on target are now also bifurcated. Save at end of spell is DC 13. Chance of Temporal Storm is 6% per troublesome item.
7th level slot - Rare magic items on target are now also bifurcated. Save at end of spell is DC 12. Chance of Temporal Storm is 4% per troublesome item.
8th level slot - Legendary magic items on target are now also bifurcated. Save at end of spell is DC 11. Chance of Temporal Storm is 2% per troublesome item.
9th level slot - Artifacts on target are now also bifurcated. Save at end of spell is DC 10. Chance of Temporal Storm is 1% per troublesome item.
"Oh gods, now there are TWO of him!" - "Grumpy Gus", Dwarf Wizard
This spell is an original work.
* - (A tiny silver pitcher with two spouts)
Prophetic Vision
LEVEL 4th Level
CASTING TIME 1 Action
RANGE/AREA Touch
COMPONENTS V, S, M (The root of a plant with hallucinatory properties OR a gem woth 5,000 gp buried at the target site)
DURATION 10 Minutes
SCHOOL Chronomancy (Divination)
(Intended for use with the Chronomancer subclass)
When this spell is cast, the caster enters a trance and, through visions of the future, attempts to divine an important event that shall come to pass. The event must directly affect the person touched, and this person cannot be the caster. The vision fades out and returns several times over the spell's duration, and much of it is vague and open to interpretation. A caster cannot cast this spell more than once to prophecize the same event--at least not until the character reaches their next level.
At 10th level, the caster may attempt to divine a prophecy concerning an event affecting a location on the grand scale of a town or kingdom. There is a low probability that this succeeds (only 1% per caster level), but the attempt can be made once per day.
This spell leaves the caster physically drained and unable to move for 1d4 hours.
The material component for the first version is the root of a plant with hallucinatory properties. For the second version, a gem worth 5,000 gp must be buried near the center of the location.
Temporal Disjunction
LEVEL 4th Level
CASTING TIME 1 Action
RANGE/AREA 180 ft.
COMPONENTS V, S
DURATION 1d10 + 5 days
SCHOOL Chronomancy (Enchantment)
(Intended for use with the Chronomancer subclass)
When this spell is cast, the affected creature loses all sense of time. It is perpetually late, unable to function under any time restraints. This spell is merely an annoyance unless accurate timing is crucial. Creatures afflicted by this spell automatically lose initiative and are always surprised if attacked from stealth. In combat, creatures with multiple Actions automatically lose one Action, and Bonus Actions and Reactions cannot be used. A Wisdom save negates the spell.
Against another spellcaster, or a creature of the demiplane of time, this spell is particularly effective. Any spellcaster under the effects of the Temporal Disjunction who attempts to cast a time-affecting spell automatically fails. Any native creature of the demiplane of time also loses any time-related abilities, and suffers 2d6 + 1 point per caster level points of damage. In both cases, any ability (natural or spell effect) to slip between reality and the demiplane of time is lost. Chronomancers and creatures native to the demiplane of time gain a +1 to their Wisdom save against this spell.
The Time Dimielemental is the hardest hit by the Temporal Disjunction: In addition to the above penalties, it also loses its ability to slip in more copies of itself.
Temporal Push
LEVEL 4th Level
CASTING TIME 1 Action
RANGE/AREA Sight
COMPONENTS V, S
DURATION Instantaneous
SCHOOL Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
Upon casting Temporal Push, the caster opens a partially-formed slipgate to the demiplane of time and attempts to force a creature through it. Because this slipgate is not fully formed, the subject automatically slips back to reality at a later time. The creature is thrown forward up to 1 round + 1 round per caster level. The amount must be decided when the spell is cast. The spell removes the creature from reality for a limited time, allowing the caster to deal with other problems or prepare a "welcome" for the returning creature. The affected creature is aware of no passage of time. Everything seems to suddenly blip or shift about, as if they instantaneously teleported forward in time. If a physical presence is occupying the space to be returned to, the creature is displaced slightly on return. At the time of the casting, both the caster and target make separate Wisdom checks; first the caster, then the target. For every point by which the caster succeeds their own check, assign a -1 penalty to the target's roll (up to a max of -4). If the caster fails the check, or if the target succeeds (after penalties), then it is the caster who ends up getting pushed through the slipgate instead.
Time Heal
LEVEL 4th Level
CASTING TIME 1 Action
RANGE/AREA Touch
COMPONENTS V, S
DURATION Instantaneous
SCHOOL Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
This spell takes the creature it was cast upon and rolls back its body to an earlier point in time. If it was in better health in the past, this simulates a healing ability without using regenerative powers. Time is of the essence when using this spell, though, as the farther into the past the body is to be pushed, the greater the chance of failure.
The caster is able to unerringly push the body back one minute in time for every caster level. For example, a 9th-level caster is guaranteed to restore a person to the state of health its body was in up to nine minutes ago. For every additional minute that the caster attempts to push the body backward in time, there is a cumulative 5% chance of failure. If the 9th-level caster tried to use this spell to heal a warrior wounded just under 20 minutes before the spell was cast, that would be 11 minutes further than he could guarantee success, so the spell would have a 55% chance of failing.
Multiple Time Heals cannot be cast to increase number of minutes that the caster can guarantee pushing the body backward in time. The 9th-level wizard cannot cast three consecutive Time Heals to roll the patient back 27 minutes in time. This is because the caster is actually bringing the patient's past body into the present with each casting. Each time, that example spell goes back only nine minutes, and it brings back the same nine-minute-old version of the body.
Time Heal cannot recall a spirit from death (unless DM rules it has not yet departed, within a single round, within the last few seconds, for example) and therefore is only useful on a still-living character. A dead body that has Time Heal cast on it may be entirely healed of damage, but it remains dead, as the body's spirit has fled. If the spirit can somehow be reunited with the body, though (say through Raise Dead, or a ghost possessing its own body), the patient will then be alive and as well as the Time Heal can make him.
Time Heal can also be used to hurt an opponent that has recently healed itself. In this case, the caster must successfully touch the target (with an attack roll), and the target gets a Wisdom save. Any healing (or damage) done to the target since the moment that the body is being rolled back to is negated, but all the damage the body had at that point is immediately reapplied. The resources used to heal the target are entirely wasted. The standard chances of failure based on time and level still apply.
The Level 3 spells:
Create Minor Paradox
LEVEL 3rd Level
CASTING TIME 1 Action
RANGE/AREA 2 rounds per caster level into the past on Self
COMPONENTS V, S
DURATION Instantaneous
SCHOOL Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
When this spell is cast, the caster may take back an action performed sometime within the last 2 rounds per caster level, or insert an additional action if timing permits. The caster could take back something said, or decide not to kiss the king's daughter. They could NOT insert another attack into a combat round (unless an attack was intentionally skipped during the target round), but COULD insert an attack into the round BEFORE combat.
If an action is taken back that would've prevented combat (insulting the goblin king) or another major event, the caster and DM will need to work out a reasonable course of events that would make up for that lost time.
Turbulence created by this spell has a 1% per round affected chance of attracting a Time Demielemental or Chronomancer guardian from the demiplane of time.
Extension
LEVEL 3rd Level
CASTING TIME 1 Action
RANGE/AREA Self, 1 target caster, or 1 magical effect already in place
COMPONENTS V, S
DURATION Instantaneous
SCHOOL Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
By use of an Extension spell, the caster prolongs the duration of a single previously cast 1st-, 2nd-, or 3rd-level spell by 50%. Thus, a Levitation spell can be made to function up to 15 minutes (rather than 10), a Hold Person spell made to work for up to 90 seconds (rather than 60), etc. Naturally, the spell affects only spells that have a duration. This spell must be cast immediately after the target spell which the caster wishes to extend, either by the original caster (extend one's own spells) or another spellcaster (extend someone else's spell). If one full round or more elapses between the target spell's casting and the casting of Extension, it cannot be extended, and this spell fails, and its slot wasted.
At Higher Levels:
4th level slot - This spell is the same as the 3rd-level slot Extension spell, except it extends the duration of 1st-through 4th-level spells by 50%.
5th level slot - This spell is the same as the 3rd-level slot Extension spell, except that it will extend the duration of 1st- through 3rd-level spells by 100%, and will extend the duration of 4th- and 5th-level spells by 50%.
Lifeline Tether
LEVEL 3rd Level
CASTING TIME 10 Minutes
RANGE/AREA Sight
COMPONENTS V, S, M (A cord braided with silver strands)
DURATION 30 Minutes
SCHOOL Chronomancy (Divination)
(Intended for use with the Chronomancer subclass)
When this spell is cast on a creature of Intelligence 2 or greater, it fastens a magical tether to the creature's lifeline. The creature must be close enough for the caster to recognize it by sight, and it can attempt a Wisdom save to avoid the effect. This sets the range at 60 yards for typical conditions. Items such as Eyes of the Eagle would extend this range, but psionic powers like Clairvoyance or any type of scrying would not.
If the caster slips to the demiplane of time, he appears next to the affected creature's lifeline. The tether is seen as a thin white cord linking it and the caster. As with Timeslip, a large amount of turbulence may displace the caster, but they remain tethered to that lifeline. If Lifeline Tether is cast directly on a lifeline, no save is permitted. Slipping back to reality places the caster within 1d100 x 10 yards of the creature.
Casting Detect Temporal Anomaly always leads the caster right to the tethered creature. This application is useful for finding out who a particular lifeline belongs to.
The material component is a 1-foot length of cord braided with strands of silver.
Melee Optimizer
LEVEL 3rd Level
CASTING TIME 1 Action
RANGE/AREA 60 ft.
COMPONENTS V, S, M (A drop of mercury)
DURATION 3 Minutes
SCHOOL Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
By use of this spell, the caster manipulates time so that the recipient gains more use out of each combat round. The creature does not move faster, but rather accellerates their ability to perceive and react. This extra awareness and control grants multiple bonuses. Such an effected creature has previously been described as performing the most graceful and fluid of deadly dances, as every single movement is perfectly utilized to its fullest combat potential.
The target gains 1 extra melee attack for every 5 caster levels (up to four total attacks). Also, a +1 bonus is applied to the target's Initiative and AC, and enemies get Disadvantage against being surprised by the target, due to the extra attention that the recipient can pay to fine details. This spell is not cumulative with itself or any other spell granting extra attacks. Also, it does not allow for casting of extra spells per round, or the extra use of magical items.
The material component required is a drop of mercury.
Time Loop
LEVEL 3rd Level
CASTING TIME 1 Action
RANGE/AREA 180 ft.
COMPONENTS V, S
DURATION Until Dispelled
SCHOOL Chronomancy (Enchantment)
(Intended for use with the Chronomancer subclass)
Upon casting this spell, the caster creates a time loop in the creature's mind that causes it to repeat this round's action indefinitely. If the creature attacked, it attacks the same person again. If it drank a potion, it drinks from the same bottle again. Even if something happens to prevent this attempt (eg. the opponent is dead, or someone takes the bottle away), the subject still strives to repeat its last action.
The victim gains a Wisdom save at the end of every round it is affected by the spell, until the loop is broken. Starting with the second saving throw, the creature gains a cumulative +1 bonus to this save every round.
Undo
LEVEL 3rd Level
CASTING TIME 1 Reaction, When you or an ally take fatal damage, or when a valued item is destroyed
RANGE/AREA Sight/10' cube
COMPONENTS V, S
DURATION Instantaneous
SCHOOL Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
In reaction to the sudden demise of an ally in sight, to the caster receiving lethal damage, or to the destruction or loss of some highly valued object, the caster immediately winds time back a single round inside a space no larger than a 10 foot cube containing the fateful subject, allowing the caster or his allies to correct a single fatal mistake. The reason this spell can reverse a death, while other time spells such as Timeheal cannot, is because this spell is necessarily used in the moments of death, while the lifeline of the dying individual has not yet terminated; their life force has not fully departed.
Use of this spell causes turbulence in the demiplane of time and has a 10% chance of attracting attention from its inhabitants.
The material component of this spell is a zircon gem.
The Level 2 spells, where power increases, and things get more interesting:
Accellerate Ally
LEVEL 2nd Level
CASTING TIME 1 Action
RANGE/AREA 30 ft.
COMPONENTS V, S, M A shaving of licorice root
DURATION 1 Minute
SCHOOL Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
One target creature that you can see within range willingly allows you to accelerate its relative passage of time slightly. The target's movement speed is doubled, and it gains +2 to AC, advantage on all Dexterity saves, and one additional action every turns until the spell ends. This extra action can be used only to Attack with a single weapon, Dash, Disengage, Hide, or to use an item or interact with an object. Upon termination, the flow of time snaps back like a stretched rubber band, resulting in the effected creature being unable to move or take any actions for 1 whole round.
This spell is similar to the common 3rd level wizard spell, Haste, except that it differs in the exact implementation of the effect, and is available to practitioners of Chronomancy as a 2nd level spell, due to the caster's advanced grasp of time manipulation.
Age/Rewind Object
LEVEL 2nd Level
CASTING TIME 1 Action
RANGE/AREA 60 ft.
COMPONENTS V, S, M A chunk of rust OR a baby tooth from any creature
DURATION 5 Minutes
SCHOOL Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
Age Object:
As the caster focuses on the object or area, they determine a volume in cubic inches they wish to affect. Every second they concentrate, the non-living material inside the volume either ages or moves through time at a rate of (caster level x 1000) / (2 x cubic volume) days per second. An example here would be an 8-cubic-inch padlock aged by a level 3 caster for a full 5 minutes would advance a maximum of ~150 years. A level 20 caster doing the same would advance it ~1000 years. A level 20 caster attempting to age a child-sized statue (2500 cubic inches) for 5 minutes would age it 800 days.
NOTE: The minimum dimension that can be used in this calculation is 1/2 an inch, so a 8.5 x 11 inch piece of paper, for example, which normally has a thickness of 0.004 inches, can at the very least be calculated as 8.5 x 11 x 0.5 inches, yielding 46.75 cubic inches, NOT 8.5 x 11 x 0.004 inches, which would have yielded 0.374 cubic inches.
Rewind Object:
Attempting to reverse the age of the item instead yields half the results. This spell only works on non-living material, as time potential is much greater (and thus harder to alter) where living beings are involved (even more so as their agency or potential for influence increases).
Casting Modes:
There are two "modes", or mind-frames, in which this spell may be cast. It is simplest to think about this difference in the following way: cast the spell targeting a volume of MATTER, or cast the spell targeting a volume of SPACE.
In the former case, the subjective and causal passage of time from the matter's perspective is altered. Time begins to accelerate, causing the reactions, wear and tear, loss or expenditure, and increase of entropy to affect the matter itself. Metal could rust, and crumble. Bread could mold, flowers wither, silver tarnish, a lit log burn to charcoal, etc. In the reverse form, the spell causes the subjective flow of time to be reversed, rust or broken metal reforming and renewing, moldy food returning to freshness, dead flowers returning, etc. This is the only "safe" form in which this spell can be cast (base 0% chance of a disturbance to the demiplane of time, no chance of paradox), and this is the only functionality this spell can ever have if cast by any magic user other than a Chronomancer (who do not understand the far more advanced details of space and time's codependent relationship).
In the latter case, a fixed volume of space is focused upon and -like the window on a slide-rule- is temporally slid forward or backward through time. This region of space can be anything the Chronomancer decides; the space bounded by a wine bottle, or by a window frame, or immediately surrounding a page of paper, for example. The contents within the volume of space change to reflect what WAS/WILL BE inside that space at the point in time the spell moves the slider to. Words on a page that are most likely to be written may appear if sliding forward; or if already written, will disappear if rolled far enough back. A seemingly-"empty" region of space, such as a shattered window-frame, may suddenly fill with intact glass if rolled back to a point when they were undamaged; or if rolled forward, a perfectly fine window may shatter because a rock will be thrown through it in the future (or, may stay completely intact, just gaining some grime, if nothing ever goes on to break the window in the future...)
Higher Level Slots:
For each level of spell slot expended above level 2, add another effective caster level when calculating effect, and increase chance of temporal disturbance to the demiplane of time by 5%.
Age/Rewind Plant
LEVEL 2nd Level
CASTING TIME 1 Minute
RANGE/AREA Sight, 100 sq ft / level
COMPONENTS V, S, M A sample of the species of plant to effect
DURATION Determined by caster: up to 10 minutes / level, or up to 20 minutes / level if reversed
SCHOOL Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
Age Plant:
When this spell is cast, it manipulates time to accelerate the aging of plants. This does not allow them to grow beyond their maximum natural size. The area of effect is up to a maximum of 100 square feet per caster's level, and the spell can affect all plant life or be limited to affect only one category (eg. "trees") or one species (eg. "wheat") of plant in that area. The caster can accelerate the growth of plant life by up to one month per level. The actual amount of aging (to the nearst week) must be decided before the spell is cast. Aging occurs at a rate of 1 month of aging every 10 minutes of time passed. If the normal cycle of the plant is exceeded (for a seasonal crop or biannual flower), the plant life withers and dies. This spell is particularly useful when early winters or harsh summers threaten crop yields.
A material component is necessary only if the caster wishes to affect a single category or species of plant. A sample of that plant type is then required.
Rewind Plant:
The reverse of this spell, Rewind Plant, cannot bring back plants that have completely died. It can reverse the aging of live plants by up to one month per level of the caster, the total age rewound being set before the spell is cast. Reverse aging occurs at a rate of 1 month of de-aging every 20 minutes of time passed. A popular use of this form is to get second harvests, but this can only be done with plants that persist year round (fruit trees, berry bushes).
The same rules on material components apply.
Alacritic Casting
LEVEL 2nd Level
CASTING TIME 1 Action
RANGE/AREA Self
COMPONENTS V, S, M A tiny hourglass, which is destroyed during casting.
DURATION 10 Minutes
SCHOOL Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
Alacritic Casting allows you to speed up the casting time of your spells of 5th level and lower. Only spells that are cast within Alacritic Casting's duration are affected. The end result of this is that you may use 2 Reactions total per turn so long as both Reactions are used only to cast Reaction-time spells of an effected level. You gain one additional Bonus Action per turn which may only be used to cast a Bonus-time spell of an effected level. You also gain one additional Action per turn which may only be used to cast a spell of an effected level. Finally, the casting times for effected-level spells, whose normal casting times are longer than 1 Action, are reduced by 20%.
Effect on Caster Per Round:
Normal amount of actions, and
+1 Bonus Action for a Bonus Action spell
+1 Reaction for a Reaction spell
+1 Reaction for a Reaction spell
+1 Action for any spell
Spells with casting time > 1 Action are reduced by 20% of original casting time
The material component is a miniature hourglass which is destroyed when the spell is cast.
At Higher Levels:
For every 2 additional levels of spell slot expended to cast this spell, spells of 1 level higher will be effected. So, a 4th level slot will effect 6th level and lower spells; a 6th level slot will effect 7th level and lower spells; and an 8th level slot will effect 8th level and lower spells.
Decelerate Creatures
LEVEL 2nd Level
CASTING TIME 1 Action
RANGE/AREA 120 ft./40 ft.
COMPONENTS V, S, M A drop of molasses
DURATION 1 Minute
SCHOOL Chronomancy (Transmutation)
ATTACK/SAVE WIS 18
(Intended for use with the Chronomancer subclass)
You slightly inhibit the flow of time around up to six target creatures in a 40-foot cube. Each of these targets must succeed on a Wisdom save or be affected by the spell.
Each affected target has their movement speed reduced by half, −2 to AC and to Dexterity saves, and cannot use any Reactions. During each victim's turn, they must choose between using an action or a bonus action, instead of using both. Affected victims can also only use a single melee or ranged attack each round, while the spells is in effect.
Affected spellcasters who attempt to cast a spell with casting time of 1 action must roll a d20. If the result is an 11 or higher, the spell completion (and effect) is delayed until the caster's next turn, and ANOTHER action must be spent on that turn in order to complete the spell. If an action cannot be used in this way, or all actions are spent performing other actions on that following turn, then the spell is wasted.
Affected victims are allowed an additional Wisdom save at the end of each turn. If successful, they break free of the effect, though the spell continues to effect all other victims.
This spell is similar to the common 3rd level wizard spell, Slow, except that it differs in the exact implementation of the effect, and is available to the practitioners of Chronomancy as a 2nd level spell, due to the caster's advanced grasp of time manipulation.
Lifeline Ping
LEVEL 2nd Level
CASTING TIME 1 Action
RANGE/AREA Touch
COMPONENTS V, S, M An unblemished silver weight on 1 foot silver chain
DURATION Instantaneous
SCHOOL Chronomancy (Divination)
(Intended for use with the Chronomancer subclass)
When Lifeline Ping is cast, the caster establishes a temporary link to the subject's lifeline. A magical pulse is sent along the line in both directions, reflecting back whenever it reaches the points of the recipient's birth and death. Using the echo principle, the caster acquires a general idea of the length of the lifeline in each direction. If the subject's age is known or can be guessed, it is then a simple matter of calculating the ratios to discover with fair accuracy how much life the person has left.
After 6th level, the caster acquires an innate feeling for the spell's mystical echo and can instantly know the subject's age, as well as how much life it has left, without having to make any calculations.
Note that creatures who have traveled through time have incontinuous lifelines as a result of their travels, and this spell will only yield the length of time that creature existed in reality after returning from their last trip through time, and before next departing through time again in the future.
A saving throw is not permitted, but physical contact must be maintained throughout the casting. The subject would have to either be a willing participant, or be unable to struggle away.
The material component necessary for a Life Sounding is an unblemished silver weight on a 1-foot length of silver chain. The weight must be replaced with a fresh silver weight after every casting.
Spatial Incontinuity
LEVEL 2nd Level
CASTING TIME 1 Bonus Action
RANGE/AREA Self
COMPONENTS V
DURATION Instantaneous
SCHOOL Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
A forced error in spacetime. You were there... suddenly now you're here. You are now occupying a space that you could see, up to 20 feet from your starting space. If that space was already occupied by a movable object or a creature, you traded places with them, and they now reside in your starting square.
Time Trigger
LEVEL 2nd Level
CASTING TIME 1 Action
RANGE/AREA 30 ft.
COMPONENTS V, S, M A tiny ornate hourglass worth 50 gp, destroyed
DURATION 1 day* / caster level ; * - Higher spell slots increase the unit of time used for the duration; see below
SCHOOL Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
The caster affixes a single target object of Small size or smaller in time for the duration of the spell. Momentum, thermal energy, electrical potential, etc are all preserved as well. The item cannot be moved or otherwise interacted with. It behaves as though an indestructible, immovable rod. At the time of casting, the caster determines a trigger that will end the spell early. It can be simple something like a password or gesture, or it could be as complex as a specific person attempting to interact with the object at just the right time in history (think Excalibur in the stone). It can be used to secure one's belongings for a duration, like a temporal lock box, or to set up a parameter trap to guard a sleeping camp, to preserve some perishable or other package until just the right recipient comes to claim it, etc. Arrows in flight, bombs mid-explosion, or other such items can be frozen with this spell such that their destructive energy is released upon trigger, making an effective trap. The trigger can be set to activate out to a distance of 15 feet from the object. A successful Dispel Magic, or similar spell, cast by a spellcaster of higher level than the caster was at time of casting can also terminate the effect.
The material component necessary is a tiny ornate hourglass worth at least 50 gp, which must be irrecoverably smashed at the time of casting.
At Higher Levels:
For every 2 spell slot levels higher than normal used to cast this spell, the maximum size of the object affected is increased by one size category, up to a maximum of Huge, while simultaneously, every 3 levels of spell slot used to cast above normal increases the time units of duration by one category.
2nd level spell slot - Maximum target size of Small, for 1 day per caster level
4th level spell slot - Maximum target size of Medium, for 1 day per caster level
5th level spell slot - Maximum target size of Medium, for 1 week per caster level
6th level spell slot - Maximum target size of Large, for 1 week per caster level
8th level spell slot - Maximum target size of Huge, for 1 month per caster level
Additionally, spell slot levels may be increased to extend the duration. For every level increase that isn't used for increasing target size category, duration units of time go up one category:
+1 spell slot level - Days to Weeks, Weeks to Months, Months to Years, and finally to a maximum of Years to Decades.
This scaling may be used in conjunction with the size scaling, but each portion of the spell slot's level will only apply to one or the other. For example, a 6th level spell slot may either be used to affect a Large object for 1 week per caster level (2 levels to cast the spell, 4 levels applied to size only), to affect a Medium object for 1 month per caster level (2 levels to cast the spell, 3 levels applied to size, 1 to duration), or to affect a Small object for 1 decade per caster level (2 levels to cast the spell, 4 levels applied to duration only), etc.
Timeslip
LEVEL 2nd Level
CASTING TIME 3 rounds + 1 round / extra target
RANGE/AREA Self
COMPONENTS V, S, M A diaphanous square of fine silk and piece of basalt
DURATION Instantaneous
SCHOOL Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
By means of a Timeslip, the barrier between reality and the demiplane of time is thinned, and the caster instantly slips between the two. Any creatures intending to attack someone who manages to Timeslip away beforehand lose their attacks for that round.
Slipping into the demiplane of time places the caster and his companions immediately downstream of their lifelines (add one round to the casting time for each companion). Lifelines trail off into the silver mist that surrounds them. If there is heavy turbulence in the area, the travelers are displaced slightly so that they are relatively safe.
When casting Timeslip from within the demiplane of time in order to slip back into reality, the caster must focus on a lifeline to make the connection with reality. The caster ends up somewhere within 1d10 miles of the creature whom the lifeline corresponds to. This feature also helps a caster who wishes to intersect their fate with that of the owner of a specific lifeline.
All that the caster (and any additional target) is wearing or carrying slips with them, up to a maximum of 25 pounds per level. Unwilling targets make a Wisdom save to negate the entire spell and cancel the slip.
The material components for this spell are a diaphanous square of fine silk and a small piece of basalt.
The Level 1 spells:
Chronomantic Orb
LEVEL 1st Level
CASTING TIME 1 Action
RANGE/AREA 90 ft.
COMPONENTS V, S, M A tanzanite shard that has spent one subjective day in the demiplane of time.
DURATION Special
SCHOOL Chronomancy (Evocation)
(Intended for use with the Chronomancer subclass)
The caster pulls from the demiplane of time a swirling orb, 4 inches in diameter, made of the mist-smoke of that plane, which is then hurled at a target. The rotation of the momentum of time causes havoc on impact with any object or linear creature.
Damage: The caster makes an attack roll. It that attack roll hits, the orb deals 2d8 damage as random parts of the target accelerate, pause, slow, or reverse in time, causing significant temporal stress.
Damage may be increased by casting with higher level spell slots.
Effect: In addition to this damage, the normal flow of time is disrupted for the target, causing their senses to perceive the world slightly out of phase for 1 round. During this time, they lose any positive Dex modifier, have Disadvantage on all attacks, and have a 50% chance of having any spells they cast fail.
The temporal effect of the orb may be changed by casting at higher odd-level spell slots.
The material component is a tanzanite shard that has spent one subjective day in the demiplane of time, which must simply be kept on the caster's person.
At Higher Levels:
Damage: Every spell slot level above 1st adds an additional 1d8 to the damage.
Effect: A 1st level slot orb causes the victim to Wis save or be affected byTemporal Disjuction for 1 round (Victim loses any positive Dex modifier, has Disadvantage on all attacks, and has a 50% chance of having any spells they cast fail). A 3rd level slot orb causes the victim to Wis save or be Slowed for 1d4 rounds (As per standard spell). A 5th level slot orb causes the victim to Wis save or be affected by Time Loop for 1d4 + 1 rounds (Victim must repeat the action taken this round, or attempt to repeat it, no matter what). A 7th level slot orb causes the victim to Wis save or become Temporal Pushed (Victim is thrown forward in time 1 round plus up to 1 round per caster level - chosen by caster). A 9th level slot orb causes the victim to Wis save or become trapped in Temporal Stasis indefinitely (Victim is suspended in time and cannot move, act, age, nor die).
Hourglasses
LEVEL 1st Level
CASTING TIME 1 Action
RANGE/AREA Self
COMPONENTS S, M A piece of red glass and a piece of blue glass
DURATION 5 Minutes
SCHOOL Chronomancy (Divination)
(Intended for use with the Chronomancer subclass)
Focus on an object or feature in sight. As the caster concentrates, their left eye begins to witness time in reverse, seeing further and further into the past. Simultaneously, their right eye begins to see time progress at an accelerated rate, seeing further and further into the (currently-most statistically-probable) future. Through their left eye, they might see burnt paper unburn, and become readable, then as time continued back, watch the words "unwrite" themselves off the page, leaving a blank parchment. They might see people or creatures pass through a space in reverse. Through their right eye, they might see an unused new journal begin to form words on its pages as they "write themselves" in, then after some time, get torn, or scribbled over, or fade. This might allow the caster to view the combination of a currently-secured lock at some time when it was (or will be) solved and open. They might also attempt to read a lost spell scroll, or examine a destroyed piece of evidence. Maybe determine what someone else is planning based on what they write, or how an object will be primed in the future, and then prepare against that outcome beforehand.
Area of Effect:
Typically, this spell is cast and then the caster spends all of their attention on the focused-upon object or area. However, the caster may wish to look around at their surroundings with anachronistic vision, or even walk about and observe the area as it once was or likely someday will be. This requires a Wisdom saving throw of DC 15. Failure means the caster becomes disoriented with a sense of vertigo, and must cease movement and focus solely on the original target of the spell in order to avoid losing concentration. They cannot attempt to look around at their surroundings again until the spell is cast anew.
Rate of Change and Control of Flow:
For the entire round spent actually casting the spell, the caster sees the past/next 24 hours (4 hours per second). They may change or pause the perceived flow of time by performing a Wisdom save, as though 0 rounds have passed so far. After this first round has passed, the caster may change the rate of the vision once per round.
Rates are:
> > > > Stopped,
> > > One second per round,
> > One minute per round,
> One hour per round,
One day per round (DEFAULT),
> One week per round,
> > One month per round,
> > > One year per round,
> > > > One decade per round,
> > > > > One century per round
Each attempt to change this rate may only shift over a number of rate categories equal to or less than the caster's Wisdom modifier. Each change in rate prompts an immediate Wisdom check of
DC (9 - 1 per every 2 caster levels) + (number of rounds spent concentrating so far) + (number of rate categories attempting to change this round)
So for example, shifting from days/round to full-stop is a difference of 4 rates. If the caster is Level 3 and was concentrating for 6 rounds at this point, then the DC is (9 - (level 3 / 2)) + 6 rounds + 4 rate = DC 18. Shifting from centuries/round to full-stop after concentrating for a minute would be (9 - (level 3 / 2)) + 10 rounds + 9 rate = DC 27. A level 20 caster would attempt the same shift as (9 - (level 20 / 2)) + 10 rounds + 9 rate = DC 18. Shifting one rate category per round prompts more checks, but each check will have a lower DC to contend with, and may be necessary for lower-level casters who wish ultimately to shift across many rate categories.
Failing this Wisdom save causes the caster to immediately suffer a debilitating migraine for 1d20 minutes (Disadvantage to all Int and Wis skills and saves). This also immediately ends the spell, unless the caster chooses to suffer one level of exhaustion. No rate shift can be attempted while the caster is suffering a migraine, and additional castings of this spell automatically fail until the migraine clears.
Observing only events of either only the past or only the future exclusively requires the caster to cover or close the opposite eye. Casters missing one or both eyes, or otherwise blinded, can actually still see out of the appropriate eye socket(s) for the duration of this spell, and still need to go through the same physical motions to block one side or the other.
The material components of this spell are a piece of red glass and a piece of blue glass, each of which are held up to the caster's eyes.
Pre-/Post-Image
LEVEL 1st Level
CASTING TIME 1 Action
RANGE/AREA Touch
COMPONENTS V, S
DURATION 1 Minute
SCHOOL Chronomancy (Illusion)
(Intended for use with the Chronomancer subclass)
Post-Image:
When Post-Image is cast, the target is surrounded by a thin magical aura that bends time slightly, causing the person's image to appear one second behind the present. This distorted view of the target disorients attackers, and gives the recipient +2 AC and +1 to saves against direct magical attacks. This spell can be used in conjunction with other AC-affecting spells, but it is not cumulative with itself.
Pre-Image:
The reverse of this spell, Pre-Image, creates a false image of the target from half a second into the future. This disorienting effect gives the target +2 to hit, and increases their spell DC by +1, as opponents misjudge the target's movements and attacks.
At Higher Levels:
With more experience, the caster can strobe the image between past, present and future, increasing the disorienting effects.
Caster level 5: Post-Image grants +3 AC, +2 saves vs direct magic attack ; Pre-Image grants +3 to hit, +2 spell DC
Caster level 10: Post-Image grants +4 AC, +3 saves vs direct magic attack ; Pre-Image grants +4 to hit, +3 spell DC
Caster level 15: Post-Image grants +5 AC, +4 saves vs direct magic attack ; Pre-Image grants +5 to hit, +4 spell DC
Precognitive Sense
LEVEL 1st Level
CASTING TIME 1 Minute
RANGE/AREA 6 hours into the future / level
COMPONENTS V, S, M A rose quartz.
DURATION Instantaneous
SCHOOL Chronomancy (Divination)
(Intended for use with the Chronomancer subclass)
Upon casting this spell, the caster may gain general knowledge of a single event to come. The event must affect the caster in some way. (An event that would affect another character in the party might count, especially if the caster relies on other party members for safety.)
The chronal range is six hours into the future per caster level, and the spell automatically centers on the most important event in that time range. Information is frequently misleading--the caster might discover that gambling will bring good fortune, only to discover after losing 50 gp that the winner wishes to hire them for an adventure--and there is always a 10% chance that the information is simply wrong.
The material component is a rose quartz held to the caster's forehead.
Preserve/Decay
LEVEL 1st Level
CASTING TIME 1 Action
RANGE/AREA Touch
COMPONENTS V, S, M A vial of salt sealed with wax OR a bit of dung or mold
DURATION Preserve: (1 + spell slot level used) months / caster level up to 10 years ; Decay:1 month / level
SCHOOL Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
Preserve:
By the use of the Preserve spell, the caster can halt the decay (including shelf ripening) of any nonliving matter. In the case of food or drink, the substance must first be placed in a closed container of some kind. Preserve is dispelled when the container is unsealed. For other material, the spell runs its full duration unless dispelled by some other means. If the target is a corpse, it must be packaged completely in a container (sack, trunk, etc), and a spell slot of 2nd level or higher must be used.
The material component required is a small vial of salt sealed with wax.
Decay:
The reverse of this spell, Decay, causes immediate decay equal to one month per caster level.
The material component required is a pinch of dung or mold.
Slow/Haste Metabolism
LEVEL 1st Level
CASTING TIME 1 Action
RANGE/AREA Touch
COMPONENTS V, S, M A small wafer or salt rock OR a bit of spoiled food
DURATION 12 hours / level up to 7 days, or until next meal
SCHOOL Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
Slow Metabolism:
When cast on a creature, this spell can drastically increase the length of time between required meals. The recipient only requires food and drink once every 12 hours per level, up to 7 days. Also, if the creature has been poisoned, this spell slows the onset of damage and effect by one hour per level (assuming the full effect of the poison has not already take place), but a cure still needs to be found.
The material component is a small wafer that the recipient consumes.
Haste Metabolism:
The reverse of the spell requires an attack roll. It quickly weakens a creature from lack of food and water. If a Constitution save is failed, the target's Constitution and Strength are each reduced by 1 point for every two levels of the caster (minimum of 1), until the victim next eats a full meal. This does not kill the victim unless the Hit Dice modifier drops it below 0 current hit points.
The material component is a piece of spoiled food that is hurled at the target.
Suspended Animation
LEVEL 1st Level
CASTING TIME 1 Action
RANGE/AREA Up to 3 creatures touched
COMPONENTS V, S, M A piece of ice, handful of snow, or patch of fur taken from a mammal while in hibernation
DURATION 1 week / level
SCHOOL Chronomancy (Enchantment)
(Intended for use with the Chronomancer subclass)
A creature sent into suspended animation by the caster sleeps in a torpid state for as many weeks as the caster desires (up to one week per caster level). A successful Constitution save negates the spell. If affected, the creature's need for oxygen, food, water, and such are all but negligible for the duration. Additionally, so long as asleep, the creature bleeds out much more slowly if wounded, and requires a Death Check once every hour, instead of once every round. The creature can be awakened, but will go back to sleep when it is no longer interrupted unless it makes another saving throw. When the spell expires, the creature will awaken with a very intense hunger. The caster can affect 1 Large creature the size of a bear, 2 Medium creatures, or 3 Small or smaller creatures. Humans and humanoids are as vulnerable to the spell's effects as any other creature. Sentient or quasi-sentient plants and plant beings will go dormant if subjected to Suspended Animation, just as they would in winter. Elves and Half-Elves will enter a state of deep meditation.
The material component is a piece of ice, handful of snow, or patch of fur taken from a mammal while in hibernation.
Sustained Uncertainty
LEVEL 1st Level
CASTING TIME 1 Action
RANGE/AREA 15 ft.
COMPONENTS V, S, M A small sealed opaque container
DURATION In combat/frantic situation: up to 1 round ; Out of combat: up to 5 minutes
SCHOOL Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
Channelling energy from the demiplane of time, the caster causes two contradictory possible immediate futures to both be realized simultaneously for a target creature. Whatever actions the creature takes for the next round, they gain Advantage on all rolls. All rolls made against the target, including contesting rolls, have Disadvantage.
This spell requires more focus than the average concentration spell. In combat, or in highly stressful or frantic situations, the caster can concentrate as normal for only up to 1 round. In calmer situations, the caster can concentrate on maintaining the spell for up to 5 minutes.
The caster cannot target themselves with this spell.
The material component for this spell is a small sealed container whose contents cannot be directly observed.
At Higher Levels:
You can target one additional creature for each additional slot level above 1st.
Maybe I should just throw a bunch of them on here in comment form in the mean time :)
Here are the Cantrip level spells:
Date Object
LEVEL Cantrips
CASTING TIME 1 Action
RANGE/AREA Touch
COMPONENTS S
DURATION 5 Minutes
SCHOOL Chronomancy (Divination)
(Intended for use with the Chronomancer subclass)
The caster is able to determine approximately how old a specific non-living object, item, or material is. This could be a small statue, furniture, weapon, food, etc. If used on the dead remains of a lifeform, the results will indicate how long it has been dead. Immediately, the caster gains a sense for eras: Current age, some previous age, future age. The DM determines what constitutes an "age" in that reality. If concentration is held for an entire round, the estimation becomes accurate to the century. For the next level of accuracy, the target item must be touched at some point. As concentration is held approaching 1 minute, age of the item can be known with accuracy somewhere between 1 decade and 1 year.
For higher accuracy, the item must be touched, and contact with it maintained for the entire duration of the spell. If touched or held for the full 5 minutes, accuracy may be possible in terms of months.
The degree of accuracy possible, regardless of how long concentration is maintained, is always determined by the DM. Some items may simply be too hard (or perhaps too powerful) to estimate at scales smaller than centuries, for example. On the other hand, some items may be trivial to determine, and accuracy to the day (or even hour) might be possible, perhaps even without the full 5 minutes of concentration.
Detect Temporal Anomaly
LEVEL Cantrips
CASTING TIME 1 Bonus Action
RANGE/AREA 90 ft / level while cast is in Reality, Unlimited while on the demiplane of time
COMPONENTS V, S
DURATION 1 Day
SCHOOL Chronomancy (Divination)
(Intended for use with the Chronomancer subclass)
When this spell is cast, the caster is attuned to turbulence in the timestream and can scan a 90-degree by 90-degree area (one eighth of a sphere) each round while concentrating. After locating an anomaly, the severity can be determined by concentrating on it for an additional round. The caster has a 5% chance per level to recognize the cause. On the demiplane of time, distance is not a factor, and the spell detects the nearest source of turbulence in any scanned direction. On a Prime Material, Elemental, or Outer plane, the range is 90 feet per level. In both cases, sight is also a limiting factor. The spell can effectively be maintained for as long as the caster concentrates.
Know Age
LEVEL Cantrips
CASTING TIME 1 Action
RANGE/AREA Touch
COMPONENTS S
DURATION Instantaneous
SCHOOL Chronomancy (Divination)
(Intended for use with the Chronomancer subclass)
This Cantrip enables the caster to instantly know what age in the scheme of history they are currently located. Accuracy may vary from the decade to the millenium. DM may decide that some ages cannot be resolved (forbidden ages, eras with a lot of turmoil, or spells and effects may interfere with this spell).
Presight
LEVEL Cantrips
CASTING TIME 1 Action
RANGE/AREA Self
COMPONENTS S
DURATION 1 Round
SCHOOL Chronomancy (Divination)
(Intended for use with the Chronomancer subclass)
You begin to perceive the immediate potential future of a single target. A moment-to-moment pre-image of their impending actions are visible to you even as they move to enact them. As a result, you are able to anticipate and react to their actions, both aggressive and defensive, faster than they can compensate. If you attack them first, you will gain Advantage on the attack and end the Cantrip. Otherwise, the target gets Disadvantage on all attacks made against you until the Cantrip ends.
I would also like a message when the spells are up if possible lol
Can do :)
They've been in the queue for a while. I think the Spells queue must be much longer than other queues for review on here.
Hopefully they will have their turn soon. I can send you a message once that happens, and I will also be editing and updating the comments above with hyperlinks to each spell that gets approved as they come in.
Can you please send me a message when the spells are published, this looks veey interesting.
That'd be awesome, thanks! I'm so stoked this is finally on DnD beyond
I will definitely be editing the above comments with hyperlinks as spells (and monsters) get approved. I can also drop you a direct message.
I'd love to know when the spells are up
Here is the current list of Chronomancy spells:
UPDATES ABOUT CHRONOMANCY SPELLS (click to expand):
April 2019:
Temporal Transfusion
Time Bandit
February 2019:
Alacritic Casting - Version 2
Optimized Casting - Version 2
December 2018:
Accelerate Ally - Removed by moderates
Lifeline Bifurcation
Lifeline Bifurcation - Version 2
August 2018:
A Moment In Time
Accelerate Ally
Advanced Warning
Age/Rewind Animal
Age/Rewind Object
Age/Rewind Person
Age/Rewind Plant
Alacritic Casting
Chronomantic Orb
Conceal Temporal Anomaly
Create Major Paradox
Create Minor Paradox
Create Paradox
Create Timegate
Date Object
Decelerate Creatures
Delayed Damage
Detect Temporal Anomaly
Devolution
Extension
Hold Metal
Hourglasses
Know Age
Lifeline Ping
Lifeline Severene
Lifeline Tether
Magic Item Supercharger
Optimized Casting
Optimized Combat
Permanent Magic
Pre-/Post-Image
Pre-/Post-Image - Version 2
Presight
Precognitive Sense
Preserve/Decay
Prophetic Vision
Slow/Haste Metabolism
Spatial Incontinuity
Suspended Animation
Sustained Uncertainty
Temporal Bubble
Temporal Disjunction
Temporal Eye
Temporal Incontinuity
Temporal Push
Temporal Stasis/Reinstatement
Temporal Wall
Time Loop
Time Trigger
Timeheal
Timeslip
Cantrip
Date Object - [https://www.dndbeyond.com/spells/40804-date-object]
Detect Temporal Anomaly - [https://www.dndbeyond.com/spells/40802-detect-temporal-anomaly]
Know Age - [https://www.dndbeyond.com/spells/40878-know-age]
Presight - [https://www.dndbeyond.com/spells/40803-presight]
Sculpt Time Pockets - [https://www.dndbeyond.com/spells/135145-sculpt-time-pockets] (Created by Burticus)
Level 1
Chronomantic Orb - [https://www.dndbeyond.com/spells/40805-chronomantic-orb]
Hourglasses - [https://www.dndbeyond.com/spells/40877-hourglasses]
Pre-/Post-Image - [https://www.dndbeyond.com/spells/64103-pre-post-image]
Precognitive Sense - [https://www.dndbeyond.com/spells/40810-precognitive-sense]
Preserve/Decay - [https://www.dndbeyond.com/spells/40812-preserve-decay]
Slow/Haste Metabolism - [https://www.dndbeyond.com/spells/40815-slow-haste-metabolism]
Suspended Animation - [https://www.dndbeyond.com/spells/40874-suspended-animation]
Sustained Uncertainty - [https://www.dndbeyond.com/spells/40816-sustained-uncertainty]
Level 2
Accellerate Ally- (Rejected by moderators, see description below)Age/Rewind Object - [https://www.dndbeyond.com/spells/40820-age-rewind-object]
Age/Rewind Plant - [https://www.dndbeyond.com/spells/40818-age-rewind-plant]
Alacritic Casting - [https://www.dndbeyond.com/spells/132697-alacritic-casting]
Decelerate Creatures - [https://www.dndbeyond.com/spells/40826-decelerate-creatures]
Lifeline Ping - [https://www.dndbeyond.com/spells/40825-lifeline-ping]
Spatial Incontinuity - [https://www.dndbeyond.com/spells/41250-spatial-incontinuity]
Temporal Transfusion - [https://www.dndbeyond.com/spells/142194-temporal-transfusion]
Time Trigger - [https://www.dndbeyond.com/spells/40831-time-trigger]
Timeslip - [https://www.dndbeyond.com/spells/40828-timeslip]
Level 3
Create Minor Paradox - [https://www.dndbeyond.com/spells/40837-create-minor-paradox]
Extension - [https://www.dndbeyond.com/spells/40834-extension]
Lifeline Tether - [https://www.dndbeyond.com/spells/40835-lifeline-tether]
Optimized Combat - [https://www.dndbeyond.com/spells/40832-optimized-combat]
Time Bandit - [https://www.dndbeyond.com/spells/142191-time-bandit]
Time Loop - [https://www.dndbeyond.com/spells/40838-time-loop]
Undo - [https://www.dndbeyond.com/spells/40839-undo]
Level 4
Hold Metal - [https://www.dndbeyond.com/spells/40876-hold-metal]
Lifeline Bifurcation - [https://www.dndbeyond.com/spells/100473-lifeline-bifurcation]
Prophetic Vision - [https://www.dndbeyond.com/spells/40841-prophetic-vision]
Temporal Disjunction - [https://www.dndbeyond.com/spells/40844-temporal-disjunction]
Temporal Push - [https://www.dndbeyond.com/spells/40842-temporal-push]
Timeheal - [https://www.dndbeyond.com/spells/40843-timeheal]
Level 5
Age/Rewind Animal - [https://www.dndbeyond.com/spells/40845-age-rewind-animal]
Create Timegate - [https://www.dndbeyond.com/spells/40849-create-timegate]
Devolution - [https://www.dndbeyond.com/spells/40846-devolution]
Temporal Wall - [https://www.dndbeyond.com/spells/40851-temporal-wall]
Level 6
Conceal Temoral Anomaly - [https://www.dndbeyond.com/spells/40852-conceal-temporal-anomaly]
Create Paradox - [https://www.dndbeyond.com/spells/40854-create-paradox]
Optimized Casting - [https://www.dndbeyond.com/spells/40853-optimized-casting]
Level 7
Delayed Damage - [https://www.dndbeyond.com/spells/40861-delayed-damage]
Permanent Magic - [https://www.dndbeyond.com/spells/40857-permanent-magic]
Temporal Eye - [https://www.dndbeyond.com/spells/40859-temporal-eye]
Level 8
A Moment In Time - [https://www.dndbeyond.com/spells/40869-a-moment-in-time]
Advanced Warning - [https://www.dndbeyond.com/spells/40864-advanced-warning]
Age/Rewind Person - [https://www.dndbeyond.com/spells/40863-age-rewind-person]
Magic Item Supercharger - [https://www.dndbeyond.com/spells/40865-magic-item-supercharger]
Temporal Incontinuity - [https://www.dndbeyond.com/spells/40868-temporal-incontinuity]
Temporal Stasis/Reinstatement - [https://www.dndbeyond.com/spells/40867-temporal-stasis-reinstatement]
Level 9
Create Major Paradox - [https://www.dndbeyond.com/spells/40871-create-major-paradox]
Lifeline Severence - [https://www.dndbeyond.com/spells/40872-lifeline-severence]
Temporal Bubble - [https://www.dndbeyond.com/spells/40873-temporal-bubble]
UPDATES ABOUT GENERAL CONTENT (click to expand):
April 2019:
-Items-
The Healer's High-Tech Heuristic Trifocals
November 2018:
-Classes-
Ice Potion Mutation (Sorcerer)
September 2018:
-Classes-
Sheer Force of Will (Sorcerer)
-Spells-
Shield of Will
August 2018:
-Items-
The Grumpy-Gus Nope-On-A-Rope
-Monsters-
Aeon Behir
Time Dog
Timeweaver Spider
June 2018:
-Backgrounds-
Time Traveler - Version 2
-Classes-
Chronomancer (Wizard)
-Monsters-
Time Wight
May 2018:
-Backgrounds-
Time Traveler
-Items-
Damaged Light Blaster Pistol
Damaged Light Blaster Pistol - Removed by moderators
Reconfigured-Trigger No-Go Crossbow
Spell Gem
Other Chronomancer class options:
Another Chronomancer subclass was made by DMBrewCrew, but for Sorcerer, which I think is good. The Sorcerer Chronomancer and the Wizard Chronomancer could potentially pair well; the child of time and the student of time. Both have similar themes, yet also appear to fill some separate niches. I've updated the 50-something Chronomancer spells I have so that they can be used by both Wizard and Sorcerer Chronomancers once approved and published.
https://www.dndbeyond.com/subclasses/97455-chronomancer
And a Chronomancer variant of this Wizard subclass has been created by Burticus. It focuses a bit more on lore and history, and offers a good alternative option to the subclass here.
https://www.dndbeyond.com/subclasses/159248-chronomancer
I have also created some backgrounds, magic items, and a series of monsters native to the Demiplane of Time, and other places, which relate to Chronomancy, as well as some unrelated classes and spells. You can find links to those below.
Backgrounds:
Time Traveler - You have spent the early years of your life traveling in the company of a time traveler...
https://www.dndbeyond.com/characters/backgrounds/11720-time-traveler
Temporal Monsters:
Aeon Behir - A nightmarish behir native to the demiplane of time, whose breath is capable of aging creatures into dust.
https://www.dndbeyond.com/monsters/113600-aeon-behir
Clocking Ticks (work in progress)
Temporal Ooze (work in progress)
Time Demielemental, Greater (work in progress)
Time Demielemental, Lesser (work in progress)
Time Demielemental, Superior (work in progress)
Time Dog - Keen dogs native to the demiplane of time that evolved from Blink Dog ancestors.
https://www.dndbeyond.com/monsters/104671-time-dog
Time Manta (work in progress)
Time Wight - A fiendish sentient undead, and fierce nemesis to Chronomancers and their companions
https://www.dndbeyond.com/monsters/105021-time-wight
Timeweaver Spider - Deadly spiders native to the demiplane of time that evolved from Phase Spider ancestors.
https://www.dndbeyond.com/monsters/113593-timeweaver-spider
Chronomantic Items:
The Keys of Time (works in progress)
Reconfigured-Trigger No-Go Crossbow - A curious light crossbow with an hourglass embedded in the stock. Bolts fired from it immediately get stuck mid-air, and cannot be moved by any amount of force...
https://www.dndbeyond.com/magic-items/141177-reconfigured-trigger-no-go-crossbow
The Grumpy-Gus Nope-On-A-Rope - A soap-shaped bar of metal on a loop of rope. A great way to keep yourself clean, when hostile spells soil your mood...
https://www.dndbeyond.com/magic-items/259666-the-grumpy-gus-nope-on-a-rope
The Healer's High-Tech Temporal Heuristic Trifocals - A small metal mask with thin cut gemstones of differing colors fitted into the eyes. Can make strong educated guesses about the immediate future of a target...
https://www.dndbeyond.com/magic-items/392159-the-healers-high-tech-temporal-heuristic-trifocals
Rich Guy Bolo Tie (works in progress)
Rich Guy Matching Cufflinks (works in progress)
Fallen Flower's Chronomantic Coat (works in progress)
Stubborn Sergeant's Punch-Ring of Plurality (works in progress)
Lethal Lady's Ring of Banked Fate (works in progress)
Some additional D&D creations of mine outside of the Chronomancy series:
Sheer Force of Will - A "mind over matter" Sorcerer bloodline, which specializes and enhances spells requiring Concentration.
https://www.dndbeyond.com/subclasses/52272-sheer-force-of-will
Ice Potion Mutation - An ice-based Sorcerer bloodline which has some affinity with Primordials.
https://www.dndbeyond.com/subclasses/60181-ice-potion-mutation