Chronomancer


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Yes, but the website I found them on is currently down I believe, so i'll repost it here:


The Chronomancer
Chronomancers draw power for their mystical ability directly from the energy created by the momentum of time. The lifeline of every living thing forms a current in timespace, and the intertwining currents create the timestream. This is a very elite school of wizardry.

Adventures: Some chronomancers act as self-styled "guides", using their powers to seek out weak points in the natural order of events and changing them as they see fit. These chronomancers have a self righteous belief in a certain plan for the universe and, when they act, they are bettering reality and fighting against evil. Other chronmancers have a more historical approach, deeply infatuated with the past, and see themselves as accurate recorders of events, and often visit periods to see that history is accurately portrayed. These chronomancers are adamant about not changing the past and are very careful when time traveling. Other chronomancers are interested in future events, prediction, prophecies, and shaping. Though these chronomancers are extremely public, they hide their true nature by posing as normal wizards or soothsayers. They have no qualms about influencing time to bring about desired future events, but are usually content to observe the future and report it in the past, however obliquely. Some multi-class with fighter to become Temporal Champions and others multi-class with rogue to become Temporal Raiders (more on those combos below)

Characteristics: Chronomancers rely on their spells for their strength, as well as their deep knowledge of history.

Alignment: Secrecy and paranoia are infused into the chronomancer at early stages to ensure the secrets of this school are kept as quiet as possible. For this reason, a chaotic alignment is not allowed at the start. A chronomancer of lawful or neutral alignment would not be able to trust a chaotic apprentice, and so would not take on such a student. A chronomancer who has turned chaotic over time may begin to allow some secrets to slip, but paranoia has an even tighter hold on that wizard, and he would unlikely take on ANY apprentices, fearing interference by the Guardians of Time <timelords.html> (a chronomancer prestige class).

Religion: Most chronomancers of a religious nature worship Djandri Hob

Background: Chronomancers are shadowy figures by choice. Nearly all of these strange wizards hide their ability to manipulate time from all but their closest companions, and large numbers of them take this one step further by hiding the fact that they are even a wizard. Some believe their operations would become hindered should chronomancy become widespread knowledge. Others wish to retain their elite status.

Races: Humans, elves, and half-elves are most likely to become Chronomancers. Gnomish Chronomancers are extremely rare, as their society tends to promote the casting of illusions. Dwarvish and halfling chronomancers are even rarer yet, as their societies disdain arcane magic use.

Other Classes: Chronomancers are usually solitary, but often travel with companions who might help them with their historical goals.

GAME RULE INFORMATION

Abilities: Like a wizard, intelligence determines how powerful a spell a chronomancer can cast, how many spells he can cast, and how hard those spells are to resist. The chronomancer needs wisdom to understand the implications of chronomancy and the discipline to use it responsibly. The intelligence requirement and wisdom requirement to be a chronomancer is much stricter than the wizard. To cast a spell, a chronomancer must have an intelligence score of 12 + the spell's level AND a wisdom score of 10 + the spell's level.

Alignment: Any non-Chaotic at beginning
Hit Die: d4
Base Attack Bonus: As Wizard
Fort Save: Poor
Ref Save: Poor
Will Save: Good

Special
1) Spell Focus (Chronomancy); Summon Familiar
2) Time Sense
3) Spell Mastery
4)
5) Immune to slow and haste spells.
6)
7)
8)
9)
10) Advanced Spell Focus (Chronomancy)
11)
12)
13)
14)
15)
16)
17)
18) Sever Lifeline
19)
20)

Class Features: (Class Skills are exactly as Wizard)

Weapon and Shield Proficiencies: Chronomancers are skilled with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. Chronomancers are not proficient with any type of armor nor with shields.

Spells: Chronomancers cast arcane spells using the same methods and following the same strictures as wizards, except as noted above. Chronomancers cannot cast spells of the Abjuration, Conjuration, and Necromancy schools. Chronomancers use the same Spells per Day chart (table 3-20 in PHB) as Wizards, but they get one extra chronomancy spell per day, per spell level.

Spellbooks: Chronomancers use spellbooks much as wizards do.

Spell Focus (Chronomancy): +2 to the Difficulty Class for all saving throws against wild spells. At 10th level the chronomancer gains an additional +2.

Summon Familiar: See the Sorcerer description.

Time Sense: The Chronomancer may make a Wisdom check (DC 5) to know the time of day precisely. (DC 10 if on a world where time flows differently than his homeworld). On a check, DC 10, he knows how much faster or slower time travels in his current locale. The DC increases by 1 for every 24 hour period that passes that the chronomancers is without a verifiable time source.

Spell Mastery: Beginning at 3rd level, a chronomancer can choose to take the feat Spell Mastery. In addition, Detect Temporal Anomaly, and Time Slip are considered Mastered as soon as the chronomancer achieves the necessary level to cast them.

Immunity to Slow and Haste spells: Beginning at 5th level, a chronomancer becomes immune to the effects of slow and haste spells.

Sever Lifeline: The chronomancer can permanently detach himself from his lifeline. This will negate the rule concerning doubling lifelines. The chronomancer who does this becomes a native of Temporal Prime and is considered an Outsider everafter. Other information can be found in Chapter Six of "Chronomancer" by TSR

Spells coming in next post
 


Above was the core class, here are some PrC's that deal with chronomancy.

Divine class PrC:

The Keeper of Ancient Time

Prerequisites:
Alignment: Any nonevil
Skills: Knowledge (religion) 10 ranks, Knowledge (history) 5 ranks
Feats: Extend Spell,
Spellcasting: Ability to cast 4rd level divine spells

Patron Deity: Labelas Enoreth
Domains: Time domain

BAB and Saves as a Cleric

Class Features - Spellcasting
1) Sealed Youth, Trade Eye +1 to existing divine class level
2) Knowledge of the Ancient 1x +1 to existing divine class level
3) Ahead of time +1 to existing divine class level
4) Knowledge of the Ancient 2x +1 to existing divine class level
5) Time Spells +1 to existing divine class level
6) Knowledge of the Ancient 3x +1 to existing divine class level
7) Persistant Spell +1 to existing divine class level
8) Knowledge of the Ancient 4x +1 to existing divine class level
9) Mass Haste +1 to existing divine class level
10) Eternal Youth +1 to existing divine class level

Armor and Weapon Proficiencies: The Keeper of Ancient Time gains no additional armor or weapon proficiencies.

Trade Eye: Like Labelas Enoreth traded one of his eyes to be able to peer into time, the Keeper of Ancient Time trades one of his eyes. He doesn’t lose his sight, but the eye he traded in gains some special kind of vision that allows members of the prestige class to gain the special features of the class.

Sealed Youth: Upon reaching the 1st level in the Keeper of Ancient Time prestige class, the character becomes immune to unnatural aging. He does, however, continues to age as a being of his race.

Knowledge of the Ancient: His devotion to research the secrets of history grants him divine insight into the past to learn for the future. The character gains a bonus to a knowledge (history) check equal to his prestige class level. This ability can be used once per day on 2nd level of the prestige class and one additional time at 4th, 6th and 8th level.

Ahead of Time: Your growing control over time grants you an additional +2 bonus to initiative rolls. This bonus stacks with the bonus granted by the improved initiative feat.

Time Spells: The spells of the Time Domain become spells of your regular spell list and can be prepared in your regular spell slots.

Persistant Spell: You gain this feat for free.
Mass Haste: The Keeper of Ancient Time can cast Mass Haste as a spell-like ability once per day. The spell lasts for 1 rnd per prestige class level.

Eternal Youth: Upon reaching the 10th level of the Keeper of Ancient Time prestige class, the character stops aging. However, he does gain the mental benefits of high age but won’t have to suffer the physical consequences.


Arcane class PrCs:

Chronomancer (IMC I use the name Time Lord, so I can allow both the Chronomancer core class and this PrC)

(Chart doesn't copy well)

BAB and Saves: As Wizard

1) Sense Fate, Metaspell
2) Defense Foresight
3) Metaspell
4) Immune to haste/slow
5) Metaspell
6) Imp Defense Foresight
7) Metaspell
8) Timestep
9) Metaspell
10) Timeless

+1 level of existing class each level.

Requirements:
Feats: Extend Spell, Quicken Spell
Spells: Must know 7 different transmutation spells. One must be lvl 3 or higher.
Knowledge (outer planes): 8 ranks
Special: Must study under another chronomancer or an appropriate clergy of magic, luck or time.

Class Skills:
Concentration (Con), Gather Information (Cha), Knowledge (outer planes) (Int), Scry (Int),
Speak Language, Spellcraft (Int)
Skill Points at Each Level: 2 + Int modifier

Class Features:
Weapon and Armor Proficiency: Simple Weapons
Chronomancy: All chronomancers can cast from the chronomancer spell list in addition to thier own.
Sense Fate (Ex): The character sometimes gets premonitions of the immediate future and can attempt to alter the percieved future in a limited fashion. Once per day, the chronomancer is allowed to reroll one roll that she has just made. She must take the result of the reroll, even if it's worse than the original roll.
Metaspell: At 1st level, the chronomancer may pick a spell from her spell list that acts as if it had the extend spell feat applied to it. The spell may be one that the character can not yet cast, but must be on a spell list availiable to the character at the time that this is gained. Once the spell is chosen, It cannot be changed.
At 3rd, 5th, 7th and 9th levels, the chronomancer may pick a spell from her spell list that acts as if it had any 1 of the following feats applied to it: (Persistent Spell, Delay Spell, Twin Spell, or Quicken Spell). The spell may be one that the character can not yet cast, but must be on a spell list availiable to the character at the time that this is gained. Once the spell is chosen, It cannot be changed.
Defensive Foresight (Ex): The chronomancer's awareness extends a fraction of a second into the future, allowing her to better prepare. She gains a +1 insight bonus to all saves.
Immune to Haste/Slow (Su): The chronomancer is not affected by either of these spells. Even if they want to be!
Improved Defensive Foresight (Ex): The chronomancer's awareness extends a fraction further forward. She gains a +2 insight bonus to saves and a +1 insight bonus to AC.
Time Step (Su): Once per day, and as a free action, the chronomancer can step forward in time a number of rounds equal to her Intelligence bonus. This ability is otherwise identical to the spell Timeslip (detailed below).
Timeless (Su): Once per day, the chronomancer is free to act for a number of rounds equal to her Intelligence modifier whil all other creatures seem frozen in time. The effects of this are otherwise identical to the Time Stop spell. (Cannot affect environment)

More Npc/Broken PrC:

Guardian of Time
Inspired by "Chronomancer" by TSR. Created by Vincent N. Darlage, James Auton, and Jonathan Kokoski Chronomancy in Inzeladun was discovered by Grindill and Groll in the Fourth Age. Groll chose to specialize in the new magic while his master, Grindill, went on to other things. As Groll took on new apprentices, the need for someone to watch the activities of the chronomancers became apparent. He took on the title 'Guardian of Time'. As other chronomancers grew in power and proved their responsible handling of their powers, Groll added them to the new Order.

Known variously as Guardians of Time, Time Lords, Lords of Time, and other various titles, the Order served Groll until his death. Now they serve Groll's deathless lich, under the name of Merandius. The Guardians monitor chronomantic activity and serve as protectors of Inzeladun's Time Line. The Guardians are high level chronomancers of every conceivable type. Some are pure Chronomancers. Others are Temporal Champions and Temporal Raiders. These mysterious beings have kept themselves hidden from the questioning minds of those in reality and are known only slightly by other chronomancers due to the unavoidable confrontations that occur.

The Guardians are pledged to the preservation of Temporal Prime and the timestreams. They labor to prevent degredation of the borders between Temporal Prime and the Prime Material. The Guardians monitor the timestreams carefully and try to fix severe damage as they can. They detect turbulence patterns and try to intercept major upheavals in the natural order of events. Failing that, they plan complex infiltrations into reality to thwart the chronomancer's plans. Since most confrontations are of this nature, a certain amount of friction exists between the Guardians and the other Chronomancers.

Guardians set themselves high goals in their attempt to prevent degredation of the timestreams, but there are some things they simply cannot do. Guardians are kept quite busy with important work and even if one of them were to notice a low-level chronomancer making his first timeslip, the Guardian would report the activity, but would not interfere. The Guardians are too few to stop all chronomancy, and they always need new chronomancers to recruit into the Order. Guardians must, unfortunately, ignore most of the tampering, attempting to control the damage being done by chronomancers with just enough power to be really dangerous.

To attain their goals, the Guardians have set rules and procedures that they follow. Number One is SECRECY. The degree of secrecy the Time Lords keep make a regular chronomancer appear talkative. Guardians are all too aware fo their small numbers, and regardless of their higher levels, they cannot afford direct interraction, even of a friendly nature. It would take up too much time that is best spent patrolling and defending Temporal Prime.

More information can be found in TSR's "Chronomancer".
Prerequisites:
Chronomancy: Must be able to cast spells of the Chronomancy School.
Feat: Advanced Spell Focus (Chronomancy)
Recruitment: A current Guardian must have offered you a chance to join. This presupposes a certain amount of
responsible activity.
Alignment: Lawful at first. Guardians will not invite any neutral or chaotic individuals into their Order.
Hit Dice: d4
Class Skills: As wizard
Base Attack Bonus: As Wizard
Fort Save: Poor
Ref Save: Poor
Will Save: Good

Level
1 See Anachronism, sever lifeline, spell advancement, DC +1
2 Chronomancy Reflection, spell advancement
3 Detect Chronomancer, spell advancement, DC +2
4 Historical Sense, spell advancement
5 Reincarnation, spell advancement, DC +3
6 Sense Alternity, spell advancement
7 Remembrance, spell advancement, DC +4
8 Advanced Historical Sense, spell advancement
9 Summon Time Elemental, spell advancement, DC +5
10 Ignore Chronomancy, spell advancement

Special:

See Anachronism: The Time Lord can see things that are out of their time period - even if disguised by magic - or are under some chronomantic influence. This power is constant.

Sever Lifeline: As per the spell in "Chronomancer" with the same effects. Time Lords can do this far earlier than other chronomancers. Time Lords often need to cross their own trails.

Spell Advancement: Guardians of Time advance in spells as if they had moved up one level in Chronomancer.

DC +X: The Difficulty Class of any chronomancy spell cast by a time lord increases as he moves up in levels and becomes more and more in tune with Temporal Prime.

Chronomancy Reflection: Any targeted chronomancy spell can be reflected back at the caster if the Guardian of Time makes a successful save. The Guardian of Time gains a save even against chronomancy spells that otherwise do not get a save. The DC of any reflected spell is +2.

Detect Chronomancer: The Time Lord can sense another chronomancer much like a Paladin can detect evil. Range and other information are identical to the paladin ability.

Historical Sense: A Chronomancer can touch a lifeline and know the basic history of the person. Any questions regarding the person whose life line was touched would be answered at a DC of 10, modified by intelligence. This knowledge lasts until another lifeline is touched for its historical sense.

Reincarnation: The Time Lord becomes touched by the Maelstrom where the headquarters are located (see "Chronomancer"). This touching adds an alien quality to the Time Lord. He can reincarnate 12 times. This reincarnation is usually done upon death, but can sometimes be done at will ~ DC 40. Time Lords cannot choose their appearence, unless they take the Reincarnation Feat (which will be detailed later). Time Lords who reincarnate keep their levels and classes, but they may choose new feats and may redistribute their skills as different parts of their mind is accessed. Personality also changes.

Sense Alternity: The Guardian of Time knows when he is in an alternate or changed time line. He may or may not know what the change was, but he will know something changed. A wisdom check at DC 25 determines if the Time Lord knows what the change was.

Remembrance: The Guardian of Time sometimes needs outside help to set things right. He has the power to cause a group a people to remember the "true" timeline if time was altered. He can affect one person per Guardian level per day.

Advanced Historical Sense: The Guardian of Time, by concentrating on a person or place for a full round, can gain an understanding of the historical significance of that person or place. Any questions regarding this information can be answered with a DC of 10, modified by intelligence. The knowledge lasts until another person or place is concentrated on.

Summon Time Elemental: The Guardian of Time can summon and control a Time Elemental once per day for one hour (relatively speaking).

Ignore Chronomancy: The tenth level Guardian of Time has such a mastery over chronomancy that he may ignore any chronomantic effect he desires. This is at will and at his discretion and functions even if he is asleep, unconscious, or otherwise incapacitated. Basically, if the Time Lord does not WANT to be affected, he will not be affected.


Spells next post, promise ;) Btw, remember, none of this stuff is mine (although I corrected some errors), but merely a collection of info from several different webpages. If you want to go looking, Niko over at the WotC boards has another chronomancer PrC, but its abilities are overlapped by the following spells a ltitle.
 

Chronomancy Spell List:
Level 1:
Delay Image
Detect Temporal Anomaly
Lasting Breath
Renewed Focus *
Slow Metabolism
Speed Metabolism
Precognative Sense
Level 2:
Accelerate Plant Growth
Alternate Reality
Haste
Life Sounding
Preserve
Slow
Slowspell
Timeslip
Level 3:
Life Tether
Melee Manager
Minor Paradox
Plant Growth
Time Snare
Level 4:
Permanency
Prophecy
Slowspell 10'
Temporal Disjunction
Temporal Push
Timeheal
Level 5:
Accelerate Animal Growth
Create Slipgate
Devolutionary Warrior
Pass the Years*
Temporal Wall
Level 6:
Accelerate Metabolism
Conceal Temporal Anomaly
Magic Manager
Paradox
Level 7:
Delayed Damage
Prismal's Reversal
Sands of Time
Temporal Eye
Time Loop
Time Skip*
Timed Stasis
Widdershins*
Level 8:
Accelerate Lifeline
Afterclap
Foresight
Item Supercharger
Protection From Time
Temporal Stasis
Timereaver
Time Stop
Two Minds*
Level 9:
Major Paradox
Sever Lifeline
Temporal Shell

* Found in Relics+Rituals


Spell Descriptions:

Accelerate Metabolism
Necromancy
Level: Chr 6
Components: V, S, M
Casting Time: One action
Range: Touch
Target: Creature Touched
Duration: 1 minute/level
Saving Throw: Fort negates (Harmless)
Spell Resistance: Yes (Harmless)

This spell heals the target by speeding up the natural healing process. The creature heals it's level in hp every minute for the duration of the spell. This is counted as natural healing and is in all ways like the creature had recovered hit points from a night of rest.


Accelerate Plant Growth
Transmutation
Level: Chr 2
Components: V, S, M
Casting Time: One round
Range: Medium (100 ft. + 10 ft/lvl)
Target: Special
Duration: Permanent
Saving Throw: None or Will negates
Spell Resistance: Yes

When this spell is cast, it manipulates time to accelerate the aging of plants. This does not allow them to grow beyond thier natural size. The area of effect is up to a maximum of 100 square feet per caster's level. The caster can age all plants in the area by up to 1 month per level. This spell is mostly used for growing of crops within a short period of time. If used on sentient plant life and the saving roll fails, the plant loses d6 hp per month aged. (Max 20d6)


Accelerate Animal Growth
Necromancy
Level: Chr 5
Components: V, S, M
Casting Time: One action
Range: Medium (100 ft. + 10 ft/lvl)
Target: 1 Animal
Duration: Permanent
Saving Throw: Fort negates
Spell Resistance: Yes

When this spell is cast, it manipulates time to accelerate the aging of an animal or beast. The target ages up to 1 month per level of the caster. The target is slowed (as spell) for d4 rounds as it ages and will die of shock at the end of this time unless it makes a fort DC 15 save.


Accelerate Lifeline
Necromancy
Level: Chr 8
Components: V, S, M
Casting Time: One action
Range: Touch
Target: 1 Creature
Duration: Permanent
Saving Throw: Fort negates
Spell Resistance: Yes

The target ages 1 year per level of the caster unless the save is successful. The target is slowed (as spell) for one minute as it ages and will die of shock at the end of this time unless it makes a fort DC 15 save.


Afterclap
Transmutation
Level: Chr 8, Sor/Wiz 9
Components: V, S, M
Casting Time: One action
Range: Medium (100 ft. + 10 ft/lvl)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell dooms the target creature to repeat any punishment dealt to him in the last round. All damaging taken since the same initiative count on the previous round, is again applied, in the same order, immediately to the target creature.


Alternate Reality
Transmutation
Level: Chr 2
Components: V, S
Casting Time: One action
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

One roll from up to one round ago is re-rolled. A living creature who made the roll may attempt a Will save to keep the original result.


Conceal Temporal Anomaly
Abjuration
Level: Chr 6
Components: V, S, M
Casting Time: One hour
Range: Close (25 ft + 5 ft/lvl)
Target: 1 Anomaly
Duration: Permanent
Saving Throw: None
Spell Resistance: No

This spell shields a temporal disturbance (such as a slipgate or temporal wall) from detection. A detect temporal anomaly spell has only a 25% chance to reveal the effect, as does a true seeing spell (Which also requires a spellcraft DC 25 to determine the exact cause of the disturbance). Temporal vortices may be hidden, but the caster must make a Will save DC 25 or lose 1 point of CON and WIS permanently.


Create Slipgate
Transmutation
Level: Chr 5
Components: V, S, M
Casting Time: One hour
Range: Close (25 ft + 5 ft/lvl)
Target: 20 sq ft.
Duration: Permanent
Saving Throw: None
Spell Resistance: No

The caster creates a permanent gate between reality and the temporal prime. The slipgate is totally flat, but may be in any contiguous shape the caster desires, up to 20 sq ft. The material component is a 5,000 gp diamond subjected to the temporal prime for one day. After the spell is cast, the caster must make a Will save DC 20 or the gate collapses in one round.


Delay Damage
Transmutation
Level: Chr 7
Components: V, S
Casting Time: One action
Range: 0
Target: Caster
Duration: 1 round/lvl
Saving Throw: None
Spell Resistance: No

This spell intercepts physical attacks and shifts some of the effects into the future, allowing the chronomancer to prepare. The magnitude of the shift depends on the type of attack.
If the attack does physical damage, half the damage is applied immediately, and the other half is applied when the spell duration ends.
If the attack produces a spell effect that would disable the caster or otherwise remove him from combat, the effect is delayed until the end of the spell. Preventative actions can be taken to negate the effect before the end of the duration. (Such as casting freedom to negate the effects of an imprisonment spell, or gaining an immunity to the effect, for instance) Only the spell effect can be negated. The spell itself is has not been stopped and even entering an area of antimagic will not stop an effect from occurring.


Delay Image
Transmutation
Level: Chr 1
Components: V, S
Casting Time: One action
Range: Touch
Target: Creature Touched
Duration: 1 round/level
Saving Throw: Will negates (Harmless)
Spell Resistance: Yes (Harmless)

This spell may be cast in one of two ways, Delay Image or Advance Image, chosen at time of casting.
When Delay Image is cast, the recipient is surrounded by a thin magical aura that bends time slightly, causing the person's image to appear one second behind actual motion. This gives a +2 distortion bonus to AC and a +1 distortion bonus to saves.
When Advance Image is cast, the recipient is surrounded by a thin magical aura that bends time slightly, causing the person's image to appear one second ahead of actual motion. This gives a +1 distortion bonus to attack rolls, as opponents misjudge his blows.


Detect Temporal Anomaly
Divination
Level: Chr 1, Sor/Wiz 2
Components: V, S
Casting Time: One action
Range: Sight or 30 yds/lvl
Target: Special
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

The chronomancer can scan a 90 degree cone to the limit of thier sight within the temporal prime or 30 yds/lvl on the prime material plane for temporal anomalys. If detected, the chronomancer must make a Knowledge (Outer Planes) check DC 20 to determine the cause.

Devolutionary Warrior
Transmutation
Level: Chr 5
Components: V, S, M
Casting Time: One action
Range: Close (25 ft + 5 ft/lvl)
Target: 1 Creature
Duration: 1 round/level
Saving Throw: Fort negates
Spell Resistance: Yes

The subject's fighting ability is increased at the cost of it's mind. The recipient gains +2d4 strength, dexterity and constitution bonus and loses 4d4 in intelligence, wisdom and charisma to a minimum of 1. These are considered inherent bonuses. Nails and teeth become sharper and usuable as weapons. At any intelligence below 5, the creature shuns weapons, but gains a claw/claw/bite (d4/d4/d6) natural attack routine.


Item Supercharger
Enchantment
Level: Chr 8
Components: V, S, M
Casting Time: One action
Range: Touch
Target: Object Touched
Duration: Permanent
Saving Throw: None
Spell Resistance: No

This spell doubles either the uses per day of a single power, the duration of a single power, or the charges of a magical item. This spell may only alter 1 ability per item, and has a chance of permanently dispelling the item. The Item must make a Will save DC 20 or be dispelled. Artifacts can not be affected by this spell.


Life Sounding
Divination
Level: Chr 2
Components: V, S, M
Casting Time: One action
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

When this spell is cast, the caster magically analyzes the subject's lifeline. This allows the caster to determine the exact age of a creature and approximately how much life it has left.


Life Tether
Transmutation
Level: Chr 3
Components: S, M
Casting Time: One action
Range: Special
Target: 1 Creature
Duration: 1 min/lvl
Saving Throw: Will negates
Spell Resistance: Yes

This spell fastens a magical tether to a creature's lifeline. The caster must be able to recognize his target (visual acuity range, usually 120 feet.), otherwise, the range is unlimited. This allows this spell to be cast through scrying. (Target must still be on the same plane). This spell allows the caster to discern the target's lifeline on the temporal prime, and also allows the caster to pinpoint the creature's exact location at any point in time.


Melee Manager
Transmutation
Level: Chr 3
Components: V, S, M
Casting Time: One action
Range: Touch
Target: Creature Touched
Duration: 1 round/level
Saving Throw: Fort negates (Harmless)
Spell Resistance: Yes (Harmless)

A creature targeted by Melee Manager performs more quickly in combat. A 5th level caster causes the target to gain one extra partial action each round that can only be used to perform a single melee attack. A 10th level caster causes the target to gain one extra standard action each round that can only be used to perform a full attack option. A 15th level caster causes the target to gain one extra standard action each round that can only be used to perform a full attack option, and the target recieves a +4 haste bonus to AC and initiative.


Magic Manager
Transmutation
Level: Chr 6
Components: V, S, M
Casting Time: One action
Range: 0
Target: Caster
Duration: 1 round/lvl
Saving Throw: None
Spell Resistance: No

One round after the spell is cast, the caster may cast additional spells on his turn as free actions. These spells must have a casting time of 1 action. Roll a spellcraft check DC 10 plus the spell to be cast's level plus the total levels of spells cast in this manner so far this round. If the check fails, the spell suceeds, but you may not cast any further spells this round. These spells still count against your number of spells per day / memorized spells, so this is an easy way to run dangerously low on spells if your not careful.


Major Paradox
Transmutation
Level: Chr 9
Components: V, S
Casting Time: One hour
Range: 0
Target: Caster
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The caster may change an important event in thier past. Such an event may be as far back as a year. The event must be something the caster had control of at the time, and the change may not always work out the way the caster hopes. Examples include changing what feat was selected at a previous level, deciding to create a magical item instead of studying spells etc.
Special: there is a 50% chance of attracting unwanted attention due to temporal turbulence created.


Minor Paradox
Transmutation
Level: Chr 3
Components: V, S
Casting Time: One round
Range: 0
Target: Caster
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The caster may take back or change an action performed within the last 5 rounds. It is also possible to act before an encounter begins. (Gaining a surprise round as if the caster had surprised his enemy).
Events changed should follow the same basic course due to temporal momentum, excepting what the caster directly affects.
Special: there is a 10% chance of attracting unwanted attention due to temporal turbulence created.


Paradox
Transmutation
Level: Chr 6
Components: V, S
Casting Time: One round
Range: 0
Target: Caster
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The caster may alter a minor event from his past that may affect the present. The event changed should not be more than 3 hours in duration and can not have occured more than 1 month before the spell is cast. Events such as changing what spells were memorized in the morning, having remembered to buy something at a store, or taking back an insult that led to a fight.
Special: there is a 25% chance of attracting unwanted attention due to temporal turbulence created.


Precognitive Sense
Divination
Level: Chr 1
Components: V, S, M
Casting Time: One round
Target: The Caster
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The caster gains insight into a single event to come. The range is 6 hours per level of the caster into the future and the spell centers on the most important event during that time. There is always a 10% chance for misleading information.


Preserve
Transmutation
Level: Chr 2
Components: V, S, M
Casting Time: One round
Range: Close (25 ft. + 5 ft/lvl)
Target: 25 Cu ft/lvl
Duration: 3 Months/lvl
Saving Throw: None
Spell Resistance: No

The caster can halt the decay of nonliving matter. In the case of food, the food must first be placed in a container. The spell is dispelled when the container is opened.


Prismal's Reversal
Transmutation
Level: Chr 7
Components: V, S
Casting Time: One action
Range: Touch
Target: 1 Doorway or Portal
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes

This enchantment reverses the velocity of a creature progressing through a doorway or portal no larger than 18 feet by 24 feet, and no smaller than 3 feet by 4 feet. A creature moving at a rate of 30 or less is simply pushed through quicker, while those moving faster than 30' are stuck in the portal for 1 round for each additional 10' above 30' that thier total movement would have been (take into account distance moved before the portal and intended destination in the current round). Creatures stuck in the portal are considered flatfooted and may make no other move actions while stuck. (Magical teleportation does offer a means for escape)
This spell is resistant to dispel attempts, After the caster level check, there is still only a 1% chance per caster level to dispel it.


Prophecy
Divination
Level: Chr 4
Components: V, S
Casting Time: One minute
Range: Touch
Target: The Caster
Duration: 10 minutes
Saving Throw: None
Spell Resistance: No

The caster enters a trance and attempts to divine an important event that shall come to pass. The caster may only cast this spell once for each event prophesized. The caster recieves a vision of the possible future locations visited and creatures encountered relating to the event.


Protection From Time
Abjuration
Level: Chr 8
Components: V, S, M
Casting Time: One round
Range: Touch
Target: Creature Touched
Duration: 1 week
Saving Throw: Will negates (Harmless)
Spell Resistance: Yes (Harmless)

This spell protects a creature from magical and natural aging. If victim of an aging attack, the recipient is protected and the spell immediately ends. Also, the recipient does not lose hit points each round when brought to negative hit points.


Sands of Time
Transmutation
Level: Chr 7
Components: V, S, M
Casting Time: One round
Range: Close (25 ft + 5 ft/lvl)
Target: 1 Object of up to 10 cu ft. / lvl
Duration: 1 rd
Saving Throw: None
Spell Resistance: No

This spell restores any object decayed over time back to its original form. The restoration achieved is based on caster level:
Level 8 - 10 : 1 year, Level 11 - 13 : 5 years, Level 14 - 16 : 50 years, Level 17 - 19 : 500 years, Level 20 - 22 : 5,000 years,
Level 23 - 25 : 50,000 years, Level 26 - 28 : 1,000,000 years, Level 29+ +1,000,000 years / lvl above 28.
This spell only restores objects destroyed by aging.


Sever Lifeline
Necromancy
Level: Chr 9
Components: V, S, M
Casting Time: One hour
Range: 0
Target: Caster
Duration: Permanent
Saving Throw: None
Spell Resistance: No

This spell detaches a caster from his lifeline. He is no longer subject to spells that affect his lifeline, is free to double his lifeline, and is treated as a temporal creature with respect to spells. The material component is a small silver knife sprinkled with 10,000 gp of diamond dust.
Special: there is a 50% chance of attracting unwanted attention due to temporal turbulence created.


Slow Metabolism
Necromancy
Level: Chr 1, Sor/Wiz 2
Components: V, S, M
Casting Time: One round
Range: Touch
Target: Creature Touched
Duration: Special
Saving Throw: Fort negates (Harmless)
Spell Resistance: Yes (Harmless)

This spell drastically increases the length of time required between meals. The recipient only requires food and drink once every 12 hours per the caster's level, up to 7 days. Also, secondary poison damage is delayed for up to one hour per caster level.


Slowspell
Transmutation
Level: Chr 2
Components: V, S, M
Casting Time: One action / Special
Range: Touch
Target: Creature Touched
Duration: 1 round/lvl
Saving Throw: None
Spell Resistance: Yes

A slowspell surrounds the protected creature with a magical field, delaying targeted magical effects for one to three rounds.
The slowspell has no effect on touch delivered spells. Otherwise the spell is delayed 1 round for a caster of up to 8th level, 2 rounds for a caster of 9th to 12th level, and 3 rounds for a caster of level 13+. The deley can not be lengthened by any known means including metamagic feats etc. The spell also confers a +2 insight bonus to reflex saving throws vs any spell affected by the slowspell. As a free action and at any time, including during conditions of complete surprise, a wizard can call upon this spell in his own defense. The duration of the spell becomes the duration of the delay (as caster level) and then ends.


Slowspell 10'
Transmutation
Level: Chr 4
Components: V, S, M
Casting Time: One action
Range: 0
Target: Caster or 10'/lvl radius
Duration: 1 round/lvl
Saving Throw: None
Spell Resistance: No

This spell creates a 10' radius globe centered on and mobile with the caster, or a stationary 10' per level radius globe. All spell effects cast into or originating from the radius is slowed as per slowspell: the spell is delayed 1 round for a caster of up to 8th level, 2 rounds for a caster of 9th to 12th level, and 3 rounds for a caster of level 13+. The deley can not be lengthened by any known means including metamagic feats etc. The spell also confers a +2 insight bonus to reflex saving throws vs any spell affected by the slowspell.


Speed Metabolism
Necromancy
Level: Chr 1, Sor/Wiz 2
Components: V, S, M
Casting Time: One action
Range: Touch
Target: Creature Touched
Duration: Special
Saving Throw: Fort negates
Spell Resistance: Yes

This spell quickly weakens a target by depriving the body of nutrition. If the saving throw is failed, the victim becomes fatigued with a -1 penalty to Strength and Dexterity per 2 caster levels (max -10). (This is instead of the normal -2 penalty for fatigue).


Temporal Disjunction
Transmutation
Level: Chr 4
Components: V, S
Casting Time: One action
Range: Close (25 ft + 5 ft/lvl)
Target: 1 Creature
Duration: 1 day/lvl
Saving Throw: Will negates
Spell Resistance: Yes

The affected creature loses any sense of time. It is perpetually late, unable to function under any time restraints. The victim may only take partial actions in combat. A chronomancer or a creature of the temporal prime who is affected by this spell, loses the ability to cast chronomancy spells or use time-related abilities.

Temporal Eye
Divination
Level: Chr 7
Components: V, S, M
Casting Time: One hour
Target: The Caster
Duration: 1 minute/lvl
Saving Throw: None
Spell Resistance: No

As Scrying, except that other times in the past may be viewed. Chances for success and detection remain the same.


Temporal Push
Transmutation
Level: Chr 4
Components: V, S
Casting Time: One action
Range: Close (25 ft + 5 ft/lvl)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

This spell throws a target creature forward in time up to 1 round plus 1 round per level of the caster. The amount must be decided before the spell is cast. The creature reappears at the same location unless it is occupied physically, whereupon it is displaced to the nearest safe location. If the target succeeds in it;s saving roll (but not spell resistance) then the caster must also save or it is he who is thrown forward in time.


Temporal Shell
Transmutation
Level: Chr 9
Components: V, S, M
Casting Time: One round
Range: 0
Target: 5 foot radius sphere
Duration: 1 minute/lvl
Saving Throw: None
Spell Resistance: No

All creatures within the sphere are affected as the time stop spell with a duration of 1 minute per level. If any creature leaves the radius, the spell ends for them and they become subjectively frozen in respect to creatures still in the sphere. The caster can choose to end the duration prematurely at any time. The material components are a 5000gp diamon within a 1000gp glass sphere that has been touched by a time dimensional.


Temporal Wall
Transmutation
Level: Chr 5
Components: V, S, M
Casting Time: One action
Range: Close (25 ft + 5 ft/lvl)
Target: Up to 10 sq. ft/lvl
Duration: 1 round/lvl
Saving Throw: Special
Spell Resistance: Yes

This creates a thin barrier of mist-smoke from the temporal prime. Anyone trying to pass through the wall must save as if 2 slow spells and 1 temporal disjuction (all as 5th level spells) had been cast upon them. While the wall does not stop missiles or ranged spells, anyone on one side of the wall gains the benefits of improved evasion if targeted by an effect from the other side of the wall that allows a reflex save.


Time Loop
Transmutation
Level: Chr 7
Components: V, S, M
Casting Time: One action
Range: Close (25 ft + 5 ft/lvl)
Target: 10' radius burst
Duration: 1 rd/lvl
Saving Throw: Reflex negates
Spell Resistance: Yes

The spell creates an area where time repeats itself continously until the duration expires. Any creature entering the area is also trapped within the loop. A successful Spell Resistance or saving throw means that the target escaped the area (if using minatures, determine randomly what direction the creature escapes the burst) creatures within the area of effect proceed through 1 round of actions while the outside world continues on with the duration of the spell. No attacks or spells can be exchanged from those within the area to those outside.


Time Snare
Transmutation
Level: Chr 3
Components: V, S
Casting Time: One action
Range: Close (25 ft. + 5 ft/lvl)
Target: 1 Creature
Duration: Special
Saving Throw: Will negates
Spell Resistance: Yes

The caster creatse a small, localized time loop centered on the target's mind that causes it to repeat the rounds actions indefinitely. The victim must choose to do the same action each round while under the influence of this spell. Each round after the first the target may attempt another Will save with a cumulative +1 bonus until it breaks free of the spell.


Timed Stasis
Transmutation
Level: Chr 7
Components: V, S, M
Casting Time: One round
Range: Touch
Target: Object Touched
Duration: Up to 4 months
Saving Throw: None
Spell Resistance: No

This potent dweomer renders a single, nonliving object of no more than 27 cu. ft. completely impervious to all physical, magical, or scrying effects for a preset period as determined by the caster at the time of casting. Although the object can be moved, no force cn damage, open, or destroy it. Only a mordenkainen disjunction has any hope of breaching the magic protecting it. (% that this is successful is equal to caster level, if this is tried)


Timeheal
Transmutation
Level: Chr 4
Components: V, M
Casting Time: One action
Range: Touch
Target: Creature Touched
Duration: Special
Saving Throw: Will negates
Spell Resistance: Yes

This spell replaces a target creatures body with a copy of it's past self, simulating healing (presuming it was in better health in a previous round). The caster may bring a target to the state of health it was in up to one round per level into the past. Any round within this range. An unwilling target may make a Will save to negate. A dead body can not be brought back to life, but it can be healed of injuries, diseases, poison and ailments recieved after the target round thet the copy is pulled from.


Timeslip
Transmutation
Level: Chr 2
Components: V, S, M
Casting Time: One round + one round per additonal traveler
Range: 0
Target: Caster
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

The chronomancer may slip into and out of the temporal prime. Location does not change, but the chronomancer may only move forward in time with this spell. The caster is unaware of events that transpire in the prime material plane and must choose a point in the future to return to at the time of casting. For an additional casting time of 1/rd per person the chronomancer may bring an additonal traveler touched up to 1 per 2/lvls. Unwilling travelers may attempt a Will save to stay.
Special: there is a 5% chance of attracting unwanted attention due to temporal turbulence created.


Timereaver
Transmutation
Level: Chr 8, Sor/Wiz 9
Components: V, S, M
Casting Time: One hour
Range: 0
Target: 10' radius burst centered on caster
Duration: Permanent
Saving Throw: Reflex Negates
Spell Resistance: Yes

This spell sends those in its radius back in time up to 5 years per level of the caster. The material component is a ruby worth 10,000 gp.
 

Last Bit:

Unwanted attention:
Any time a temporal disturbance is created, there is a chance that an unforseen occurance results.

Roll %:
1-10 Temporal Dog attacks
11-20 Temporal Stalker attacks
21-30 Vortex Spider attacks
31-40 Temporal Glider attacks
41-50 Chronovoid attacks
51-60 Tether Beast attacks
61-70 Common Time dimensional attacks
91-95 Noble Time dimensional attacks
95-98 Royal Time dimensional attacks
99-00 Guardian of time arrives (usually attempts to talk first)



Denizens of the Temporal Prime:

Chronovoid
Large Ooze

Hit Dice: 12d10 + 15 (81 hp)
Initiative: +4
Speed: 15 ft.
AC: 14 (+1 natural, +4 Dex, -1 size)
Attacks: Slam +10 melee, Absorption
Damage: 2d6+1
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Absorption
Special Qualities: Incoporeal, Blindsight, Spell Resistance 20, harmed only by magic
Saves: Fort +4, Ref +8, Will +4
Abilities: Str 13, Dex 18, Con -, Int 10, Wis 10, Cha 10
Skills: Hide +10, Listen +10, Move silently +10
Feats: Blindsight
Climate/Terrain: Temporal Prime
Organization: Colony
Challenge Rating: 8
Treasure: Normal
Alignment: Chaotic neutral
Advancement: 13-19 HD Large, 20-33 HD Huge, 34+HD Gargantuan

Harmed only by magic (Su): A chronovoid can only be harmed by magic: It takes 50% damage
from +1 or +2 weapons and 1-3rd level spells, normal damage from +3 or +4 weapons and 4-6th
level spells, and 150% damage from +5 weapons or 7-9th level spells.



Temporal Dog
Medium Animal

Hit Dice: 4d8 + 12 (30 hp)
Initiative: +2
Speed: 45 ft.
AC: 21 (+5 natural, +2 Dex, +4 Haste)
Attacks: Bite +6 melee
Damage: d8+2
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Timeslip
Special Qualities: Incoporeal, Spell Resistance 14, Haste
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 14, Dex 14, Con 16, Int 12, Wis 10, Cha 8
Skills: Hide +10, Listen +10, Move silently +10
Feats: Endurance, Dodge
Climate/Terrain: Temporal Prime
Organization: Pack (2d6)
Challenge Rating: 4
Treasure: None
Alignment: Lawful neutral
Advancement: 5-8 HD Large

Haste (Su): A temporal dog always acts as if under the effects of a haste spell.

Timeslip (Su): The temporal dog may timeslip into and out of the temporal prime as a standard action.


Temporal Glider
Huge Abberation

Hit Dice: 10d8 + 20 (65 hp)
Initiative: +0
Speed: fly 40 ft.
AC: 22 (+14 natural, -2 size)
Attacks: Ram +12 melee
Damage: 5d4+5(bludgeoning) or 5d10+2 (temporal tides)
Face/Reach: 10 ft. by 10 ft. / 15 ft.
Special Attacks: Temporal tides
Special Qualities: Incoporeal, Spell Resistance 16, DR 5/+1
Saves: Fort +5, Ref +4, Will +8
Abilities: Str 20, Dex 10, Con 14, Int 8, Wis 10, Cha 10
Skills: Hide +10, Listen +10, Move silently +10
Feats: Endurance
Climate/Terrain: Temporal Prime
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Neutral
Advancement: 11-18 HD Huge, 19-25 HD Gargantuan

Temporal Tides (Su): When the glider slips into the timestream, the backlash does 5d10+2
to all creatures within 30'


Temporal Stalker
Medium Undead

Hit Dice: 5d12 (32 hp)
Initiative: +8
Speed: 45 ft.
AC: 18 (+4 dex, +4 deflection)
Attacks: incorporeal touch +7 melee
Damage: 1d6 and 2d4 CON drain
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Constitution Drain (Fort DC 15), Paradox
Special Qualities: Incoporeal, +1or better weapon to hit, Spell Resistance 16
Saves: Fort +1, Ref +4, Will +6
Abilities: Str - , Dex 18, Con -, Int 20, Wis 14, Cha 10
Skills: Hide +10, Listen +10, Move silently +10
Feats: Improved Initiative, Alertness, Blind-Fight, Combat Reflexes
Climate/Terrain: Temporal Prime
Organization: Solitary or Small Groups
Challenge Rating: 6
Treasure: None
Alignment: Neutral Evil
Advancement: 6-15 HD Medium

Paradox (Su): A Stalker may inflic its victim with paradox instead of draining a level. This allows
it to inflict such blandishments as changing memorization lists for wizards etc..


Tether Beast
Huge Dragon

Hit Dice: 10d12+ 50 (115 hp)
Initiative: +2
Speed: 30 ft.
AC: 35 (+2 dex, +25 natural, -2 size)
Attacks: Bite +10, Four claws +5
Damage: 2d8 bite and 2d4 CON drain
Face/Reach: 10 ft. by 20 ft. / 10 ft.
Special Attacks: Breath Weapon
Special Qualities: Incoporeal, Spell Resistance 20
Saves: Fort +11, Ref +8, Will +7
Abilities: Str 22 , Dex 14, Con 20, Int 12, Wis 12, Cha 6
Skills: Hide +10, Listen +10, Move silently +10
Feats: Alertness, Blind-Fight, Combat Reflexes, Power attack
Climate/Terrain: Temporal Prime
Organization: Solitary or Small Groups
Challenge Rating: 12
Treasure: None
Alignment: Neutral Evil
Advancement: 11-20 HD Gargantuan, 21-35 HD Colossal

Breath Weapon (Su): The Tether beast may breathe a cone of temporal smoke, which ages a
target to the point of death. The Victim must make a Reflex save (DC 18) or age to the point of
destruction. Even if the character passes the save, he still takes 1d4 STR, DEX and CON dmg.


Time Dimensional (aka Time Elemental?)
Medium Aberration

Hit Dice: 16d8 + 48 (120 hp)
Initiative: +10
Speed: 30 ft. per HD
AC: 20 (+6 dex, +4 deflection)
Attacks: temporal blast +18 ranged touch
Damage: 4d4 + (d4 per 6 HD)
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Temporal Blast
Special Qualities: Incoporeal, Spell like Abilities, Double lifeline, Spell Resistance 30
Saves: Fort +8, Ref +11, Will +13
Abilities: Str 14 , Dex 22, Con 16, Int 20, Wis 18, Cha 10
Skills: Hide +10, Listen +10, Move silently +10
Feats: Improved Initiative, Alertness, Blind-Fight, Dodge
Climate/Terrain: Temporal Prime
Organization: Solitary
Challenge Rating: 16
Treasure: None
Alignment: Neutral
Advancement: 17-24 HD Medium (Noble), 25-32 HD Medium (Royal)

Temporal Blast (Su): A time dimensional can create a blast of pure temporal energies
that causes damage to a target.

Double Lifeline (Su): As a free action, the time dimensional may introduce copies of itself from
other time periods. Each of these copies may make attacks, but only one has hp's. Damage to
one copy, damages all of them. (Making it very suceptible to area spells)

Spell like abilities (Sp): Noble time dimensionals can use time stop, Accelerate Plant Growth,
Accelerate animal growth, and Accelerate lifeline at will. Royal time dimensionals may also use
melee manager, and temporal shell once per hour.


Vortex Spider
Large Vermin

Hit Dice: 8d8 + 16 (52 hp)
Initiative: +8
Speed: 45 ft.
AC: 21 (+5 natural, + Dex, +1 size)
Attacks: Bite + 11 melee
Damage: 2d4+5 + Poison
Face/Reach: 10 ft. by 10 ft. / 5 ft.
Special Attacks: Poison, Web
Special Qualities: Incoporeal, Spell Resistance 18
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 20, Dex 18, Con 16, Int 8, Wis 10, Cha 10
Skills: Hide +10, Listen +10, Move silently +10
Feats: Improved initiative
Climate/Terrain: Temporal Prime
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Neutral
Advancement: 9-18 HD Huge

Poison (Ex): DC 20, d8 CON initial damage, d8 CON secondary damage

Web (Ex): A temporal spider may shoot a web at its target. If it hits, the target is affected as
a slow spell. The attack is made as a ranged touch attack (+ 11).


Edit-Whoops, someone found one of the sites I found my info on ;) Anyways, I love your storyhour Jester, keep up the good work!
 
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Np, Mongoose's Chronomancy product is very very awesome though. It features brand new spells, some of which I wouldn't have thought of myself as well as interestingly titled ones (like: 24 Hours ;)), also has a neat mechanic where you can retrieve past or future objects for a limited time (at a price)...

As you can prolly tell, I'm a chronomancy freak ;)
 
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LeifVignirsson

First Post
I have to agree with The Furryfoot, Mongoose's product is a great little book to have. I have used the magic for more than JUST a Chronomancer, like a time travelling bard that collects artifacts. Yeah, I know... The Quantum Leap theme is playing through my head too...
 

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