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<blockquote data-quote="Sollir Furryfoot" data-source="post: 959858" data-attributes="member: 748"><p>Yes, but the website I found them on is currently down I believe, so i'll repost it here:</p><p></p><p></p><p><span style="font-size: 12px"><strong>The Chronomancer</strong></span> </p><p>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.</p><p></p><p><strong>Adventures:</strong> 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)</p><p></p><p><strong>Characteristics:</strong> Chronomancers rely on their spells for their strength, as well as their deep knowledge of history.</p><p></p><p>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).</p><p></p><p><strong>Religion:</strong> Most chronomancers of a religious nature worship Djandri Hob</p><p></p><p><strong>Background:</strong> 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.</p><p></p><p>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.</p><p></p><p><strong>Other Classes:</strong> Chronomancers are usually solitary, but often travel with companions who might help them with their historical goals. </p><p></p><p><strong>GAME RULE INFORMATION</strong></p><p></p><p><strong>Abilities:</strong> 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.</p><p></p><p>Alignment: Any non-Chaotic at beginning</p><p>Hit Die: d4 </p><p>Base Attack Bonus: As Wizard</p><p>Fort Save: Poor</p><p>Ref Save: Poor</p><p>Will Save: Good</p><p></p><p><strong>Special</strong></p><p>1) Spell Focus (Chronomancy); Summon Familiar</p><p>2) Time Sense</p><p>3) Spell Mastery</p><p>4)</p><p>5) Immune to slow and haste spells.</p><p>6)</p><p>7)</p><p>8)</p><p>9)</p><p>10) Advanced Spell Focus (Chronomancy)</p><p>11)</p><p>12)</p><p>13)</p><p>14)</p><p>15)</p><p>16)</p><p>17)</p><p>18) Sever Lifeline</p><p>19)</p><p>20)</p><p></p><p><strong>Class Features:</strong> (Class Skills are exactly as Wizard)</p><p></p><p><strong>Weapon and Shield Proficiencies:</strong> 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.</p><p></p><p><strong>Spells:</strong> 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.</p><p></p><p><strong>Spellbooks:</strong> Chronomancers use spellbooks much as wizards do.</p><p></p><p><strong>Spell Focus (Chronomancy):</strong> +2 to the Difficulty Class for all saving throws against wild spells. At 10th level the chronomancer gains an additional +2.</p><p></p><p><strong>Summon Familiar:</strong> See the Sorcerer description. </p><p></p><p><strong>Time Sense:</strong> 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.</p><p></p><p><strong>Spell Mastery:</strong> 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.</p><p></p><p><strong>Immunity to Slow and Haste spells:</strong> Beginning at 5th level, a chronomancer becomes immune to the effects of slow and haste spells.</p><p></p><p><strong>Sever Lifeline:</strong> 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</p><p></p><p>Spells coming in next post</p></blockquote><p></p>
[QUOTE="Sollir Furryfoot, post: 959858, member: 748"] Yes, but the website I found them on is currently down I believe, so i'll repost it here: [SIZE=3][b]The Chronomancer[/b][/SIZE] 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. [b]Adventures:[/b] 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) [b]Characteristics:[/b] 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). [b]Religion:[/b] Most chronomancers of a religious nature worship Djandri Hob [b]Background:[/b] 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. [b]Other Classes:[/b] Chronomancers are usually solitary, but often travel with companions who might help them with their historical goals. [b]GAME RULE INFORMATION[/b] [b]Abilities:[/b] 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 [b]Special[/b] 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) [b]Class Features:[/b] (Class Skills are exactly as Wizard) [b]Weapon and Shield Proficiencies:[/b] 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. [b]Spells:[/b] 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. [b]Spellbooks:[/b] Chronomancers use spellbooks much as wizards do. [b]Spell Focus (Chronomancy):[/b] +2 to the Difficulty Class for all saving throws against wild spells. At 10th level the chronomancer gains an additional +2. [b]Summon Familiar:[/b] See the Sorcerer description. [b]Time Sense:[/b] 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. [b]Spell Mastery:[/b] 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. [b]Immunity to Slow and Haste spells:[/b] Beginning at 5th level, a chronomancer becomes immune to the effects of slow and haste spells. [b]Sever Lifeline:[/b] 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 [/QUOTE]
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