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<blockquote data-quote="Sollir Furryfoot" data-source="post: 959890" data-attributes="member: 748"><p><strong>Chronomancy Spell List:</strong></p><p><strong>Level 1:</strong></p><p>Delay Image</p><p>Detect Temporal Anomaly</p><p>Lasting Breath</p><p>Renewed Focus *</p><p>Slow Metabolism</p><p>Speed Metabolism</p><p>Precognative Sense</p><p><strong>Level 2:</strong></p><p>Accelerate Plant Growth</p><p>Alternate Reality</p><p>Haste</p><p>Life Sounding</p><p>Preserve</p><p>Slow</p><p>Slowspell</p><p>Timeslip</p><p><strong>Level 3:</strong></p><p>Life Tether</p><p>Melee Manager</p><p>Minor Paradox</p><p>Plant Growth</p><p>Time Snare</p><p><strong>Level 4:</strong></p><p>Permanency</p><p>Prophecy</p><p>Slowspell 10'</p><p>Temporal Disjunction</p><p>Temporal Push</p><p>Timeheal</p><p><strong>Level 5:</strong></p><p>Accelerate Animal Growth</p><p>Create Slipgate</p><p>Devolutionary Warrior</p><p>Pass the Years*</p><p>Temporal Wall</p><p><strong>Level 6:</strong></p><p>Accelerate Metabolism</p><p>Conceal Temporal Anomaly</p><p>Magic Manager</p><p>Paradox</p><p><strong>Level 7:</strong></p><p>Delayed Damage</p><p>Prismal's Reversal</p><p>Sands of Time</p><p>Temporal Eye</p><p>Time Loop</p><p>Time Skip*</p><p>Timed Stasis</p><p>Widdershins*</p><p><strong>Level 8:</strong></p><p>Accelerate Lifeline</p><p>Afterclap</p><p>Foresight</p><p>Item Supercharger</p><p>Protection From Time</p><p>Temporal Stasis</p><p>Timereaver</p><p>Time Stop</p><p>Two Minds*</p><p><strong>Level 9:</strong></p><p>Major Paradox</p><p>Sever Lifeline</p><p>Temporal Shell</p><p></p><p>* Found in Relics+Rituals</p><p></p><p></p><p>Spell Descriptions:</p><p></p><p>Accelerate Metabolism</p><p>Necromancy</p><p>Level: Chr 6</p><p>Components: V, S, M</p><p>Casting Time: One action</p><p>Range: Touch</p><p>Target: Creature Touched</p><p>Duration: 1 minute/level</p><p>Saving Throw: Fort negates (Harmless)</p><p>Spell Resistance: Yes (Harmless)</p><p></p><p>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.</p><p></p><p></p><p>Accelerate Plant Growth</p><p>Transmutation</p><p>Level: Chr 2</p><p>Components: V, S, M</p><p>Casting Time: One round</p><p>Range: Medium (100 ft. + 10 ft/lvl)</p><p>Target: Special</p><p>Duration: Permanent</p><p>Saving Throw: None or Will negates</p><p>Spell Resistance: Yes </p><p></p><p>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)</p><p></p><p></p><p>Accelerate Animal Growth</p><p>Necromancy</p><p>Level: Chr 5</p><p>Components: V, S, M</p><p>Casting Time: One action</p><p>Range: Medium (100 ft. + 10 ft/lvl)</p><p>Target: 1 Animal</p><p>Duration: Permanent</p><p>Saving Throw: Fort negates</p><p>Spell Resistance: Yes </p><p></p><p>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. </p><p></p><p></p><p>Accelerate Lifeline</p><p>Necromancy</p><p>Level: Chr 8</p><p>Components: V, S, M</p><p>Casting Time: One action</p><p>Range: Touch</p><p>Target: 1 Creature</p><p>Duration: Permanent</p><p>Saving Throw: Fort negates</p><p>Spell Resistance: Yes </p><p></p><p>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. </p><p></p><p></p><p>Afterclap</p><p>Transmutation</p><p>Level: Chr 8, Sor/Wiz 9</p><p>Components: V, S, M</p><p>Casting Time: One action</p><p>Range: Medium (100 ft. + 10 ft/lvl)</p><p>Target: 1 Creature </p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: Yes </p><p></p><p>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.</p><p></p><p></p><p>Alternate Reality</p><p>Transmutation</p><p>Level: Chr 2</p><p>Components: V, S</p><p>Casting Time: One action</p><p>Range: Touch</p><p>Target: Creature Touched</p><p>Duration: Instantaneous</p><p>Saving Throw: Will negates </p><p>Spell Resistance: Yes </p><p></p><p>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.</p><p></p><p></p><p>Conceal Temporal Anomaly</p><p>Abjuration</p><p>Level: Chr 6</p><p>Components: V, S, M</p><p>Casting Time: One hour</p><p>Range: Close (25 ft + 5 ft/lvl)</p><p>Target: 1 Anomaly</p><p>Duration: Permanent</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p>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.</p><p></p><p></p><p>Create Slipgate</p><p>Transmutation</p><p>Level: Chr 5</p><p>Components: V, S, M</p><p>Casting Time: One hour</p><p>Range: Close (25 ft + 5 ft/lvl)</p><p>Target: 20 sq ft.</p><p>Duration: Permanent</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p>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.</p><p></p><p></p><p>Delay Damage</p><p>Transmutation</p><p>Level: Chr 7</p><p>Components: V, S</p><p>Casting Time: One action</p><p>Range: 0</p><p>Target: Caster</p><p>Duration: 1 round/lvl</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p>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.</p><p>If the attack does physical damage, half the damage is applied immediately, and the other half is applied when the spell duration ends. </p><p>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.</p><p></p><p></p><p>Delay Image</p><p>Transmutation</p><p>Level: Chr 1</p><p>Components: V, S</p><p>Casting Time: One action</p><p>Range: Touch</p><p>Target: Creature Touched</p><p>Duration: 1 round/level</p><p>Saving Throw: Will negates (Harmless)</p><p>Spell Resistance: Yes (Harmless)</p><p></p><p>This spell may be cast in one of two ways, Delay Image or Advance Image, chosen at time of casting. </p><p>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.</p><p>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.</p><p></p><p></p><p>Detect Temporal Anomaly</p><p>Divination</p><p>Level: Chr 1, Sor/Wiz 2</p><p>Components: V, S</p><p>Casting Time: One action</p><p>Range: Sight or 30 yds/lvl</p><p>Target: Special</p><p>Duration: 1 minute/level</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p>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.</p><p></p><p>Devolutionary Warrior</p><p>Transmutation</p><p>Level: Chr 5</p><p>Components: V, S, M</p><p>Casting Time: One action</p><p>Range: Close (25 ft + 5 ft/lvl)</p><p>Target: 1 Creature</p><p>Duration: 1 round/level</p><p>Saving Throw: Fort negates </p><p>Spell Resistance: Yes </p><p></p><p>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. </p><p></p><p></p><p>Item Supercharger</p><p>Enchantment</p><p>Level: Chr 8</p><p>Components: V, S, M</p><p>Casting Time: One action</p><p>Range: Touch</p><p>Target: Object Touched</p><p>Duration: Permanent</p><p>Saving Throw: None</p><p>Spell Resistance: No </p><p></p><p>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.</p><p></p><p></p><p>Life Sounding</p><p>Divination</p><p>Level: Chr 2</p><p>Components: V, S, M</p><p>Casting Time: One action</p><p>Range: Touch</p><p>Target: Creature Touched</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: Yes </p><p></p><p>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.</p><p></p><p></p><p>Life Tether</p><p>Transmutation</p><p>Level: Chr 3</p><p>Components: S, M</p><p>Casting Time: One action</p><p>Range: Special</p><p>Target: 1 Creature </p><p>Duration: 1 min/lvl</p><p>Saving Throw: Will negates </p><p>Spell Resistance: Yes </p><p></p><p>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.</p><p></p><p></p><p>Melee Manager</p><p>Transmutation</p><p>Level: Chr 3</p><p>Components: V, S, M</p><p>Casting Time: One action</p><p>Range: Touch</p><p>Target: Creature Touched</p><p>Duration: 1 round/level</p><p>Saving Throw: Fort negates (Harmless)</p><p>Spell Resistance: Yes (Harmless)</p><p></p><p>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.</p><p></p><p></p><p>Magic Manager</p><p>Transmutation</p><p>Level: Chr 6</p><p>Components: V, S, M</p><p>Casting Time: One action</p><p>Range: 0</p><p>Target: Caster</p><p>Duration: 1 round/lvl</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p>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.</p><p></p><p></p><p>Major Paradox</p><p>Transmutation</p><p>Level: Chr 9</p><p>Components: V, S</p><p>Casting Time: One hour</p><p>Range: 0</p><p>Target: Caster</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p>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.</p><p>Special: there is a 50% chance of attracting unwanted attention due to temporal turbulence created.</p><p></p><p></p><p>Minor Paradox</p><p>Transmutation</p><p>Level: Chr 3</p><p>Components: V, S</p><p>Casting Time: One round</p><p>Range: 0</p><p>Target: Caster</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p>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).</p><p>Events changed should follow the same basic course due to temporal momentum, excepting what the caster directly affects.</p><p>Special: there is a 10% chance of attracting unwanted attention due to temporal turbulence created.</p><p></p><p></p><p>Paradox</p><p>Transmutation</p><p>Level: Chr 6</p><p>Components: V, S</p><p>Casting Time: One round</p><p>Range: 0</p><p>Target: Caster</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p>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.</p><p>Special: there is a 25% chance of attracting unwanted attention due to temporal turbulence created.</p><p></p><p></p><p>Precognitive Sense</p><p>Divination</p><p>Level: Chr 1</p><p>Components: V, S, M</p><p>Casting Time: One round</p><p>Target: The Caster</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p>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.</p><p></p><p></p><p>Preserve</p><p>Transmutation</p><p>Level: Chr 2</p><p>Components: V, S, M</p><p>Casting Time: One round</p><p>Range: Close (25 ft. + 5 ft/lvl)</p><p>Target: 25 Cu ft/lvl</p><p>Duration: 3 Months/lvl</p><p>Saving Throw: None</p><p>Spell Resistance: No </p><p></p><p>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.</p><p></p><p></p><p>Prismal's Reversal</p><p>Transmutation</p><p>Level: Chr 7</p><p>Components: V, S</p><p>Casting Time: One action</p><p>Range: Touch</p><p>Target: 1 Doorway or Portal</p><p>Duration: Permanent</p><p>Saving Throw: None</p><p>Spell Resistance: Yes </p><p></p><p>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)</p><p>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.</p><p></p><p></p><p>Prophecy</p><p>Divination</p><p>Level: Chr 4</p><p>Components: V, S</p><p>Casting Time: One minute</p><p>Range: Touch</p><p>Target: The Caster</p><p>Duration: 10 minutes</p><p>Saving Throw: None</p><p>Spell Resistance: No </p><p></p><p>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.</p><p></p><p></p><p>Protection From Time</p><p>Abjuration</p><p>Level: Chr 8</p><p>Components: V, S, M</p><p>Casting Time: One round</p><p>Range: Touch</p><p>Target: Creature Touched</p><p>Duration: 1 week</p><p>Saving Throw: Will negates (Harmless)</p><p>Spell Resistance: Yes (Harmless)</p><p></p><p>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.</p><p></p><p></p><p>Sands of Time</p><p>Transmutation</p><p>Level: Chr 7</p><p>Components: V, S, M</p><p>Casting Time: One round</p><p>Range: Close (25 ft + 5 ft/lvl)</p><p>Target: 1 Object of up to 10 cu ft. / lvl</p><p>Duration: 1 rd</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p>This spell restores any object decayed over time back to its original form. The restoration achieved is based on caster level:</p><p>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, </p><p>Level 23 - 25 : 50,000 years, Level 26 - 28 : 1,000,000 years, Level 29+ +1,000,000 years / lvl above 28.</p><p>This spell only restores objects destroyed by aging.</p><p></p><p></p><p>Sever Lifeline</p><p>Necromancy</p><p>Level: Chr 9</p><p>Components: V, S, M</p><p>Casting Time: One hour</p><p>Range: 0</p><p>Target: Caster</p><p>Duration: Permanent</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p>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.</p><p>Special: there is a 50% chance of attracting unwanted attention due to temporal turbulence created.</p><p></p><p></p><p>Slow Metabolism</p><p>Necromancy</p><p>Level: Chr 1, Sor/Wiz 2</p><p>Components: V, S, M</p><p>Casting Time: One round</p><p>Range: Touch</p><p>Target: Creature Touched</p><p>Duration: Special</p><p>Saving Throw: Fort negates (Harmless)</p><p>Spell Resistance: Yes (Harmless)</p><p></p><p>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.</p><p></p><p></p><p>Slowspell</p><p>Transmutation</p><p>Level: Chr 2</p><p>Components: V, S, M</p><p>Casting Time: One action / Special</p><p>Range: Touch</p><p>Target: Creature Touched</p><p>Duration: 1 round/lvl</p><p>Saving Throw: None</p><p>Spell Resistance: Yes </p><p></p><p>A slowspell surrounds the protected creature with a magical field, delaying targeted magical effects for one to three rounds.</p><p>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.</p><p></p><p></p><p>Slowspell 10'</p><p>Transmutation</p><p>Level: Chr 4</p><p>Components: V, S, M</p><p>Casting Time: One action </p><p>Range: 0</p><p>Target: Caster or 10'/lvl radius</p><p>Duration: 1 round/lvl</p><p>Saving Throw: None</p><p>Spell Resistance: No </p><p></p><p>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. </p><p></p><p></p><p>Speed Metabolism</p><p>Necromancy</p><p>Level: Chr 1, Sor/Wiz 2</p><p>Components: V, S, M</p><p>Casting Time: One action</p><p>Range: Touch</p><p>Target: Creature Touched</p><p>Duration: Special</p><p>Saving Throw: Fort negates </p><p>Spell Resistance: Yes </p><p></p><p>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).</p><p></p><p></p><p>Temporal Disjunction</p><p>Transmutation</p><p>Level: Chr 4</p><p>Components: V, S</p><p>Casting Time: One action</p><p>Range: Close (25 ft + 5 ft/lvl)</p><p>Target: 1 Creature</p><p>Duration: 1 day/lvl</p><p>Saving Throw: Will negates </p><p>Spell Resistance: Yes </p><p></p><p>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.</p><p></p><p>Temporal Eye</p><p>Divination</p><p>Level: Chr 7</p><p>Components: V, S, M</p><p>Casting Time: One hour</p><p>Target: The Caster</p><p>Duration: 1 minute/lvl</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p>As Scrying, except that other times in the past may be viewed. Chances for success and detection remain the same.</p><p></p><p></p><p>Temporal Push</p><p>Transmutation</p><p>Level: Chr 4</p><p>Components: V, S</p><p>Casting Time: One action</p><p>Range: Close (25 ft + 5 ft/lvl)</p><p>Target: 1 Creature</p><p>Duration: Instantaneous</p><p>Saving Throw: Will negates </p><p>Spell Resistance: Yes </p><p></p><p>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.</p><p></p><p></p><p>Temporal Shell</p><p>Transmutation</p><p>Level: Chr 9</p><p>Components: V, S, M</p><p>Casting Time: One round </p><p>Range: 0</p><p>Target: 5 foot radius sphere</p><p>Duration: 1 minute/lvl</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p>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.</p><p></p><p></p><p>Temporal Wall</p><p>Transmutation</p><p>Level: Chr 5</p><p>Components: V, S, M</p><p>Casting Time: One action</p><p>Range: Close (25 ft + 5 ft/lvl)</p><p>Target: Up to 10 sq. ft/lvl</p><p>Duration: 1 round/lvl</p><p>Saving Throw: Special</p><p>Spell Resistance: Yes</p><p></p><p>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.</p><p></p><p></p><p>Time Loop</p><p>Transmutation</p><p>Level: Chr 7</p><p>Components: V, S, M</p><p>Casting Time: One action</p><p>Range: Close (25 ft + 5 ft/lvl)</p><p>Target: 10' radius burst</p><p>Duration: 1 rd/lvl</p><p>Saving Throw: Reflex negates </p><p>Spell Resistance: Yes </p><p></p><p>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.</p><p></p><p></p><p>Time Snare</p><p>Transmutation</p><p>Level: Chr 3</p><p>Components: V, S</p><p>Casting Time: One action</p><p>Range: Close (25 ft. + 5 ft/lvl)</p><p>Target: 1 Creature</p><p>Duration: Special</p><p>Saving Throw: Will negates </p><p>Spell Resistance: Yes </p><p></p><p>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.</p><p></p><p></p><p>Timed Stasis</p><p>Transmutation</p><p>Level: Chr 7</p><p>Components: V, S, M</p><p>Casting Time: One round</p><p>Range: Touch</p><p>Target: Object Touched</p><p>Duration: Up to 4 months</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p>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) </p><p></p><p></p><p>Timeheal</p><p>Transmutation</p><p>Level: Chr 4</p><p>Components: V, M</p><p>Casting Time: One action</p><p>Range: Touch</p><p>Target: Creature Touched</p><p>Duration: Special</p><p>Saving Throw: Will negates </p><p>Spell Resistance: Yes </p><p></p><p>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.</p><p></p><p></p><p>Timeslip</p><p>Transmutation</p><p>Level: Chr 2</p><p>Components: V, S, M</p><p>Casting Time: One round + one round per additonal traveler</p><p>Range: 0</p><p>Target: Caster</p><p>Duration: Instantaneous</p><p>Saving Throw: Will Negates</p><p>Spell Resistance: Yes</p><p></p><p>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.</p><p>Special: there is a 5% chance of attracting unwanted attention due to temporal turbulence created.</p><p></p><p></p><p>Timereaver</p><p>Transmutation</p><p>Level: Chr 8, Sor/Wiz 9</p><p>Components: V, S, M</p><p>Casting Time: One hour</p><p>Range: 0</p><p>Target: 10' radius burst centered on caster</p><p>Duration: Permanent</p><p>Saving Throw: Reflex Negates</p><p>Spell Resistance: Yes</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Sollir Furryfoot, post: 959890, member: 748"] [b]Chronomancy Spell List:[/b] [b]Level 1:[/b] Delay Image Detect Temporal Anomaly Lasting Breath Renewed Focus * Slow Metabolism Speed Metabolism Precognative Sense [b]Level 2:[/b] Accelerate Plant Growth Alternate Reality Haste Life Sounding Preserve Slow Slowspell Timeslip [b]Level 3:[/b] Life Tether Melee Manager Minor Paradox Plant Growth Time Snare [b]Level 4:[/b] Permanency Prophecy Slowspell 10' Temporal Disjunction Temporal Push Timeheal [b]Level 5:[/b] Accelerate Animal Growth Create Slipgate Devolutionary Warrior Pass the Years* Temporal Wall [b]Level 6:[/b] Accelerate Metabolism Conceal Temporal Anomaly Magic Manager Paradox [b]Level 7:[/b] Delayed Damage Prismal's Reversal Sands of Time Temporal Eye Time Loop Time Skip* Timed Stasis Widdershins* [b]Level 8:[/b] Accelerate Lifeline Afterclap Foresight Item Supercharger Protection From Time Temporal Stasis Timereaver Time Stop Two Minds* [b]Level 9:[/b] 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. [/QUOTE]
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