Chronomancy

A forgotten art, a mystery to even the most powerful archmage, chronomancy is a dark corner of magic, in which few dare to tread. Wizards and sorcerers understand chronomancy as the simple manipulation of time through arcane magic. These ignorant fools take the sacred name of chronomancy in vain, having no idea of the forces they could unleash with their meddling. Chronomancy is far more than the control of time; in a world so vast, with so few who really understand, there can be no one to warn fools from the path. Once you open the door on chronomancy and allow its power to flow into your soul, there can be no turning back.

You hold in your hands the only true tome of chronomancy so far written. Those skilled in the arcane arts can begin to muster the powers in this book, learning the spells and incantation herein but be warned, the true power of this tome comes only with an awakening so terrible that it pushes the mind beyond the limits of sanity. The tenuous illusion spun around you will be torn asunder and you will be left with nothing to protect you from the storm raging invisibly about all creation.

Inside you will find

Chronomancy - An overview:
Awaken to the hidden truths behind the manipulation of time.

Acolytes of Time:
Those who delve into the secrets of the continuum are often shunned and feared, but for them, the reward is above any petty risk.

Chronomancy Magic:
New spells to harness the power of time.

The Paradox of Power:
The risks for those who meddle with time are great, a mistake can cost your life, or your very existence.

New Magic Items:
From the temporal chariot, to new crystal balls, a collection of new chronomantic items, and rules on creating them.

The Denizens of the Void-Between:
New creatures that live beyond the boundaries of time, or hunt those who meddle with it.

A Games Masters Guide to Chronomancy:
Games Masters are not forgotten either, and a whole chapter is presented to allow them to introduce chronomancy into their own campaigns.
 

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Temporary paradox, permanent paradox, awakened, celerity and an entirely different magic system than the Dreaming system used by the fairies. I’m talking about Mongoose’s duel Encyclopaedia line of course. Which product line did you think I was talking about? If you thought I was talking about White Wolf then I was probably being too harsh; terms like "paradox" go hand in hand with any discussion on temporal magic and it would have been wrong to avoid it just because reviewers can think of other products that use the same terms. I don’t imagine terms like "paradox" or "awakened" are copyright either, whereas I recall from the fine print in my Pocket Grimoire Divine that the authors of that compilation had to site the copyright to the "Domain of Time and new time spells in The Tide of Years to the authors of that Penumbra book. Whereas it is probably all right to copyright hard written spells I’m glad Mongoose came up with Chronomancy and the Chronomancy spell school and left it open. Chronomancy sounds better than Time anyway.

I’ll jump straight to nearly the end of the book for this review and take a look at the chapter A Games Master’s Guide to Chronomancy. For a start, it sounds better than "Advice for Games Masters" and more importantly, at 8 pages long this is actually a helpful and worthwhile inclusion in the book. The author, Robin Duke, is clearly aware of what an absolute headache chronomantic magic is for GMs and yet how attractive it is for players and sets out to offer some tips and tricks on how to resolve these issues. One of the suggestions is that despite the power of chronomancy or any individual wizard there are always more powerful Gods of Time or Fate who might censor, watch or even change the results the chronomancer might receive. In other cases, any attempts made by the time-mage to read the future might only present "the most likely future". You’ll also read here that the author thought that despite the headaches any RPG supplement on time simply could not avoid the issues of time travel or fortune telling. These two issues are addressed as well. I think we all know that cryptic riddles and enigmas are a great way to present an unclear future to your players – but, as is always the case with advice like this, the fact that its next to impossible to wing such a riddle is ignored. This is supposed to be a review, but here comes my tip for GMs blessed with stupid players: use a qualifying statement slyly. In it’s boldest form (and which still seems to be overlooked by those really gullible players) such a statement might appear as, "I predict years of pain and anger drenched in blood for the fighters among you who fail to restrain their rage".

The last chapter, excepting the designer’s notes, predicts pain and blood for those time wizards who mess up or otherwise encounter some of "the denizens of the void – between". I love creatures like this; they’re beasties with panache. The name "Chronovoire" by itself is cause to celebrate. The chronovoires are reality banes that often appear as a hybrid of creatures (since reality already has dibs on current creatures) and they’re the sort of thing that might harass a wizard who was unfortunately distracted in his attempt to summon a lion from the past. There are a few others too; the Destiny Haunt appears as a spark of light that might lurk in important items and is the sort of creature to "come to life" if the Chronomancer manages to avoid death by cheating time and fate. Why not terrorise your party with the undead Warp Ravger; just when the local cleric thought he knew everything there was to know about undead.

There’s actually two prestige classes in "The Power of Time" (these mini titles really do build up: Encyclopaedia Arcane : Chronomancy : The Power of Time) and fortunately each one is detailed through 10 levels. There’s the Enlightened, someone who struggles to understand and accept his place in the silent war between the continuum and paradox and of whom the book says, "An enlightened is often found hanging upside down from a tree by his ankle, blood still dripping from his severed wrists, the smoke of candles floating all around him." Often? This seems to make them an unlikely PC choice but if that description reminded you of the tarot card "The Hanged Man" then you’ll be pleased to find the magical "Tarocchi Deck" of cards elsewhere in the book. The Enlightened believes in ritual and self-mutilation so the chap hanging from the tree is probably mediating and not murder victim. The other prestige class is the Temporal Defender and they live up to their name by trying to keep reality stable. The Temporal Defender strikes me as every much the campaign friendly class that the Enlightened fails to be. Still, that’s a 50:50 ratio between PC and NPC classes.

There isn’t a core class Chronomancer. The mage is a specialist wizard or sorcerer and backed up by the perquisite feats is someone able to claim the title. Once someone counts as a Chronomancer they’re then able to receive a number of "core class like" abilities and suffer from disadvantages like quirks and paradox too. I was really worried that we’d see Chronomancy as a school of magic. That wouldn’t work; it’d mess up the balance of, er, specialist mages – where a mage has to exclude some schools in preference of one. Instead we see Chronomancy appearing as the spell’s descriptor and this works much better even though the term "specialist" becomes somewhat overloaded.

It is in this introductory section of basic Chronomancer abilities that the Time Magic score is introduced. The Chronomancer trades of actual spell slots for bonuses in his Time Magic. The spell slot traded, destroyed, gone forever (an ironic twist for the time mage) must be of a higher level than the rise in the Time Magic score. For example, to reach Time Magic +3 you need to sacrifice a 4th level spell slot. Why? Well. Um. Time Magic is introduced under the paragraph heading of Ritual Magic but it‘s easy to miss. It’s also easy to miss the mention of the stat again when the book gets around to Ritual Chronomancy. The Time Magic score is added to the d20 roll to see whether the ritual is successful. However, the mage’s charisma modifier is also added to this d20 roll. Burning away useful spell slots in exchange for a small bonus to my Time Magic ability doesn’t sound like an attractive offer to me. It’s not that chronomatic rituals aren’t powerful – and you get the feeling the author was worried that their strengths would be overlooked by the players – its just that I don’t see them being used often enough. Pulling an item lost to history out from the past is a classic example of a scenario or campaign highlight. (I told you chronomatic rituals are powerful. "The Ring was thrown into the fires of the volcano but for six seconds it was clearly neither in the halfling’s hands nor in the magma…")

You don’t have to worry your GM or the rest of the party with impressively dangerous rituals to use chronomatic magic though. The Power of Time offers up a fairly decent range of chronomatic based spells. These spells tend to work on layers, able to effect a greater period of time in each successive evolution of the spell. The spells are fairly carefully balanced and moderated. I don’t think there are any campaign destroying magic in here that isn’t addressed later in the Games Master’s Guide to Chronomancy but due to the nature of time magic I think a fair few could give rise to unexpected in-game debates. If you temporarily get rid of an opponent in a fight by throwing it 10 seconds in to the future and you kill it 10 seconds later before the spell runs out, does the creature return to the present dead? If it does come back dead how can you kill it 10 seconds in the future?

Paradox, huh. I said in the introduction there was no escaping it (another irony?). I actually think Chronomancy gets the balance right. Mucking around with Time is way more complicated than most people give credit for. Too much complicity will just kill off a game. Time’s the fourth dimension, some would say, and most of us can get our heads around a one dimensional view of time – moving backwards and forwards in time. However, as a valid fourth dimension you should be able four dimensional movements in time; moving backwards, forwards, up, down, left, right and, er, two other directions I can’t work out. Rather than worrying about those GameWyrd defeating physics The Power of Time introduces the void as an entirely alien place between the laws of paradox and the chaos of continuum. Chronomancers are aware (awakened) of this ebb and flow and in a nice touch this awareness tends to differ between mages; some see it as light and dark effects whereas others might feel it in their blood. When the mage experiences that second of time when he understands the absolute truth to chronomancy he goes mad; he shatters. The length of time in which a mage stays insane varies greatly, I couldn’t work out whether the book encouraged to role-play through this or not as at one point I think it says it is assumed to have happened in downtime (which to my mind means outside role-playing time) and then later makes comments about how you could role-play it. Mind you, the book also says that players who tell their GMs in advance they intend to take the Chronomancer Feat may be able to work with the GM to bring that into the game as a plot strand. I can’t imagine anyone springing that on the GM without several role-playing sessions of warning. "Yeah, I’ve levelled up. I’m increasing my Wisdom, increasing a few of my Knowledge skills and, oh yeah, I’ve become a Chronomancer and now have complete understanding of the world, time and the void. Is that okay?"

Madness. It’s not just the madness that strikes the Shattered Chronomancer or the madness of any player who thinks he can slide it into the campaign without serious GM consultation that’s covered in the book. As Chronomancers increase in power and experience they start to develop increasingly worrying quirks. The term "quirk" sounds rather less important than it actually is; they represent the way paradox and the continuum don’t quite sit right with the Chronomancer. Looking at just the first few entries on the table I can see that these mages might suffer from a static field around them or experience problems now and then when their eyes (or perhaps their vision) slip back into the past rather than stay in the present when the Chronomancer is sure to need them the most!

Somewhere in the middle of all this you’ll find a list of chronomatic magic items (such as the fortune telling Tarocchi Deck. There’s also enough on the rules of paradox and how the point system works. There are actually more than just the two flavours of paradox I mentioned at the start; there’s inherent paradox and fixed paradox too.

The artwork scatted around the book is your typical pencil sketch. I think there’s slightly less art than normal because there are slightly more crunchy bits and more tables than normal. I started this review near the end of the book and so here near the end of the review I should point out the front of the book! Chronomancy depicts a lady riding her horse through some portal with her sword ready while some mage half cowers in front. I thought to myself . o O (That women looks familiar). Try as I might, I couldn’t place where I’d seen her before but I had the faint impressions of famous AD&D books in mind. The credits explain it all: Cover Art - Larry Elmore.

The Power of Time could have been a great book. It could have been the one and only chronomantic resource a GM could want. It’s not. This Encyclopaedia Arcane is a really good book though and there is more than enough in it to please even the most picky player or GM. I think the book does well on capitalising on the nearly unique way in which text on "time magic" manages to be both mechanically crunchy (which I don’t like but I know many do) and detail rich (which I do like but others don’t) at the same time. Chronomancy walks the more difficult path by trying to offer a system by which GMs and players can insert time magic into an already established game or campaign world rather than presenting a whole new system which would require a fresh start. The book succeeds in that it presents an entirely workable system that is both GM and player friendly in a professional and clear way. I predict it sells well.

This GameWyrd review fights of paradox and wrestles with Time Bandits and continues here.
 

>However, as a valid fourth dimension you should be able four dimensional movements in time;
>moving backwards, forwards, up, down, left, right and, er, two other directions I can’t work out.

It's the fourth dimension in the standard space-time referential, meaning that the two additionnal direction are forward in time and backward in time.

Time isn't a four dimension space, but a one dimension, it is considered the fourth because it has only recently been considered a dimension, for what it is worth, you could as well consider it as the first.
 

Look at the way the code mangled the ' into &#8217. Is that how the review appears on your browser because it appears to be fine in mine... but I'm aware that might just be Micro$oft reading Micro$oft.

Besides, yes, you're right. There was time before there was space.
 


Chronomancy: The Power of Time

Chronamancy: The Power of Time is part of the Encyclopaedia Arcane series of magic-related supplements by Mongoose Publishing. Chronomancy introduces time related magic as a new option for spellcasters in d20 system games.

A First Look

Chronomancy shares the same format as other books in the Encyclopaedia Arcane series: a 64 page perfect bound book priced at $14.95 US.

The text density is moderate, and the layout is also typical of books in this series, with large header fonts and spaces between paragraphs. In some places, the writing style is not up to the task of handling the confusing topic of time travel, and there are some other confusing passages as well.

The cover art is a recycled Larry Elmore piece, depicting a mounted woman rider facing a wizard, with an otherworldly gate in the background.

The interior art is black and white. The art is sort of hum-drum for books in this series. Danillo Moretti has a few good pictures, but generally the art is not up to the caliber he has delivered in previous Mongoose books.

A Deeper Look

The use of chronomancy revolves around the chronomancer feat. The feat has some steep skill requirements (which will mostly limit the feat to wizards or prestige classes with open knowledge skill access.) Having this feat offers the character several benefits. First, the character has an has an easier time researching chronomancy spells. Second, it allows access to a number of feats called paradox feats. Third, the character gains the time sense ability and the ability to perform ritual chronomancy, a means of "time travel" that cannot be achieved via spells.

The chronomancy spells are all spells that manipulate or influence time. The book designates several core spells and spells from other Mongoose books as chronomancy spells, as well as a number of new spells introduced in this book. Most spells are fairly simple manipulations related to time. For example, new chronomancy spells that can be used to gain an initiative advantage over an opponent, age an opponent, or to send a foe into the future.

Chronomancy introduces a few new general feats as well as a new type of feat called paradox feats. Paradox feats provide powerful spell like abilities. Alacrity boost?s the character?s speed as the expeditious retreat spell, and Oracle allows the character to invoke augury or divination spell effects. This is a fairly powerful boon. However, every time that the character invokes a paradox feat, the character aquires a point of paradox, a quality that is used to limit chonomancy abilities.

Ritual Chronomancy is the central tool of the chronomancer, however. Ritual chronomancy allows the chronomancer to reach into a plane (the book says its not a ?plane?, but we know better) called the continuum in which time has no meaning. The chronomancer can store things in the continuum (including living things) or retrieve things from the continuum. Since time has no meaning, the chronomancer can pull things from the future or past.

Ritual chronomancy requires checks against the character?s time magic score; the more complex and powerful the use of the ritual is, the higher the DC. All characters with the chronomancer feat have a time magic score. Spellcasters can improve their time magic score only by sacrificing spell slots permanently. Additionally, some effects inflict paradox upon the chronomancer as a cost.

In addition to the effects of paradox, there are some hitches directly built in to the ritual chronomancy rules. First off, when an object or creature is pulled from the continuum, it essentially isn?t real. To make it real, the chronomancer must stabilize it. To do so with objects requires either the current version of the object or the chronomancer can use craft skills to fill in the missing details. However living beings require a current version of the living being; the only way around this is a special item called a pattern scroll. This is an important point; the characteristics (level, class, xp, etc.) of the creature you pulled from the continuum will match the current version, which helps prevent some of the stickier problems with time travel in a game.

However, the character pulled from the continuum in this way can retain some future knowledge at the GM?s option. Alternately, the chronomancer may merely pull a figment from the continuum and question it, likewise gain future knowledge. There are two limitations here. Again, this situation incurs paradox. Second, this information always only represents a possible future.

Paradox is handled much like an ability score. Normal creature and items all have an inherent paradox of 10. Other types of paradox add to this. There are various types of paradox. Paradox cannot be eliminated when the condition that created it still persists. However, as soon as the condition is corrected, paradox slowly fades away.

Paradox accumulates quickly in moments where there is a paradoxical conflict. For example, if two of the exact same item exist simultaneously, both rapidly accumulate paradox until one or the other disappears.

When a living being accumulates paradox, they take damage, and they acquire a penalty to certain rolls equal to the ?modified? derived from the total paradox as if it was an ability score. For example, if a normal character (who starts with 10 innate paradox) gains 10 points of paradox (for a total of 20), the character suffers a ?5 to initiative, attacks, damage, time sense checks, and various skill rolls. Much like items, characters can also be banished from reality if they accumulate paradox.

Sometimes chronomancers gain permanent paradox. This can only be eliminated by spending XP and taking on quirks. The quirks are determined randomly, and range from a mere nuisance to totally debilitating.

In addition to these central elements of the book, there are a number of supporting elements, such as rules for fortune telling and creatures from the continuum. An interesting aspect of the paradox rules with respect to fortune telling is that a creature gains paradox if the meaning of the fortune is clear. However, if the fortune is described cryptically, the character does not suffer the penalties of paradox. This is sort of an in-game explanation for why fortunes are often cryptic.

There are two prestige classes concerned with chronomancy. The enlightened gives up all spellcasting in exchange for a number of chronomancy-related special abilities. Unfortunately, this seems to be a poor choice for chronomancers, as this leaves them with no way to improve their time magic score. The temporal defender is a more martial class with impugned spellcasting advancement. The temporal defender is sworn to prevent abuses of chronomancy.

Conclusion

I am not a big fan of the idea of time travel in fantasy games. This book is an example of why: the book limits the capabilities of chronomancy, no doubt due to the difficulty of using time travel in RPGs. The GM does not strictly control the flow of a game, so weaving compelling stories around a time travel theme is more difficult in an RPG than it is in literature.

To its credit, Chronomancy recognizes this fact and pushes that envelope as much as it can and tries to make the concept as compelling as possible while still dealing with the issues associated with time travel in a non-deterministic game. It does as well as it could be expected to, but I suspect that many time travel fans will feel that the system doesn?t achieve what they were hoping for. Indeed, the system couldn?t really be used to explain time-travel dependant plots like that of the Malhavoc Press adventure Demon God's Fane without a good deal of tweaking.

Other than taste issues and the inherent stickiness of time travel in RPGs, the only major problem I had was with the explanations of the chronomancy ritual. The intent of the text is a little hard to follow, and some examples would have gone a long way in making the section understandable.

-Alan D. Kohler
 

By Bruce Boughner, Staff Reviewer d20 Magazine Rack, and Co-host of Mortality Radio

Sizing Up the Target
Chronomancy is a 68-page soft cover accessory published by Mongoose Publishing. Robin Duke is the author in the next of Mongoose’s line of Encyclopedia Arcane. The cover is done by long time D&D favorite Larry Elmore, interior work is by a number of artists and retails for $14.95.

First Blood
This product has been on the shelves for a while and we didn’t have to wait nearly 15 years for someone to cover the topic. The first article I ever saw about chronomancy was in Dragon Magazine back in 1982 about the chronomancer NPC class and then TSR waited until 1996 or 97 to put out a chronomancy accessory supplement. Obviously someone takes the chronomancy magic system seriously enough to make it the ninth book in their arcane series, which has also included topics like Necromancy, Battle Magic and Faerie Magic.

This book was designed for ease of reference. There are quick reference lists in the inside front cover and a Chronomancer spell list on the inside back cover, cross referenced with the appropriate spells from the Player’s Handbook, Necromancy: Beyond the Grave, and Seas of Blood: Fantasy on the High Seas. This would make playing this alternative wizard/sorcerer class an easy alternative to the come-see come-saw spell tosser. Even weird Uncle Rufus has to admit this makes it easy if he doesn’t have to flip through a lot of pages to get what he needs.

A brief introduction to Chronomancy opens the book with a flavor text opening, followed by a review of the Encyclopedia Arcane series and then a meta review of what chronomancy is an what the tome could be used for.

This book then begins with a text overview where the philosophical mechanics of chronomancy are reviewed detailing how the world is held together by the paradox of belief and the incredible strain of knowing this fact takes on a wielder of time magic. The nature of such a class as a Chronomancer and the needs, racial requirements, motives and quirks of such a mage takes the next section of introduction. The very nature and effects of this kind of spellcasting follows with a section on the wide-ranging effects on the paradox of time casting and it’s effects on the continuum.

The next section is called the Acolytes of Time and deals with the actual mechanics of a chronomancer character. A couple of feats synonymous to the class are listed such as Time Sense and Resist Paradox. Prestige Classes follow, as is usual with a Mongoose work, these are usually well thought out and fit a niche with this highly specialized field such as the Enlightened and the Temporal Defender.

As with any book about a mage class, the typical purchaser of such a book is going to want spells specific to the topic. Chronomancy provides a good deal of crunchy bits in this part. As one would expect, a good deal of the spells deal in Chronomancy, Transmutation, Divination and Necromancy with a few Evocation, Shadow and Illusion thrown in. Spells like Detect Paradox and Banish to Future are typical of this. Most all of them deal in moving things through or changing the effect of history.

A more in-depth look at Feats is the topic of the next chapter. Mongoose excels at developing good feats to fit the classes they create. The Feats build upon one another, as they should to make growth potential for your character.

A discussion on the most powerful aspect of the Chronomancer is next, Ritual Chronomancy. From overturning bad outcomes to immortality, the steps required to perform the most powerful effects of time magic are laid out. The applications of these rituals are then applied in the next chapter to the drab pursuit of Fortune Telling for fun and profit. Using Tarocchi cards, an oracle feat tea leaves etc are described for this use.

The power and use of paradox are then discussed with its effects on the person of the chronomancer in the form of quirks. These quirks can be as annoying as Insomnia to more devastating things as Major Spell Loss and Temporal Dysjunction.

And with any publication of Magic, there are magic items to be had, staves, robes, and crystal balls, of course, along with unique things like Temporal Orbus as well as magic foci.

Up to this point, the book focused on crunchy bit for the player, the next part goes out to the DM. How to make a time effecting character work and function without greatly disrupting the flow of the game is incredibly important and the tome performs well in this respect. The book closes with a few monsters local to the time stream like the Destiny Haunt and the Warp Ravager. A few closing remarks from the author on design notes wraps up this very useful tool.

Critical Hits
I have always had a hankering to run a time traveling campaign, or even having a meta-character that could force the move from a standard D&D Medieval world to a D20 Modern or Deadlands Weird West setting even to Fast Forward’s Metamorphosis Alpha. This character could be wonky enough to be that ‘human’ bridge.

As with any Mongoose production I have had concerning classes, this book is well thought out and field-tested. The classes have room for growth and enough space is given for your own addition to this field.

The artwork of the book is in keeping with the genre. It doesn’t have that anime slick feel that I find out of place in this kind of work and doesn’t look too amateurish.

Critical Misses
As with any strange work, the Chronomancer has the potential to really screw with your campaign, great care needs to be taken and exceptional care in the handling of the character must be made by the DM to prevent this from happening. This class has the potential to drop an Elminster or Gandalf level character into your party of mid level players.

Coup de Grace
Chronomany isn’t for everyone, but it could be an incredible way to spice up a campaign, give a major NPC that recurs for good or bad, like Dr Who or Kang the Conqueror to your game. Someone with knowledge of the ways things were, or might become, to right a past injustice or carve an empire among primitives. If you are seeking a change from the same ole, same ole, this could be it for you. A little work on your part and this world can be the biggest rat’s maze your players could ever face.

To see the graded evaluation of this product, go to The Critic's Corner at www.d20zines.com.
 

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