School of Chronomancy
Rarely seen and rarely mastered, the School of Chronomancy is the study of time and how to wield it both as a weapon and a shield. To part the veils of time and see the future is one thing, to break, mend and use it is another. Chronomancers devote their time to studying the ebb and flow of time, its uses and what threatens it.
Their studies of the substance of glimmer have proven invaluable in ascertaining its magical uses, and many are convinced it can have time altering effects as well. Overall, their numbers are few, and even the Azerai only count two dozen among them.
The Golden Wizards
Despite their numbers, Chronomancers are some of the most powerful and respected among their kind. Their field of study is difficult at best, mind shattering at worst. Their knowledge extends beyond that of the planes, the past or the future. Their studies focus on the fate of Eora itself. To understand time is to understand the world, and with it the devices of the gods themselves. Many a Chronomancer has turned away from the worship of a particular god, or all gods for that matter, after learning the true fate of the world. No amount of learning can prepare a mortal mind for the will of a deity, and many have been seen slowly drifting into madness the further their studies take them. The enclave sponsored by Erudor's Pupils on the Seventh Sanctum are commonly known as the Golden Wizards. This tight knit group of individuals only take the bravest and most intelligent students as their pupils, and do so for life. Once a Chronomancer, always a Chronomancer. That is not to say various Golden Wizards haven't studied other aspects of Wizardry and the arcane, but simply that it is a life's task to understand what a Chronomancer must and will understand. Many have grown old (by human standards) before they have reached a level in Chronomancy akin to that of other schools of magic. If you choose the life of said school however, you will be rewarded with power that many covet, and many more will fail to achieve in their lifetime. A word of warning though: Most liches arise not from wizards of the school of necromancy, but that of chronomancy. Make of that what you will. You gain the following features when choosing this school for your wizard at 2nd level:Time Savant
Beginning when you select this school at 2nd level, the time you must spend to copy a spell into your spell-book is halved.Chronoshift
At 2nd level, when you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting. After you use this ability, you must finish a long rest before using it again. You gain additional uses of this as you level up: At 6th, 12th, and 16th level you can use this feature an additional time per long rest. Additionally you gain the ability to see the trails of missiles targeted at you as if they were fired in slow motion. Any ranged attack made against you is done as if you were standing behind half quarters cover (+2 AC). This effect increases to +5 at level 10.Alter Causality
At 6th level, you add the spells slow and haste to your spellbook, if it they are not there already. You can cast one of these spells without expending a spell slot. If you cast haste, you can target only yourself. Once you cast one of these spells in this way, you can’t do so again until you finish a long rest, though you can still cast it normally.Temporal Shift
At 10th level, when you cast a spell that has a casting time of 1 minute or less, you can change the casting time to 1 action for this casting. After you use this ability, you must finish a long rest before using it again. Additionally you gain the ability to see the trails of missiles targeted at you as if they were fired in slow motion. Any ranged attack made against you is done as if you were standing behind three quarters cover (+5 AC).Timewalker
Beginning at 14th level, you can borrow time from the present as an action, and use it in the future. Time stops for you for one turn and you may take no actions, reactions, bonus actions or movement. When this duration ends, no time passes for other creatures and you may move and act normally for two turns. Time restores to normal if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the effect ends if you move to a place more than 100 feet from the location where you cast it. After you use this ability, you must finish a long rest before using it again.Chronomancy Spells
(in alphabetical order)Clockwork Speed
2nd-level chronomancyCasting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (a shaving of liquorice root)
Duration: 1 round
Choose a willing creature that you can see within range. Until the start of your next turn, the target's speed increases by 20 feet and becomes difficult to see to observers, granting it a +2 bonus to AC.
Curse of Aging
3rd-level chronomancyCasting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch must succeed on a Wisdom saving throw or become cursed indefinitely. While under the influence of this curse, the target ages at twice their normal rate, becoming two days older for every day that passes. In addition, they have disadvantage on all Strength checks and saving throws.
A remove curse spell or greater restoration ends this effect.
Curse of Youth
4th-level chronomancyCasting Time: 1 action
Range: 60 feet
Components: V, S, M (a child’s toy)
Duration: Concentration, up to 1 hour
This spell reverses time for a creature that you can see within range until it becomes a helpless infant with 1HP. An unwilling creature must make a Wisdom saving throw to avoid the effect. Carbonites and creatures that do not experience infancy automatically succeed on this saving throw.
If the target drops to 0 hit points, it reverts back to its ‘normal’ age, and excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The target retains all of its game statistics except its base movement speed and hit points, which are changed to 10 feet and 1, respectively. It cannot take any actions, bonus actions or reactions, cannot cast spells and cannot communicate, except by crying (a person using the spell comprehend languages or similar abilities can interpret such crying to gain a rough understanding of the baby’s emotional state). While under the effects of this spell, the target is prone and cannot stand up without the help of an adult.
The target’s gear is unaffected by this spell; it will likely fall off the target due to being vastly oversized.
At Higher Levels: If you cast this spell using a spell slot of 6th level or higher and maintain your concentration on this spell for the entire possible duration, the target makes another Wisdom saving throw. On a failure, the target remains as a baby until the effect is ended by a remove curse spell. Additionally, if the target drops to 0 hit points, it does not revert to ‘normal’ age, and begins making death saves as normal. On a success, the effects end.
Déjà Vu
1st-level chronomancyCasting Time: 1 action
Range: 60 feet
Components: V, S, M (a small silver mirror)
Duration: Instantaneous
You briefly rewind the thoughts a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw. A creature that took no actions on its previous turn automatically succeeds this saving throw. On a failed save, the target on its next turn must repeat the actions it performed in its previous turn. It can use its reaction as normal; it is not forced to repeat a reaction it made previously. If the situation has changed in such a way that the subject can’t take the same actions again, the subject stands still and takes no actions or bonus actions for 1 round. If the target has made an attack on its previous turn, it does so now with disadvantage due to repeating an easily readable attack.
Delay
3rd-level chronomancyCasting Time: 1 action
Range: 60 feet
Components: V, S, M (a small crystal)
Duration: Instantaneous
You briefly slow time for a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be moved to last place in the initiative order from the beginning of the next round onwards.
Dislocation in Time
5th-level chronomancyCasting Time: 1 action
Range: Self
Components: V, S, M (any device capable of telling the time)
Duration: Up to 10 minutes
You step out of the normal flow of time, and remain there for the duration or until you use your action to dismiss the spell.
While dislocated in time, you can see and be seen by creatures and objects that remain in normal time, but everything there looks grey to you. You appear blurred and indistinct to them.
You ignore all objects and effects other than those that you are wearing or that originate from within your person, allowing you to move through objects you perceive on the plane you originated from. Likewise, nothing you do can have any effect on normal time.
Erase
5th-level chronomancyCasting Time: 1 action
Range: 30 feet
Components: V, S, M (a quartz crystal worth at least 100 gp)
Duration: Instantaneous
You point your finger and fire a pale blue ray at a Small or smaller nonmangical object that you can see within range. Make a ranged spell attack against the target. On a hit, the target is erased from time.
No trace remains of the erased object and the memory any creature (except the caster) that knew of its existence is altered to reflect the fact that the object never existed. If anything else in the world would not make sense in the absence of the object, history is re-written to explain it. The DM determines the new version of events. Generally, this spell makes the smallest possible change that would provide a plausible explanation.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target a medium object or creature, including magical objects. On a hit, the creature takes 10d10 force damage. If it is reduced to 0 hit points by this damage, it is erased from time as described above, along with anything it is wearing or carrying.
Evasiveness
3rd-level chronomancyCasting Time: 1 action
Range: Touch
Components: V, M (a scrap of silk)
Duration: Concentration, up to 1 hour
You touch a willing creature. Until the spell ends, the target gains a superhuman ability to dodge attacks. The target’s AC becomes 22, if it were lower, regardless of what kind of armor it is wearing. This spell puts enormous strain on the target’s body. After the spell ends, the target gains one level of exhaustion.
Impressions of the Past
4th-level chronomancyCasting Time: 1 action
Range: Self
Components: V, S, M (an hourglass and a glass eye worth at least 100gp)
Duration: Concentration, up to 1 hour
You cast your senses back in time to perceive your current location as it was at some point in the past, including any events that were happening at that time. You must specify the time you wish to see, which cannot be more than 100 years ago and cannot be a longer time span than a day. When viewing the past, it appears dreamlike and shadowy, but you are able to discern detail and hear conversation as normal, and any special senses you possess (such as darkvision) also work as normal.
While perceiving the past, you can look in any direction, but you cannot move or speak and are unable to sense your present surroundings.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you may share this spell with one other creature that you touch. An unwilling target may make a Wisdom saving throw to avoid being affected. In addition, when you cast this spell using a spell slot of 8th level or higher, you can choose to perceive a time up to 1,000 years ago.
Improved Slow
6th-level chronomancyCasting Time: 1 action
Range: 120 feet
Components: V, S, M (a bottle of molasses)
Duration: 1 minute
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target’s speed is reduced to a quarter of its base speed, it takes a -3 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On a 16 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. If the creature uses nonmagical wings to fly, it is unable to fly while under the influence of this spell. If it is airborne when the spell is cast, it lands safely at the start of its next turn.
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.
Timed Action
1st-level chronomancyCasting Time: 1 action
Range: 30 feet
Components: V, S, M (a shaving of liquorice root)
Duration: 1 round
Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Timed Reflexes
1st-level chronomancyCasting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of mercury)
Duration: Concentration, up to 10 minutes
Choose a willing creature that you can see within range. Until the spell ends, the target has advantage on all Dexterity checks and saving throws.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Manipulate Clockwork
Chronomancy cantripCasting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 round
You effect a minor change in a small or smaller clockwork item within range that you can see. Examples of things you could do include:
• Make the machine run faster or slower, up to double or half of its normal speed.
• Change the time displayed on a mechanical clock.
• Flip a switch or change a setting.
• Start or stop the device.
You cannot damage or destroy a machine using this spell.
Mass Haste
7th-level chronomancyCasting Time: 1 action
Range: 30 feet
Components: V, S, M (a shaving of liquorice root)
Duration: Concentration, up to 1 minute
Choose up to three willing creatures that you can see within range. Until the spell ends, the targets' speeds are doubled, they gain a +2 bonus to AC, have advantage on Dexterity saving throws, and it gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the targets can’t move or take actions until after their next turn, as a wave of lethargy sweeps over them.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th.
Moment to Think
Chronomancy cantripCasting Time: 1 action
Range: Self
Components: V
Duration: 1 round
You briefly stop the flow of time for everyone but yourself. When you cast this spell, your current turn ends and no time passes for other creatures, while you take 1 free turn, during which you can use actions and a bonus action as normal. However, you cannot move from the location where this spell was cast, nor can you affect any object other than those worn or carried by you (as everything else is frozen in time), make any kind of attack, or cast any spells. If you let go of an item you were carrying, it also becomes frozen in time. If you consume a potion during the free turn, it has no effect (though it is consumed). Listed below are a few examples of what you could do on your free turn:
• Make an Intelligence check to remember information about something.
• Make a Wisdom (Perception) check.
• Take the Hide action.
• Deploy a bag of caltrops.
• Draw or stow weapons and shields.
Restore Youth
3rd-level chronomancy (ritual)Casting Time: 8 hours
Range: Touch
Components: V, S, M (gold dust worth at least 500gp, which the spell consumes)
Duration: Instantaneous
You perform a long, complex ritual on another creature, reducing its apparent age by 3d10 years, to a minimum of 13 years. This effect does not extend the creature’s lifespan.
Safiya’s Industrious Worker
1st-level chronomancyCasting Time: 10 minutes
Range: Touch
Components: V, S, M (a bar of iron)
Duration: 8 hours
You touch a willing creature. For the next 8 hours, they are able to perform mundane tasks with exceptional speed.
Every hour spent crafting nonmagical items under the influence of this spell provides 4 hours’ worth of output. Therefore 20gp of items/progress can be made in an 8-hour work day.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Slow Thinking
1st-level chronomancyCasting Time: 1 action
Range: 60 feet
Components: V, S, M (a drop of alcohol)
Duration: 1 minute
You slow down the thought processes of a creature of your choice that you can see within range. The target must succeed on a Constitution saving throw or have disadvantage on all Intelligence checks and saving throws for the duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Temporal Bubble
9th-level chronomancyCasting Time: 1 action
Range: Self
Components: V, S, M (a diamond hourglass filled with tiny gemstones or pearl dust, worth at least 25,000gp)
Duration: 1 minute
You create a transparent, spherical demiplane centered on yourself with a radius of 10 feet. Time within this demiplane passes significantly faster than time outside, allowing you to experience 8 hours of time while those outside only experience 1 minute.
No material can pass into or out of the demiplane, and no spell or effect created on one side of it can affect the other side.
Temporal Reversion
5th-level chronomancyCasting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
The wounds of a creature you touch travel back in time to before they were inflicted. The creature regains hit points equal to 7d4 + your spellcasting ability modifier. This healing works as normal on undead and constructs.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d4 for each slot level above 5th.
Time Freeze
8th-level chronomancyCasting Time: 1 action
Range: 60 feet
Components: V, S, M (an iron hourglass)
Duration: Instantaneous
Choose a creature that you can see within range. If the target has 150 hit points or fewer, it is paralyzed and frozen in time, unaware of its surroundings. Otherwise, the spell has no effect.
The target must make a Wisdom saving throw at the end of each of its turns. On a successful save, this paralysis effect ends.
Time's Arrow
2nd-level chronomancyCasting Time: 1 reaction
Range: Touch
Components: V, S, M (a pinch of sand from an hourglass)
Duration: 10 minutes
This spell enchants a physical missile, such as an arrow, bolt or sling bullet so that it freezes in time and space. You may re-position the missile as part of the reaction to cast the spell, and the spell may be used on magical or otherwise enchanted missiles.
The missile remains frozen in place until either a creature passes within 60 feet in front of it, something touches it, a strong wind blows upon it, the enchantment is dispelled or the duration ends. At that point, the missile moves suddenly, as if it was just fired or thrown. If a creature is in the line of fire, the missile makes an attack which adds your spell attack bonus to the attack roll, and does the basic damage of whatever missile type was used (missiles that vary by launcher use the highest possible damage dice).
Zone of Altered Time
9th-level chronomancyCasting Time: 1 action
Range: 60 feet
Components: V, S, M (a pair of hourglasses, worth at least 100gp each)
Duration: 1 hour
You create a transparent magical zone where time flows differently in a 50-foot cube centered on a point of your choice within range. Choose one of the following effects for the zone.
Dilated Time. Time passes slower inside the zone, so that any creatures inside it experience 10 minutes for every hour that passes outside. Any creatures you deem hostile behave as if the 'slow' spell was cast upon them.
Hyperbolic Time. Time passes faster inside the zone, so that any creatures inside it experience 1 hour for every 10 minutes that passes outside. Any creatures you deem your allies behave as if the 'haste' spell was cast upon them. Additionally the spells haste, slow and time stop have been moved to the school of chronomancy.
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