The Chronoguise Incantation Spell in Zepharog | World Anvil

The Chronoguise Incantation

The Chronoguise Incantation was created by the Creed of the Mirror Exorcists. It was meant for minor temporal manipulations and to bend time to the Exorcist's favor.

Effect

The Chronoguise Incanatation is used to manipulate time and the temporal side of Aether, creating small pockets of time where the user can step in and out of it.   At first, the Chrono Sorcerer will only be able to sense the presence of any temporal disturbance. But as the Chrono Sorcerer advances in power with the Chronoguise Incnatation, they will be able to move faster than the naked eye could see, stop time for a few seconds, and step between the linear motions of time.

Side/Secondary Effects

Some common side effects the Chrono Sorcerer will encounter are: Seeing the world in slow motion, glimpses of possibilities that have either occurred or haven't occurred, and distortion of one's own body.   The land where the Chronoguise Incantation what used will leave behind a trace of temporal disturbance. This disturbance will only be able to be seen by a Chrono Sorcerer.

Manifestation

Once the proper hand gestures have been done, then a symbol of a rounded hour glass with stars instead of sand will appear on either the Chrono Sorcerer's finger(s), hand(s), or eye(s).

Source

The Chronoguise Incantation stems power from the Weave of Aether, drawing from the Aether of the past, present, future, and possible realities.

Discovery

The Chronoguise Incantation was first discovered by the Creed of The Mirror Exorcists, adding more to the superstitious mystique they possessed. Only the Grandmaster Council were allowed to know of the temporal powers the Mirror Exorcists possessed. But tragedy struck when the Creed of The Mirror's Monastery was attacked and ransacked by a mob of daemonic creatures led by an Arcanist named Tor'vil Vystra, and helped by other assailants.   Who were the other's helping Tor'vil Vystra?
Tor'vil's siege on the Creed of The Mirror's Monastery was helped by the Creed of The Fiend Exorcists as they were promised money and the Mirror Exorcists' secrets.
  After the attack on the Mirror Monastery, Tor'vil discovered torn and burnt pages of the Mirror Exorcists notes on The Chronoguise Incantation and took the remnants to Arcanist councils. Nowadays, the Chronoguise Incantation is used by the Creed of The Mirror Exorcists and select Arcanists that Tor'vil shared "his" discovery with.
Hourglass with stars instead of sand and a frilled edge at the top and bottom of the hourglass.
The Chronoguise Incantation Symbol by LordGalakrond
Gestures & Ritual
The hand gestures for the Chronoguise Incantation is as follows: Fist, fingers other than the thumb flat, and then back down. After the hand gestures are complete then the Chronoguise Incantation symbol will appear on the Chrono Sorcerer's finger(s), hand(s), or eye(s).
Related Discipline
Mirror Exorcist
Related School
Weave of Aether
Related Element
Time
Effect Casting Time
Instantaneous
Level
Basic Practitioneer- Expert
Applied Restriction
Only with teachings from the Creed of The Mirror could an Arcanist learn the Chronoguise Incantation.
Chronoguise Incantation Traits
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    • Temporal Sense:
      As an action, you can sense objects or creatures that were or are affected by the Chronoguise Incantation, or something similar to the Incantation's properties within 60 feet of you. You do not need to see the creature or object within range to be able to sense them, but they must be within range.   You can only sense objects, locations, or creature if they were affected by the Chronoguise Incantation for up to one week.   As you gain rank in the Chronoguise Incantation, Temporal Sense's range increases by 10 feet.
  • ●●○○○
    • Borrowed Time:
      As an action, you touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.   As you progress in rank with the Chronoguise Incantation, Borrowed Time's initiative bonus increases by 1d8.
    • Chronokinetic Jaunt:
      Requires: Concentration, up to 10 minutes.   As a bonus action, you can infuse yourself with The Chronoguise Incantation. When you use this feature, and then as a bonus action on each of your turns for 10 minutes, you can take the Dash action.
    • Distorting Aura:
      As a bonus action, you create an 10 foot radius aura centered on you. For 1 minute, creatures inside the aura must make a Constitution saving throw. On a failed save, the target's movement speed is halved and they can't use reactions. On a successful save, the target's movement speed is not halved and they can use reactions.   As you progress in rank with the Chronoguise Incantation, Distorting Aura's aura range increases by 5 feet.
  • ●●●○○
    • Blast From The Past:
      Requires: An object made of pure glass or a handful of glitter.   As an action, you call upon a destructive wave from the past. Each creature in a 15 foot cone must make a Constitution saving throw. A creature takes 4d8 force damage on a failed save, or half as much damage on a successful one.   Additionally, creatures that failed their saving throw must make a Constitution saving throw as well. On a failed save, the creature is stunned as they relive traumatic memories from the past. (These memories can be from a war, a childhood trauma, or that terrible play the target saw as a child.)   As you progress in rank with the Chronoguise Incantation, Blast From The Past's damage increases by 1d8.
    • Condense Time:
      Requires: Concentration, up to 1 minute; saving of licorice root   As an action, you choose a willing creature you can see within 30 feet of you. For 1 minute, the target's speeds is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns as their time is condensed. That action can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.   After the feature ends, the target can't move or take action until after its next turn, as a their condensed flow of time returns to normal.   As you progress in rank with the Chronoguise Incantation, Condense Time can be given to an additional target.
  • ●●●●○
    • Temporal Determinism:
      Requires: Concentration, up to 1 minute; a drop of wychwood sap   As an action, you alter time around six creatures of your choice in a 40-foot cub within 120 feet. Each target must succeed on a Wisdom saving throw or be affected by this feature for the duration.   An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. 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 an Incantation with a casting time of 1 action, roll a d20. On an 11 or higher, the Incantation doesn't take effect until the creature's next turn, and the creature must use its action on that tun to complete the Incantation. If it can't, the Incantation is wasted.   A creature affected by this feature makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.
    • Warp Bubble:
      Requires: Concentration, up to 1 minute   As an action, you can trap a creature or phenomena in a 20 foot radius sphere within 120 feet of you. Creature's inside the radius must make a Dexterity saving throw. On a failed save, they are frozen in place inside the sphere for 1 minute or until you dismiss it with your action.   While the sphere is active, ranged attacks made against any creature inside the sphere is made with advantage. On a hit, the attack is treated as a critical hit. The creature does not take the damage until the sphere disappears. Melee attacks, while the sphere is active are made with disadvantage and the attacker must make a Dexterity saving throw or they are trapped inside the sphere.
  • ●●●●●
    • Chronological Halt:
      As an action, you brieftly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4+1 turns in a row, which you can use actions and move as normal.   This spell ends if one of your action you use during this period, or any effects that you creature during this period, affects a creature other than yourself or an object bieng worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1000 feet from the location where you used this feature.


Cover image: by LordGalakrond