Chronomancer [...Is this Spam now?...] [Archive] - Wizards Community

Post/Author/DateTimePost
NightScreamer20

01-24-04, 06:15 AM
God It's really not, I'm just trying to put all of them on the boards...I have a whole Build up of them! I can't get rid of them! I got more on the way too...GAAAAH!

Chronomancer
Hit Die: d4

BAB Fort Ref Will Special
1. +0 +0 +2 +2 Pendulum of Time +20 years
2. +1 +0 +3 +3 Blink of an Eye
3. +1 +1 +3 +3 Sixth Sense
4. +2 +1 +4 +4 Pendulum of Time -25 years
5. +2 +1 +4 +4 Time and Time Again
6. +3 +1 +5 +5 Sixth Sense
7. +3 +1 +5 +5 Pendulum of Time +10 years
8. +4 +1 +6 +6 Magic Never Dies
9. +4 +1 +6 +6 Sixth Sense
10.+5 +1 +7 +7 Pendulum of Time -5 years, A Century a Second

Requirements
To qualify to become a Chronomancer, a character must fulfill the following requirements.
Knowledge (History): 8 Ranks
Spells:: Must be able to cast 3rd level spells, two of which must be Slow and Haste
Special: Must have been magically aged and must be able to die by aging (therefore you cannot be an outsider, construct, ooze, or undead while taking this prestige class)

Class Skills
Same as Wizard
Skill Points: 8 + Int Mod

Class Features
The following are class features of the Chronomancer prestige class.

Spells: Full spell progression.

Weapon and Armor Proficiency: The Chronomancer gains no weapon or armor proficiencies.

Pendulum of Time (Su): While taking this prestige class, the Chronomancer goes through a unique aging process. He does not age normally, but progresses forwards and backwards in age as he levels through this class. This cannot put the Chronomancer beyond the venerable age for his species, nor may it kill him.

Blink of an Eye (Ex): The Chronomancer first begins to combine magic with time. Once per day a Chronomancer may cast any spell he knows as if Quicken Spell affected it. This spell retains its level though, therefore not requiring a higher slot.

Sixth Sense (Su): The Chronomancer can see slightly into the future as time progresses, and can sense what will happen. At 3rd level he gains Evasion, as the Rogue ability if he does not already have it. At 6th level he gains the Improved Initiative feat. At 9th level his senses become so tuned that for a split second he can see and sense everything around him making him able to react quickly to danger. He gains the Improved Evasion ability.

Time and Time Again (Ex): Through the careful study of history, the Chronomancer learns that time always repeats itself, and is a continuous loop that never ends. Once per day he may cast a spell as if it was affected by the Repeat Spell feat. This spell does not require a higher spell slot, but uses up one of its own level.

Magic Never Dies (Ex): Magic has been around since the beginning of time, and will be around after time ceases. By careful manipulation of his magic, the Chronomancer allows it to keep for longer periods of time than normal. Once per week he may cast a spell as though it was affected by the Persistent Spell feat. This spell does not require a higher spell slot, but uses up one of its own level.

A Century a Second (Su): The Chronomancer reaches the pinnacle of his mastery of time. He no longer ages, magically or otherwise. For him, time moves differently than for anyone else. For a number of rounds per week equal to his intelligence modifier he may move as if he casted the spell Time Stop, activating and deactivating this ability is a free action that does not provoke an attack of opportunity.
Maraxus

01-24-04, 10:49 AM
Funny, really. But it is too weak. You shoold include a +1 spellcasting progession every third or second level.

I also see no need to have a fortitude save of less than poor. You shoold only deviate from the norm, if there is a good reason and this class is not specally about being fragile.
BloodSpill

01-24-04, 11:13 AM
As far as I know there hasn't been a way to be magically aged since 3rd edition came out. You should call this Wussmancer, or maybe give it a spell-list of its own. THAT would be neat..a whole time oriented spell-list
NightScreamer20

01-25-04, 05:32 AM
It does have full spell progression...but I just forgot to include it in there.
Maraxus

01-28-04, 04:50 PM
You are kidding, aren't you?

OK, my post above was quite short. I anaysed it sketchy becourse I thought you knew what you are doing. :eek:

Here the long version:

Requirements: There is no much a character looses. A sorcerer would not normally take slow, but this is not much. 8 ranks in a useless knowledge skill is no big drawback, too.

Saves and skills: I still don't see a reason for that fort-save but if you want it. This, the requirements and the lost familiar-progression etc almost balance out the high reflex save and the lot of spellpoints. Almost. It would be strong without abilits (with full spell progression).

The abilitys:
-Pendulum of Time: Funny. Nice. Go on with it.
-Blink of an Eye: Very powerful. You can't have this in adition to full spell progresion. -1 spellcaster level at last. And you should not give it befor 4 levels of spell progression are lost. Quickend level 9 spells would unbalance the game completly.
-Sixth Sense: Not a complete spellcaster level each, but 2 for all 3 is a good trade.
-Time and Time Again and Magic Never Dies: each -1 caster level. At last!
-A Century a Second:
Does not age: good.
Free action to activate time stop: BROKEN!!! I must have overlooked this the last time. I would recoment to leave this out. If you really want it, change the requirements, that it is not available befor level 17 or 18 (require a level 4 spell or 10 ranks in knowledge historie). Also at least -3 spellcaster levels.



How to fix it: either change spell progression to +1 on the levels 4 and 8, or leave spell progression out and give it a d6 hit-die and a bigger skill-list. I would take the second.
1NQU15170R

02-01-04, 10:52 AM
Correct me if I'm wrong, but the Chronomancer comes from this game Chronopia(cool game:ayyyy!:). In the story of Chronopia, the Chronomancers walk around in big armor just like the other cool όber-soldiers from the firstborn, and thus seem more like clerics to me. Maybe it's broken if they use devine magic, but their devine magic does not interfere with wearing cool armor. Also, in the story they are more fighter like than wizards in D&D, like a cleric. I believe they should have their own spell list and MAYBE, you schould not need to already be a spellcaster to enter this PrC, the Chronomancers in Chronopa's firstborn where never spellcasters (if I rember the story well) and are the only spellcasters the firsborn have.

Greetses, Berend Alberts

It's drawn to the scent of screaming:b:
TimeViewer

11-30-04, 10:12 PM
I'd have written sooner but I've been trapped in a temporal rift, actually this class has existed but rarely (read Almost Never) been used except weirdos like me. I've always looked for anything on chonomancy ever since I started playing one (RP) in AOL's NWN. Among the few things I was able to dig up (years ago I've kept this one on disk) was the following text file guarded by a drunk beholder:

Chronomancy & the Multiverse, version 1.1
By Roger E. Moore, with enormous assistance from Jim Butler, William Connors, Andria Hayday, Bruce Heard, Steve Miller, Jon Pickens,Bill Slavicsek, Skip Williams, and David Wise.
1995 TSR, Inc. All Rights Reserved.

Chronomancer is a 96-page booklet for TSR's AD&D(R) game that presents, for the first time ever, a school of wizard's magic that allows player
characters to travel through Time itself, in almost any campaign world.
This article is an updated and expanded excerpt from the Chronomancer
accessory. It describes how these rules for time travel can be merged
with any of the major official campaigns for the AD&D game. Many game
designers, editors, and creative directors have added their comments to
make this material more complete and interesting; to them I give my
eternal thanks.

Time travel is known to a handful of wizards on a number of worlds,
but chronomancers face restrictions in particular campaigns, especially
when powerful deities and secret organizations devote themselves to
preserving their worlds' histories. Deities also wish to preserve their
worshipers, and those gods will fight any historical changes that would
harm their faithful, who are a source of power for those gods. (Evil gods,
of course, might wish to alter time and destroy their competitors.)

Particulars for using chronomancy in each of TSR's official AD&D campaign worlds follow. Dungeon Masters should very carefully examine
their campaign timelines and historical notes, paying attention to
possible discrepancies in dates and "blank spots" in recorded histories,
if preparing a time-travel campaign therein. Considerable development of
changing kingdoms and landscapes across time will be required, so DMs are
advised to select a few important periods in their campaign timelines, develop those in detail, and encourage players to use those times in particular. DMs should also carefully check the limitations on how much time can typically be crossed using normal chronomancy spells; particularly remote times can be reached only with powerful magical items or by braving the dangers of multiple vortices in Temporal Prime.

BIRTHRIGHT(TM) campaign:
Chronomancy has been understood in theory since the days of the
Anuirean Empire, but no time traveler has ever been authenticated anywhere
in Cerilia. An evil blooded wizard or awnshegh who learned of chronomancy
would be an unmitigated disaster, so an interest in protecting Cerilia's
history is obviously strong; what knowledge exists of chronomancy is thus
kept completely secret.

The magical explosion at Mount Deismaar over 1,500 years ago might
have cast some unfortunate beings into other planes or through time itself,
but this has never been proven despite stories that surface since that
event of time-lost soldiers appearing out of the wilderness. It is possible
that the explosion tore open a huge vortex or maelstrom in Temporal Prime.

DARK SUN(R) campaign:

Chronomancy is completely unknown here as a magical school. Athas is
currently cut off from all other worlds by either planar travel or spelljamming, but if a chronomancer did make his way here, he would find
travel through Athas's history completely unrestricted.

However, if a chronomancer (whether from Athas or another world) were
to use his powers here, the chronomancer would encounter some serious
problems. All magic on Athas requires life energy for power, and
chronomancy uses such large amounts of power that it can be used only in
the manner of defiler magic. In addition to doubling the radius of the usual defiler destruction (thus killing plant life within four times the usual area), a chronomancy spell draws life energy directly from the caster. This energy
equals one experience level per 100 years in time traveled. Thus, a defiler-style chronomancer loses three levels of experience if he casts a spell to travel 300 years into Athas's past.

Time travel crossing less than 100 years still results in the loss of a single experience level. Once experience is lost, the caster starts with the minimum amount of experience points needed to begin his new level.

A tiny number of experienced local psionicists manage to gain a new
psionic power called Time Travel (see The Will and the Way, pages 79-80),
which effectively turns those psionicists into chronomancers. Other psychoportive sciences and devotions of a time-related nature might also
be present. If a chronomancer is discovered by one of these psionic time
travelers, the psionicist will pursue and destroy him out of either xenophobic fear or a hatred of defilers. Temporal Prime is here called the timestream, a water reference indicating the perceived value and rarity of time as an "element.

DRAGONLANCE(R) campaign:
The history of the world of Krynn is perhaps the most carefully charted of all TSR's game worlds. Information on Ansalon prior to the Cataclysm is especially prevalent, appearing in the Legends trilogy, DRAGONLANCE Adventures, and various other stories. However, no school of chronomancy
has ever been recorded here, even in rumor. Possibly the only chronomancers present are those who arrived here through Temporal Prime maelstroms or Prime Material gates\plain, or spelljammers from other worlds

The primary risk of time travel here is that at several points in Krynn's history, Krynn's existence in Temporal Prime (called "The River of Time" by Krynnish philosophers and sages) branches off into alternate realities. Should a chronomancer enter Temporal Prime at one of these "nodes," he may be shunted into a reality other than his own (75% chance, or DM's choice). When this happens, the trip becomes one-way, and the chronomancer cannot return to his original timeline, instead being confined to this new
reality even if he returns repeatedly to the node. The DM should develop new historical details as desired.

Nodes in the history of Krynn include any of the four Dragonwars; the decades when the Greystone soared across the land, reshaping magic and
demihumans in its wake; the early days of the Solamnic knighthood; the
Cataclysm and the period prior to it when the Kingpriest attempted to suppress magic and bring the gods under his sway; the period described
in the recent DRAGONLANCE novel, Dragons of Summer Flame; and any point
during the life of Raistlin, who is feared to have explored chronomancy and
protected himself against it.

Further, magic works differently in different eras of Krynn. Before human civilizations existed, Krynn experienced times of no magic and wild magic; more recently, magic was outlawed, then viewed as an arcane mystery
by commoners and mages alike. In at least one of Krynn's alternate futures,
magic may be cast only by draining power from old magical items. (Krynn is
now entering its Fifth Age, following the events in the novel, Dragons of
Summer Flame

A Krynnish artifact of interest to chronomancers is the device of time
journeying. This item, which looks like a jeweled scepter, transports the wielder and all companions within 10 feet to any desired time (the location is the DM's choice) or any desired place (the time is the DM's choice).
Details on this artifact are found in DRAGONLANCE Adventures (pages 97-98)
or ENCYCLOPEDIA MAGICA(TM) volume 1. Tasslehoff Burrfoot claims to have used this device and explored an unpleasant alternate future, which he says
he and the hero Caramon Majere prevented from occurring. Further, Astinus,
Krynn's greatest historian, is reported to have in his possession the globe of present time passing, an artifact created by the mysterious Master of Past and Present. This item allows the wielder to project his spirit into Krynn's past and watch events as they unfold.

The kender are fond of telling stories about a legendary figure named Uncle Trapspringer. An interview with Tasslehoff Burrfoot, made
after the War of the Lance, suggests that Uncle Trapspringer is actually
a time-lost kender who ran afoul of the deity Reorx. Though Uncle Trapspringer has all the earmarks of being a kender "urban legend," this
kender handler might be real; if so, he could be encountered at any period
in Krynn's history and possibly along some of the alternate timelines as
well. Uncle Trapspringer's age, knowledge, level, possessions, and other
personal characteristics would vary wildly depending on which point in his
life he is encountered; his travels through time are completely random.
(See The History of DRAGONLANCE Saga, pages 17-18, for details.)

FORGOTTEN REALMS(R)/Kara-Tur/AL-QADIM(R)/Maztica/MALATRA(TM)
campaigns:
Toril has many powerful forces devoted to keeping its history intact. Elminster, Khelben Arunsun, the Seven Sisters, and many other powerful
wizards have been granted certain undefined powers from Mystra, goddess of
magic, to prevent all chronomantic spells from working in their vicinities.
Supernatural or priestly agents of Deneir and Oghma (Toril's gods of
history, so to speak) are believed able to follow a chronomancer's trail
and undo any damage he has done. Finally, a chronomancer who seriously
disrupts history is likely to encounter an avatar of the most directly
concerned deity, a meeting which will likely result in the abrupt termination of that chronomancer's life.

Other than this, chronomancers are known to make limited, low-key
trips through time in Faerun, Kara-Tur, Zakhara, and Maztica. Native
chronomancers are usually devout followers of both a deity of magic (e.g.,
Mystra) and a deity of time or history (e.g., Deneir or Oghma), serving as
historians and information collectors. Elven chronomancers of Labelas
Enoreth are possible. Shou Lung, in Kara-Tur, might have a secret,
officially approved group of chronomancers, probably Historians, working
for the Emperor. Ancient empires such as Netheril, Raurin, Narfell,
Raumathar, and Cormanthyr might have known of chronomancy or time travel,
though this did not prevent their fall; these empires can be reached only
through vortices or by using powerful magical devices or artifacts. Most
wizards here refer to Temporal Prime as the Plane or Demiplane of Time.

Aside from human, half-elven, and elven chronomancers, rumors pass
that a few hare and crane hengeyokai from Shou Lung have gained
chronomancer abilities of up to the 9th level of ability. Their time travels seem motivated solely for either escaping current troubles (for hare hengeyokai) or official historical studies (for crane hengeyokai).

Possible psionic time travelers from Toril could include couatl, shedu, and titans, as well as humans and demihumans.

GREYHAWK(R) campaign:

Evidence suggests that a group of Guardians-like chronomancers exists on
Oerth, but little is known of them. The Codex of Infinite Planes has a cryptic
reference to the Monitors of Infinity, "drawn from all places in Time," but this is the sum of the evidence. Chronomancers risk pursuit by the Monitors or by an avatar of a time-related deity if a major disruption of history occurs.

Two quasi-deities, Heward and Murlynd, are thought to be chronomancers or have time-travel powers from devices, psionics, or artifacts. Both have collected items from various periods in Earth history, and both have domiciles with multiple gate links across time and space to many worlds (see DRAGON(R) issue #71, pages 19-21, and module EX2 The Land Beyond the Magic Mirror.) The mad demigod Zagyg likely travels Temporal Prime, which is here usually called the Plane or Demiplane of Time; the demigod Vecna certainly knows of chronomancy.

The ancient Suloise-Baklunish conflict may have involved time battles
between rival chronomancers. Istus (goddess of fate and destiny) is
Baklunish; Lendor (god of time) is Suel. The outcome of such battles (if
there were any), and any involvement of the Monitors or godly avatars, are
unknown. Rumors circulate from time to time that small groups of hostile,
destructive Suel wizards, often loners, appear in the Sea of Dust, either
arising from magical suspended animation or arriving from chronomantic
travel.

Chronomancy might also be known to elven wizards worshiping Labelas
Enoreth, the elven deity of longevity, history, and time; to wizards of
Boccob, the Oerik god of magic; and to wizards of Cyndor, the Oerik god of
time, continuity, and infinity.

Chronomancers may wish to explore Tovag Baragu, the Stone Circles,
whose arches sometimes open into Oerth's past. Some portions of Oerth's
distant past appear to resemble our Earth's early Cenozoic period (the Age
of Mammals) up to Pleistocene times. (See GREYHAWK Adventures, pages 98-99, and the adventure Vecna Lives!. Chronomancers should be warned that
exploring Tovag Baragu might possibly lead to an alternate timeline of
Oerth in which the demigod Vecna triumphs (as per the "Vecna Wins"
scenario outlined on page 68 of Vecna Lives!. See also the potentially
dangerous time-altering properties of the wildspace objects called The
Sisters, in Oerth's crystal sphere of Greyspace (see Greyspace, pages
71-72).

There is speculation that the humans and centaurs who live near Tovag
Baragu might have knowledge of some basic elements of chronomancy from
their years of cautiously observing this artifact, though it is unlikely they openly practice this magic.

Possible psionic time travelers from Oerth could include couatl, shedu, and titans, as well as humans, halflings, and so forth. Historical Reference campaign: The seven volumes in the HR series describe Europe, North Africa, and the Middle East of Earth across a variety of historical periods, from 2200 B.C. (HR6 Age of Heroes) to A.D. 1650 (HR4 A Mighty Fortress). Magic is assumed to be possible, though it is limited in nature and normal technological
development occurs at the same time.

Certain historical figures of this "magic Earth" may have had limited knowledge of chronomancy, given their reputed predictive or magical
abilities (e.g., Nostradamus, Roger Bacon, Michael Scot, Dr. John Dee).
Mythical figures with extraordinary magical powers might have time-traveling
abilities, too (e.g., Oracle at Delphi, Merlin, Morgan le Fay). Fabled
Atlantis, said to have existed in the distant past, might be the home of a
Guardians-like force of Temporal Champions. The legendary ogre-witch
Baba Yaga has likely been time traveling as well as world-hopping (see
DRAGON(R) issue #83, "The Dancing Hut," and the recent module The Dancing
Hut of Baba Yaga\plain.

There is evidence that Heward and Murlynd (see GREYHAWK campaign)
have been to this world, during this and other time periods. Elminster (see FORGOTTEN REALMS campaign) has gates in his "hideout" in Realmspace leading to various times and places in Earth history (see Realmspace, pages
51-52).

In the MYSTARA(R) adventure Mark of Amber (page 62), a wizardess from
the fantastic French province of Averoigne is said to have invented potions
of time travel, with which she explored Earth's history for her own amusement. She now lives in Glantri, maintaining her youth with other
magical potions. Averoigne could be part of a magical Europe around A.D. 1600 in HR4 A Mighty Fortress, and this wizardess could be met at various times through Earth's history prior to her move to the world of
Mystara.

The RAVENLOFT(R) campaign expansion, Masque of the Red Death and Other Tales, shows this same magical Earth in the late 19th century, though with a dark strain of horror. (The world is here nicknamed "Gothic
Earth.") H.G. Wells published The Time Machine in 1895; if this tale is assumed to be in part autobiographical, he would be the only known time traveler from this period, and his time machine would be equal to an artifact.

It is possible that a far-future group of technological time travelers will be created in an alternate future to patrol Earth's history as a sort of "time police." If encountered, these officers could be easily designed using materials from the GAMMA WORLD(R) game (e.g., with grenades, powered armor, blasters, and vibroblades when traveling heavy). The GAMMA WORLD game itself could depict an alternate future of Earth; this system is largely compatible with the AD&D game. A few mutant humans or animals might have
the Time Field Manipulation mutation and thus meet up with actual
chronomancers (see the GAMMA WORLD 1st Edition game (1978), page
14).\par

Psionic time travelers with time-related psychoportive sciences and devotions are possible; these could hail from any period in human history, past or future. Nonhuman psionic or magical time travelers are also possible, but none are known.\par \par \plain \s1 \f16 \fs24 \b MYSTARA(R)/BLACKMOOR(R)/HOLLOW WORLD(R)/RED STEEL(R) campaign:\plain \s1 \f16 \fs24 Chronomancy was known to the wizards of Alphatia, but all Alphatian chronomancers were destroyed by an unknown Immortal after they attempted to visit the long-lost techno-magical empire of Blackmoor
during its last few years and at the time of the global disaster that
destroyed that nation. One investigator of the loss of the Alphatians
believes the Immortals Rafiel and possibly Rad (a.k.a. Etienne d'Amberville)
are defending a prehistoric secret somehow connected with the Radiance of
Glantri.

Despite the dangers associated with visiting Blackmoor, some adventurers have reported actually visiting a place called the Kingdom of Blackmoor, meeting personages known to current historians to have lived at that ancient time. Such voyages were accomplished by accident; the adventurers said they were trapped in the basement of a ruined building in the Broken Lands, and were then transported to Blackmoor of 3,000 years past by a magical time gate that was possibly controlled by the rulers of Blackmoor. This ruin
is of obvious interest to chronomancers; if it exists, it likely opens into a long-duration vortex in Temporal Prime. (For more information, see the D&D(R) modules DA1 Adventures in Blackmoor, DA2 The Temple of the Frog, DA3 City of the Gods\plain, and DA4 The Duchy of Ten.)

No Guardians-like group of chronomancers is known here, as the Immortals of Time do a fine job of policing. Unobtrusive chronomancers would have considerable freedom; furthermore, they might gain the cautious notice of Immortals from Energy or Time (particularly Ixion or Khoronus), who might be bribed at tremendous expense to reveal other secrets of chronomancy or Mystaran history. Immortals of Time carefully shunt time travelers "around" critical events in history, so that all attempts to reach those times are missed by days, months, or years. Time travelers perceived as dangerously hostile to Mystaran history are located and destroyed without ceremony or delay. No chronomancer can use time-travel powers, either arriving or departing, during the Day of Dread (Kaldmont 28), from AC 1009 onward.

The most important Immortals of Time are described in the Wrath of the
Immortals boxed set, in Book One: Codex of the Immortals; see especially
Ixion (page 23), Khoronus (pages 25-26), Rad (pages 33-34), and Rafiel
(page 34). Several major elven Immortals are from the Sphere of Time, but
they are largely concerned with maintaining the elven race and the natural
environment.

One curious aspect of time travel here concerns the future of magic
on Mystara. Some sages believe, for reasons they will not disclose, that
all magic on Mystara is doomed to fade away in the far future. (This
situation seems somehow connected to the actions of Rad and the Radiance
of Glantri.) Indeed, for a time there were reports of humanoid creatures
called "oards" appearing across the Known World. Oards, who seemed to all
look alike, were said to have been manufactured in the far future, and their bodies were both flesh and machine. They were able to disguise and defend themselves using means other than magical, and were extraordinarily powerful. A few wizards have attempted to go into the far future of Mystara
to investigate these creatures and their world first-hand, but none have
returned. Perhaps they were (will be?) stranded there, far in advance of our time, with no magic left in the world to bring themselves home. Or perhaps
they were (will be?) caught by the oards or other beings, suffering fates that cannot be guessed. Questioning Khoronus or other Immortals on the nature of oards yields no responses. (See the 1986 edition of the D&D Creature Catalogue, pages 42-43, for more on oards.)

Rumors sometimes pass through Glantri that a local wizard has rediscovered the lost secrets of chronomancy, but this has never been
proven. Note the mention of a time-traveling Glantri wizardess from
Averoigne (see Historical Reference) in Mark of Amber(page 62). Though
not a true chronomancer, she could be encountered all across Mystara's timeline, using her potions to cross time itself.

Humans, elves, and half-elves are the most likely chronomancer races
here. However, time travelers might also meet up with a jackal-headed
humanoid race also using Temporal Prime: the hutaakans of Karameikos, who
can achieve chronomancer levels roughly equal to those gained by half-elves.

PLANESCAPE(TM) campaign:
Anyone attempting time travel on an Outer or Elemental Plane is at
extreme risk of attracting the unwelcome attention of one or more deities
or supernatural monstrosities. Some deities whose spheres include time
might have their avatars capture and question chronomancers, trading
freedom for all the information and new spells that the chronomancers have
(and the promise never to return). Most deities are not so forgiving.

In Sigil, access to Temporal Prime has been completely blocked by the
Lady of Pain, who controls all portals in that city (even into Temporal
Prime) and does not personally like chronomancy. Chronomancers who reveal
their powers in Sigil find that they instantly become pariahs, and they invariably and quickly disappear--forever.

RAVENLOFT(R) campaign:

Chronomancy is completely unknown on the Demiplane of Dread as a magical school. However, chronomancers from other worlds might be involuntarily drawn to this demiplane.

Time travel here is dangerous at best. Since domains come and go over
time, chronomancers risk traveling to a time where a domain ceases to exist.
Many RAVENLOFT domains have calendars that range back a millennia or more, but the oldest land has, in fact, barely been in existence for 390 years at present.

Using chronomancy in the relatively stable core domains is fairly risk free, so long as the character travels to a time where that land exists. Time traveling in any of the Islands of Terror, however, is very dangerous, since the Islands are in erratic states of flux across time and space. When attempting time travel in one of these realms, there is a 50% chance the
character will end up at a time where the land does not exist, even if the time traveled was but a minute long. Should a chronomancer accidentally venture to a time before the domain in question exists, the character is stranded in the Mists surrounding the demiplane, there to wander alone until he finds his way back to the Land.

Of interest to chronomancers in this setting is the tiny, desolate realm of Forlorn, which contains a castle whose halls and doorways are reported to serve as gates to other time periods. Investigating and harnessing this incredible resource is a quest worthy of any chronomancer, though the strange phantom who dwells in the crumbling edifice must be dealt with first. See the Castles Forlorn boxed set for further details.

SPELLJAMMER(R) campaign:
Most worlds in other crystal spheres have no knowledge of chronomancy,
and time travel there is often unrestricted (e.g., the Rock of Bral). Other
worlds might have nonhuman chronomancers, but this is unproven. If there is
a dragon chronomancer, for example, it undoubtedly exists on the world of
the Io's Blood Isles (see the COUNCIL OF WYRMS(TM) campaign set).
Mark_Aurel

12-01-04, 06:00 AM
This class is way too good. Full spellcasting progression, good Reflex and Will saves, as many skill points as a rogue, AND a great special ability progression? All for requirements that are extremely low?

Right.

Tone down the skill points per level, add some poor feats as prerequisites, and maybe take away a single caster level, and you'll start approaching a semblance of balance.
tridiak

12-01-04, 07:40 AM
I created a Chronomancer Epic prestige class. Used one as an NPC.

Advanced Spells
These spells are 10th level or higher.
They are not epic spells, though they can be as powerful as some epic spells.

New School: Time
Accessing this school requires that you become the Chronomancer prestige class.

ARCANE CHRONOMANCER
Hit Die d4

Requirements
Spells Able to cast 9th level Arcane spells
Abilities Int 20(Wiz) or Int 19&Cha 20(Sor)
Epic Feat Improved Spell Capacity(10th)
Skills Spellcraft 27ranks, Knowledge(Arcana) 27ranks

Class Skills
Concentration, Spellcraft, Knowledge(Arcana), Knowledge(History), Decipher Script
Skill Points 2+Int modifier per level

Level BaB Fort Ref Will Special
1 +0 +2 +0 +2 New school:Time. Bonus feat : Extend Spell. Spell-like abilities. +1 level of existing arcane spellcasting class
2 +1 +3 +0 +3 Time feat
3 +1 +3 +1 +3 Time feat. +1 level of existing arcane spellcasting class
4 +2 +4 +1 +4 Time feat. Time Sense
5 +2 +4 +1 +4 Time feat. +1 level of existing arcane spellcasting class

Spell-like Abilities(Sp)
The Chronomancer can cast these spells at will : Know Time, Know Age, Time Rules.
The caster level is the Arcane caster level + Chr caster level.
Time Sense(Su)
Can sense if there is a time spell being used or time is being altered or disrupted. See Sense Time Disruption spell
Extend Spell feat
The spell slot level adjustment for this spell is reduced to 0.
Time feats
• Improved Extended Spell : more powerful version of Extend spell
Prerequsite : Extend spell feat, Chr 2
Benefit : Extend Spell feat multiplier doubled. This feat can be taken multiple times, it's effect stacks. The multiplier imcrease is as follows : x4, x8, x16, etc.
The feat uses 2 spell slots higher.
• Alter Duration : change the duration from instantaneous spells to 1rd(+)
Prerequisite : Extend Spell feat, Chr 2
The feat uses 3 spell slots higher.
Benefit: Spells that have instantaneous duration such as Dispel Magic, Fireball, etc last an additional round.
So a target hit by Dispel Magic is affected the next round. A fireball blast remains for an additional round (though most smart people have left it's blast area)
• Enhance Time Spell : required to allow other metamagic feats affect the Time spells
Prerequisite : Extend Spell feat, one other Metamagic feat, Chr 3
Benefit : this feat is required to allow the other metamagic feats to work with the Time Spells. No metamagic feat will work on them without this feat.
This feat uses 3 spell slots higher in addition to the applied metamagic feats.
This feat is NOT reduced by the Epic feat Improved Metamagic

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DIVINE CHRONOMANCER
Divine chronomancers are virtually non-existant. A deity who grants his cleric time spells is asking for a world of hurt.
Hit Die d8

Requirements
Class Able to cast 9th level Divine spells
Abilities Int 19& Wis 20
Epic Feat Improved Spell Capacity(10th)
Skills Spellcraft 27ranks, Knowledge(Arcana) 15ranks, Knowledge(Religion) 27ranks

Class Skills
Concentration, Spellcraft, Knowledge(Arcana), Knowledge(History), Knowledge(Religion), Decipher Script
Skill Points 2+Int modifier per level

Level BaB Fort Ref Will Special
1 +0 +2 +0 +2 New school:Time. Bonus feat : Extend Spell. Spell-like abilities. +1 level of existing divine spellcasting class
2 +1 +3 +0 +3 Time feat
3 +2 +3 +1 +3 Time feat. +1 level of existing divine spellcasting class
4 +3 +4 +1 +4 Time feat. Time Sense
5 +3 +4 +1 +4 Time feat. +1 level of existing divine spellcasting class

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True Timestop (11th/1) (Trans)
Time stops in a certain area.
Control Time Velocity (10th/1) (Trans)
Control the speed of time in a target or area.
Reverse Aging (12th/2) (Trans)
Reverse the age of a being or object
Forward Time Travel (13th/3) (Trans)
Travel forward in time
Backward Time Travel (15th/4) (Trans)
Travel backward in time
Sideways Time Travel (13th/3) (Trans)
Travel sideways in time
Temporal Jump (11th/2) (Trans)
Vanish out of the timestream for a short amount of time
Temporal Shield (10th/--) (Abj)
Protects a being, object or area from the other time spells
Alter Duration (10th/1) (Trans)
Change the duration of a spell or magical effect
Disrupt Time (16th/5) (Evo)
Disrupts the time flow for a area, object or target
Null Time (15th/4) (Trans)
"Eliminates" time from an area
Set Age (14th/4) (Trans)
Sets the age of a being or object
Time Sight (10th/1) (Div)
Able to see into another time era
Accelerate Healing (10th/1) (Trans) Cleric only
Speeds up natural healing
Accelerate Disease/Poison (10th/1) (Nec) Cleric only
Speeds up the rate at which disease & poison act
Age Body Part (11th/2) (Nec)
Ages one specific body part or limb
Know Death (10th/1) (Div)
Know when a being will die or when they died
Being's Prime (11th/2) (Trans)
Temporarily change a willing subject's physical age to the peak of their prime.
In the case of dragons, the Chronomancer can increase their age category by his class level.
Known sorcerer spells are not increased. The number per day is.


The second number in the brackets is the minimum Chronomancer level required to cast the spell.
The second bracket set is the school the spell also belongs in as well as the Time school.
All the above spells require a minimum Int and Primary spellcasting ability in addition to the spell level and class level.
Casting the spells is inherently dangerous to the caster and they could backfire in some form.
Xaos_Bob

05-17-05, 09:24 PM
Off-topic for just a moment, and fairly delayed, at that:

By definition, any spell whose original (before applying metamagic feats) level is greater than 9th is epic level. Most DMs I know (including me) consider any spell whose adjusted level is greater than 9th an epic level spell, as well.

Now back to the thread:

This class is very flavorful, but nobody seems to have hit upon something detailed in Chronomancer, the book mentioned and extensively quoted/cut-n-pasted by TimeViewer, above. This is a progression of chronomantic spells, or at least assigning levels to existing chronomancy spells. In Chronomancer (one of the most treasured tomes in my library), existing spells like haste and time stop were knocked down a level for chronomancers, due to their more perfect understanding of the flow of time.