Chronomancy [Archive] - Wizards Community

Post/Author/DateTimePost
Templar3378

12-11-06, 04:04 PM
So, I (briefly) got a chance to look at the article in the dragon magazine about chronomancy, and I would like to use it in a campaign for a Archmage and some of his apprentices. However, I don't have the article and I have never actually made any spells and don't particularly know what would be balanced, ect.

So. Could someone try and help me out? Give me Ideas for spells involving time, ageing, ect that could be used in game? I had one , that was sort of a curse. Basically, if struck with it, you start aging exceptionally fast, at about 1 year per day, the effect being permenant until death or removed, and the years lost that way can't be replaced.

Other ideas?
Nyat

12-11-06, 04:17 PM
I have a second edition supplement about Chronomancy, among its own unique spells (which I only vaguely remember), it also had slow, haste, and timestop listed as Chronomancy.
frasmage

12-11-06, 05:49 PM
what dragon magazine was this?
Templar3378

12-11-06, 08:40 PM
I'll be quite honest, i didn't get a chance to look at it for more than a minute. It was one just sitting out in the Game preservere. It and a couple of other were right there close. It wasn't the latest edition i don't think, but I remember it had a header on the cover for the chronomancy thing (reason i picked it up to look at it).
Silversheen197

12-12-06, 09:58 PM
I came up with a couple time-based spells. They're a bit random, but can be quite a lot of fun to throw around. Cause a lot of chaos!

Timebolt, Lesser
Evocation (Time)
Level: Sor/Wis 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Close-range line
Duration: Instantaneous or 1 minute; see text
Saving Throw: Will negates (sometimes harmless)
Spell Resistance: No

Your invocation causes a distortion of time-space around you, then you launch the disturbance as a crackling energy wave.

Creatures in the area of a lesser timebolt have the fabric of reality around them distorted. Roll a d% for every creature affected. On a result of 01-25, the creature is slowed (as the spell) for 1 minute. On a result of 76-100, the creature is hasted for the same amount of time. Otherwise, there is no effect on that creature.
Affected creatures may attempt a Will save to negate the effects, but must decide whether or not to make a save before the d% is rolled.
Arcane Material Component: Feather of a cronotyryn.

And then:

Timebolt
Evocation (Time)
Level: Sor/Wis 5
Components: S, V, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Close-range line
Duration: see text
Saving Throw: Will negates
Spell resistance: No

The area around you visibly distorts, then a screaming bolt of shattered reality leaps foward and passes through the targets.

Roll a d% for every creature caught in the area of timebolt. On a result of 1-10, the target is frozen in time for 1d4+1 rounds, as the temporal stasis spell. On a result of 11-35, the target is slowed, as the spell, for 15 rounds. On a result of 66-90, the target is hasted for 15 rounds, and on a result of 91-100, the target recieves the effect of a time stop spell for 1d4+1 rounds. Otherwise, there is no effect on the creature.
Affected creatures may attempt a Will save to negate the effects, but must decide whether or not to make a save before the d% is rolled.
Arcane Material Component: Feather of a cronotyryn and an opaque gem worth at least 50 gp.

There you go, time spells. They're not much, but something.
Templar3378

12-13-06, 02:09 PM
I came up with a couple time-based spells. They're a bit random, but can be quite a lot of fun to throw around. Cause a lot of chaos!

Timebolt, Lesser
Evocation
Level: Sor/Wis 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Close-range line
Duration: Instantaneous or 1 minute; see text
Saving Throw: Will negates (sometimes harmless)
Spell Resistance: No

Your invocation causes a distortion of time-space around you, then launch the disturbance as a crackling energy wave. Creatures in the area of a lesser timebolt have the fabric of reality around them distorted. Roll a d% for every creature affected. On a result of 01-25, the creature is slowed (as the spell) for 1 minute. On a result of 76-100, the creature is hasted for the same amount of time. Otherwise, there is no effect on that creature.
Affected creatures may attempt a Will save to negate the effects, but must decide whether or not to make a save before the d% is rolled.
Arcane Material Component: Feather of a cronotyryn.

And then:

Timebolt
Evocation
Level: Sor/Wis 5
Components: S, V, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Close-range line
Duration: see text
Saving Throw: Will negates
Spell resistance: No

The area around you visibly distorts, then a screaming bolt of shattered reality leaps foward and passes through the targets. Roll a d% for every creature caught in the area of timebolt. On a result of 1-10, the target is frozen in time for 1d4+1 rounds, as the temporal stasis spell. On a result of 11-35, the target is slowed, as the spell, for 15 rounds. On a result of 66-90, the target is hasted for 15 rounds, and on a result of 91-100, the target recieves the effect of a time stop spell for 1d4+1 rounds. Otherwise, there is no effect on the creature.
Affected creatures may attempt a Will save to negate the effects, but must decide whether or not to make a save before the d% is rolled.
Arcane Material Component: Feather of a cronotyryn and an opaque gem worth at least 50 gp.

There you go, time spells. They're not much, but something.


Hmm...I like, though I might tweak a few things for the Timelord, just cause I can. :mage:
frasmage

12-13-06, 02:49 PM
I can't image how one would work out multiple creatures getting time stop at the same time...
Silversheen197

12-13-06, 03:09 PM
For multiple creatures being time stopped at one time, treat it as normal rounds of initiative for all those creatures, while everyone else is frozen. It's basically, all those creatures are in the same frame of stopped-time, so they act normally in relation to each other. If (and it most likely is) the different creatures have different durations of time stop, then when one creatures duration wears out, it freezes (as though it was always frozen) at the start of its turn after its last round of time stop.


There's also a greater timebolt spell, but in my campaign using it has the chance of creating time rifts, which are not fun mechanics (time is the ultimate element in my campaign setting). Here's how greater time bolt works normally, though:

Timebolt, Greater
Evocation (Time)
Level: Sor/Wis 7
Components: V, S, M
Casting Time: See text
Range: Close (25 ft. + 5 ft./2 levels)
Area: Close-range line
Duration: see text
Saving Throw: None
Spell Resistance: No

Reality itself ruptures, then reweaves as a line of energy, like a knife tearing through the fabric of the universe itself, leaps forward, distorting time-space around everything it touches.

Roll a d% for every creature caught in the area of greater timebolt. Ona result of 1-20, the creature is frozen in time as though by the temporal stasis spell for 5 rounds. On a 21-50, the creature is slowed, as the spell for 2 minutes. On a result of 51-80, the creature is hasted for 2 minutes, and on a result of 81-100, the creature recieves the benefit of a time stop spell for 5 rounds. Creatures do not get a saving throw against greater timebolt.