Advanced Dungeons & Dragons 2nd Edition Wiki
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Due to the complex and self-correcting nature of the timestream, the following details should be withheld from a player who has a chronomancer until they occur in play.

1st Level Spells[]

Detect Temporal Anomaly: Large disturbances can overlap a closer, yet smaller source, masking it completely. Slipgates and creatures in stasis become that much harder to find.

Precognitive Sense: Events sensed with this spell start with the worst. Danger is sensed before reward, failure before success, hate before love, and so forth.

2nd Level Spells[]

Accelerate Plant Growth: Seasonal crops won't produce again without replanting.

Preserve from Decay: The container's size does not matter, only the amount of material placed in it.

Life Sounding: Traveling in the Demiplane of Time creates interruptions in the traveler's lifeline. A sounding taken on someone who has been (or will be) to the Demiplane of Time can be thrown drastically off; the sounding can measure only a single truncated segment of time.

Timeslip: Since the timeslippers have now pre­empted their own future (until they return), a small amount of turbulence is guaranteed. This turbulence might be detected by temporal creatures in the area (5% chance).

3rd Level Spells[]

Articus's Melee Manager: The affected creature is not moving faster, but more efficiently. Its motions appear fluid and economical.

Minor Paradox: Actually replaying the events of past rounds affected by the spell is not recommended. Make a decision summarizing the final effect and let it stand. The temporal turbulence created by this spell is 5% likely to attract a time dimensional or a time Guardian.

Time Snare: This does not restore a used spell or used charges, it allows the casting the same spell if the caster has additional memorizations prepared. A charged item is drained each time it is used.

4th Level Spells[]

Prophecy: This spell can see forward without limit. Most prophecies span years or perhaps decades.

Temporal Push: If the chronomancer is pushed forward, an opponent might believe he has magically fled. A wizard who knows of this spell and makes a successful spellcraft proficiency check understands what has happened.

Wesley's Temporal Disjunction: When used against a time dimensional, the disjunction affects all versions of the creature, regardless of which is tar­geted.

5th Level Spells[]

Accelerate Animal Growth: Knowledge is not gained or lost with this spell. For example, if cast on a tiger cub, the result might be a 200-pound kitten. The lifeline of the animal grows brighter.

Articus's Devolutionary Warrior: If the subject fails a system shock roll, the devolution can be re­versed only by a full wish or a combination of dispel magic and a limited wish. A system shock check against death is required when the subject is restored using either of these methods.

Create Slipgate: The opening on any plane but the Demiplane of Time can be found only with a detect magic, detect phase, or detect temporal anom­aly. On the Demiplane of Time, the mist-smoke re­volves around the opening in a wispy tunnel resembling a vortex. This draws creatures that make their lairs in these anomalies. If using a previously created slipgate, there is a 20% chance that a creature has taken up residence since the last time the slipgate was used.

6th Level Spells[]

Conceal Temporal Anomaly: This is often used to conceal a slipgate. This must be placed on each side of the gate to conceal it from both sides. The turbu­lence is harder to detect, but the vortex-like visual effect is still present.

Paradox: The give-and-take process must be strictly and fairly enforced by the DM. Every benefit is balanced by an equally valuable loss without ex­ception. The turbulence created is 20% likely to at­tract a time dimensional or a Guardian.

7th Level Spell[]

Wesley's Delayed Damage: If any chronomancy spell barred to other spellcasters and with a duration greater than instantaneous is cast on the subject of Wesley's delayed damage, the defensive spell is negated instantly. All delayed damage is applied im­mediately.

8th Level Spell[]

Accelerate Lifeline: When reversing this spell, the recipient is 5% likely to have an adverse reaction, with the years added instead of subtracted. This effect is cumulative with each casting. The reaction means that all years removed with this spell are reapplied im­mediately, as if accelerate lifeline had been cast. The chance of failure is noncumulative with other age-re­ducing effects.

9th Level Spell[]

Sever Lifeline: A caster with a severed lifeline is now a native of the Demiplane of Time. Strands do not affect the caster, but any spell that affects a tem­poral creature does. The wizard can double his lifeline and even meet himself. Spells such as life sounding, life tether, and accelerate lifeline no longer affect the wizard, but Wesley's temporal disjunction can be used against him when off the Demiplane of Time. The wizard does not age on the Demiplane of Time, but is subject to temporal laws and ages normally if that demiplane is left. The wizard remains subject to death by misadventure or violence at all times. Nothing short of divine intervention can reverse this spell once the caster uses it on himself.

Casting this spell creates serious turbulence, and is 20% likely to form a permanent vortex. The caster is only 10% likely to escape immediate notice by the Guardians, and the casting will almost certainly be discovered within a few weeks of subjective time. At that point, the Guardians will approach the wizard with a request to join their Order.

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