# Optional Rule: Chronomancy Spells Several spells in the Player's Handbook align closely with chronomantic ideals. At your DM's discretion, you may take a variant of the Chronomancy Savant ability, wherein the gold and time to copy chronomancy spells into your spellbook is halved. The following spells become considered chronomancy spells, and are added to the wizard spell list if not already present: ##### Chronomancy Spells | Spell Level| Spells | |:----:|:-------------| | Cantrip | *guidance, mending, true strike* | | 1st | *expeditious retreat, feather fall* | | 2nd | *augury, gentle repose* | | 3rd | *haste, plant growth, slow* | | 4th | *divination, freedom of movement* | | 5th | *legend lore* | | 6th | *word of recall* | | 7th | *delayed blast fireball* | | 8th | *control weather* | | 9th | *foresight, time stop, wish* | The following spells are all added to the wizard spell list. At your DM's discretion, they may be added to other spell lists as marked. #### Know Time *Chronomancy cantrip* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Instantaneous - **Classes:** Artificer, Sorcerer, Wizard You confer upon yourself an intuitive knowledge of the timeline. You instantly learn the time of day to the nearest minute, including the current hour, day, month, and year. Additionally, you can learn the age of any creature or object that you can see, accurate to the nearest year. #### Suspension *Chronomancy cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S - **Duration:** 10 minutes - **Classes:** Artificer, Druid, Wizard You temporarily suspend one sensory effect, such as something burning, being chilled, or melting. The effect is paused for the duration. The effect remains visible - for example, a lit candle will still appear to be on fire, and will provide light. However, the effect will not actually spread or change the environment around it, i.e. the candle's wick would not get any shorter. The object will remain at the temperature, physical state, etc that it was in when it was initially suspended. At the end of the suspension, the effect resumes as if no time had passed since the initial casting. ``` ``` #### Fatetwist *1st-level chronomancy* ___ - **Casting Time:** 1 reaction, which you take in response to a creature making an ability check or saving throw - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous - **Classes:** Bard, Warlock, Wizard You point your finger at one creature you can see and take luck from a more fortuitous timeline. The creature gains either a bonus of +3 or a penalty of -3 to the roll they are making. When you cast this spell at 3rd level or higher, the number added or subtracted from the roll goes up by 1 for every level above first. #### Slow Metabolism *1st-level chronomancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a stale wafer) - **Duration:** 1 day - **Classes:** Cleric, Wizard Upon casting this spell on a creature, you drastically increase the length of time it requires between meals. The creature requires only 1/4 pound of food and 1/4 gallon of water per day. Additionally, the creature gains advantage on saves against poison, and the onset of any poison that may be affecting the creature is slowed by an hour. This spell can also be cast on food items; doing so delays the amount of time before the food spoils by one day. When you cast this spell at second level or higher, the duration extends by one day for each slot level above 1st, and any poison setting in is delayed by an additional hour. #### Hesitation *2nd-level chronomancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** 1 round - **Classes:** Sorcerer, Wizard You point at a creature and attempt to slow its reflexives. The creature makes a dexterity saving throw. On a failed save, the creature is automatically bumped to last in the initiative order until the end of your next turn. If this change in initiative would give the creature a second turn within one round, they must suspend the turn until the spell ends. They may then take their full turn and reenter their original initiative the round after. If the creature can take legendary or lair actions, the number it can take within a round is reduced by 1 for both rounds the spell is active.
1
Concept © Dimension 20
\page #### Instant Fatigue *2nd-level chronomancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 1 round - **Classes:** Sorcerer, Warlock, Wizard You attempt to temporarily push a creature's body through its day-night cycle, physically exhausting it. Roll a melee spell attack. On a hit, you deal 3d10 force damage. Until the end of its next turn, the creature's speed is halved, and it has disadvantage on any ability checks it makes. When cast at 2nd level or higher, you deal an addition 1d10 of damage per spell level. #### Wakefulness *2nd-level chronomancy* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a sprinkle of spring water) - **Duration:** 1 hour - **Classes:** Bard, Cleric, Druid, Paladin, Wizard You undo the physiological effects of exertion on one creature. The creature loses any points of exhaustion it has gained. The creature cannot gain points of exhaustion in any way or be affected by anything that might magically compel it to sleep, such as the *sleep* spell, for the spell's duration. At the end of the spell's duration, the creature regains any lost points of exhaustion. #### Minor Paradox *3rd-level chronomancy* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V - **Duration:** Instantaneous - **Classes:** Wizard You shift time to alter a recent misstep. You undo one action you have taken within the last 5 rounds. You may choose to replace it with a different action if you so choose. Dice rolls from the undone action do not carry over; any rolls as a result of the replacement action must be re-rolled. You may not undo actions that required rolls from anyone other than the caster. No spell slots or features are regained as a result of this spell; the eliminated action simply fades out of the timeline. The caster retains their knowledge of the original timeline. ``` ``` #### Minor Foresight *3rd-level chronomancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute - **Classes:** Bard, Druid, Warlock, Wizard You give yourself or one creature within range an instinctive knowledge of potential timelines, giving them a sixth sense for danger and enemy intentions. The target gains a +2 bonus to AC for the duration and advantage on dexterity saving throws. At the beginning of each round of combat, the recipient learns which, if any, creatures intend to do harm to it in the coming round. If no creatures intend to harm it, the recipient may instead choose one creature they can see to learn the intentions of. #### Time Snare *3rd-level chronomancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute - **Classes:** Bard, Sorcerer, Wizard Choose one creature within range. The target must make an intelligence saving throw. On a failure, they are trapped in a mental temporal loop. While the target is affected, when taking an action, it must repeat the last action it took before the spell was cast. If it is impossible to do so, roll 1d4. On a 1, the creature does nothing; on 2-3, it acts as closely to the action as possible - for example, if the creature took an attack action on a target that is no longer present, they would take the attack action, but on a different creature; on a 4, it acts freely. The target can repeat the saving throw at the end of its turns. #### Age Creature *4th-level chronomancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 hour - **Classes:** Druid, Ranger, Wizard Choose one creature within range. The target must make a constitution saving throw. On a failure, it is instantly aged to near the end of its lifespan. You may choose to age a creature to a lesser degree, but doing so does not confer the mechanical effects of this spell on the target. While aged, a creature is significantly impeded by the weakness of its new body. It takes a -2 penalty to its AC, and loses any proficiencies it has in Dexterity, Strength, and Constitution saving throws. When the creature takes damage, it takes an addition 1d6 of bludgeoning damage from the frailty of its new form. This spell does not work on creatures that do not have limited lifespans, such as constructs or undead. At the start of their turn, the creature can repeat their saving throw against this spell.
2
Concept © Dimension 20
\page #### Permanency *4th-level chronomancy (ritual)* ___ - **Casting Time:** 1 hour - **Range:** Touch - **Components:** V, S - **Duration:** Indefinite - **Classes:** Wizard You manipulate the duration of one spell so as to permanently affect a creature. Choose one of the following spells: *comprehend languages, darkvision, detect magic, enlarge/reduce,* or *see invisibility.* The spell must be in your spellbook, and you must have it prepared. If the spell requires material components, you must produce them when casting permanency. When you finish casting, the spell of choice becomes permanently applied to the creature, and they are always considered under its effects. The spell functions as an incorporeal magic item. As such, the maintenance of the spell takes up one of the recipient's attunement slots. A caster can only have one permanency spell active at a time, and a person can only have one permanency spell cast on them at a time. When cast at higher levels, the list of spells available to permanently apply expands. All other restrictions on spells still apply. | Level Cast | Permanency spells | |:----:|:-------------| | 5th | *water breathing*| | 6th | *tongues* | | 7th | *fly* | | 8th | *telepathic bond* | | 9th | *true seeing* | #### Temporal Push *5th-level chronomancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** 5 rounds - **Classes:** Wizard You attempt to send one creature that you can see within range forward in time. The target must succeed on a Charisma saving throw or be pushed forward by 5 rounds. While travelling through time, the target disappears from view and is incapacitated. The target is in transit until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. The caster can drop the spell early and return the creature without using any action. When you cast this spell using a 5th level spell slot or higher, you can target one additional creature for each slot level above 4th. ``` ``` #### Articus' Devolutionary Warrior *5th-level chronomancy* ___ - **Casting Time:** 1 action - **Range:** 80 feet - **Components:** V, S, M (gorilla tooth) - **Duration:** Concentration, up to 1 minute - **Classes:** Druid, Ranger, Wizard You turn back one humanoid's evolutionary clock to increase its physical prowess at the expense of its intelligence. The recipient temporarily gains a +5 bonus to its Strength, Constitution, and Dexterity scores; it also receives a -5 penalty to its Intelligence, Wisdom, and Charisma scores. This reduction cannot take a creature's score below 1. Additionally, the recipient gains natural weapons in its teeth and claws. The creature's unarmed strikes deal 1d6 slashing damage. If the creature already has a feature that enhances unarmed strikes, the damage is increased by an additional 1d6. If a creature's intelligence is reduced to less than 5 by this spell, it must use its unarmed strikes in place of any weapons it may have held before. An unwilling creature may make a constitution saving throw to avoid these effects. #### Reverse Time *6th-level chronomancy* ___ - **Casting Time:** 1 action - **Range:** 80 feet - **Components:** V, S, M (an etched silver arrow worth at least 500 gp, which the spell consumes) - **Duration:** Instantaneous - **Classes:** Bard, Wizard You attempt to turn back the clock by a brief margin, at the expense of your grasp on spells. Choose up to eight creatures within range to be taken back with you. An unwilling creature may make an intelligence saving throw to avoid the spell's effects. The chosen creatures' timelines are completely reversed to the state of up to five minutes before the casting. Any damage taken is undone; any expended spell slots are regained. Any spells the targets have cast that that are concentration or have a duration longer than the time reversed by are dropped. If the creature cast one such spell before the time that they are reversed to, the duration is not affected by the travel backwards. Reversing time is difficult even in small amounts, and increases in wear on the caster as the time grows. For every minute that the caster reverses time, you take a level of exhaustion. If you reverse by less than a minute, you are stunned until the end of your next turn if you reverse by more than one round. This occurs after you receive the other effects of the spell. You do not regain the spell slot used to cast this spell as a result of reversing time.
3
Concept © Dimension 20
\page #### Time Pocket *7th-level chronomancy* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a licorice stick and a bottle of molasses) - **Duration:** Concentration, up to 1 day - **Classes:** Wizard You create an isolated area wherein the normal rules of time do not apply. Choose a 40 foot sphere within range. For the duration, you may choose one of the following effects. There is no saving throw for these effects; all objects and creatures that start the turn in the sphere are under its effects, and they may only lose the effects by physically leaving the area, or when the spell is dropped. - **Time Flies**: Time passes much faster within the sphere than outside of it. For every hour that passes, 24 hours pass within the sphere. In the event of combat, all creatures within the sphere are considered under the effect of the *haste* spell. - **Time Drags**: Time passes much slower within the sphere than outside of it. For every hour that passes, one minute passes within the sphere. In the event of combat, all creatures within the sphere are considered under the effect of the *slow* spell. #### Suspended Animation *8th-level chronomancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, M (rare powders and gems worth at least 5,000 gp, which the spell consumes) - **Duration:** Until Dispelled - **Classes:** Wizard Raw chronomantic power springs forth from your fingers. An object or creature that you touch must make a Constitution saving throw. Objects and plants fail this save automatically. On a failure, the target that you touch is trapped in temporal stasis. The target does not age, rust, deteriorate, or otherwise show any affects from the passage of time; any conditions on the target are suspended for the duration of the spell, and take hold as before when the spell ceases. A creature in suspended animation cannot affect or be affected by the world around it in any way. It cannot take damage, be targeted by spells, be moved physically by other creatures, or be communicated with. If the suspended target is a tool, it cannot be used. The target's movement is reduced to 0; it cannot move, speak, use actions or bonus actions, or take reactions. The target is unaware of anything occurring around it. Suspended animation can be ended by the death of the original caster, an action from the original caster to release it, or the spell being cast on the creature a second time. On release, a creature that was suspended sees everything that occured around it during its stasis as if on fast forward. Any conditions or effects on the creature that were present when it was put into stasis immediately resume as though no time passed between the initiation and release of the stasis. ``` ``` #### Time Conduit *9th-level chronomancy* ___ - **Casting Time:** 10 minutes - **Range:** 10 feet - **Components:** V, M (dust from a dead time elemental) - **Duration:** 1 year - **Classes:** Wizard This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object within range, to a moment in time you select. If you target an object, it must be able to fit entirely within a 10-foot cube, and it can't be held or carried by an unwilling creature. The rules of time travel are careful and rigid. Beings cannot exist in two places at once within a timeline, and any casting of the spell that attempts to cause such a paradox automatically fails. Additionally, timelines, while alterable, are ultimately self-fulfilling; any action that would create a temporal paradox, such as killing one's own father, causes the spell to end itself early, undoing the paradoxical action and transporting all participants back to the place and time of the intial casting. Additionally, at any point within the timeline, the caster can use an action to return all creatures affected by the spell back to the original location and time of the spell casting. While this spell transports you through time, it does not change your physical location. If casting the spell causes objects or people to appear in your location, you and anyone travelling with you are shunted to the nearest open space, and take 1d10 force damage for each 5 feet moved. The time you choose must be specific to a day, and must be one that you have studied. Your knowledge of the time period you are trying to reach determines whether you are successful. The DM rolls 1d100 and consults the following table.
| Familiarity | Mishap | Similar Time | Off Target | On Target |:---:|:------------| | Major Event (<100 years) | - | - | 1-50 | 51-100 | Years of Study | - | - | 1-50 | 51-100 | Major Event (<200 years) | - | 1-33 | 34-66 | 67-100 | Months of Study | 1-5 | 6-13 | 14-75 | 50-100 | Weeks of Study | 1-25 | 26-45 | 46-75 | 76-100 | Days of Study | 1-33 | 34-66 | 67-89 | 90-100 | Major Event (>200 years) | 1-40 | 41-80 | 81-100 | - | Passing Knowledge | 1-50 | 51-100 | - | -
On Target: You and your group (or the target object) appear 1d8 days before the specified time. Off Target: You and your group (or the target object) appear 1d6 weeks before the specified time. Similar Time: You and your group (or the target object) appear 1d12 months before the specified time. Mishap: The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage and the DM rerolls on the table to see where you wind up (multiple Mishaps can occur, dealing damage each time).
4
Concept © Dimension 20