Chronomancer
To turn back the clock or speed up time so that the moments flow like a stream of rushing water—these desires lured you to specialize in Chronomancy. Your efforts to understand the tradition reward you with unique insights into its magic. You have no fear of paradoxes, for you have become a weaver on the great skein of time and you decide how the future shall unfold.
Level 7 Chronomancer
Attributes: Increase three attributes by 1 each.
Health: +6
Languages: Any one
Traditions: Chronomancy, Spells: One master
Go Again (Magical): You can use a reaction at the end of your turn to gain one action. You use the action immediately or you lose it. Once you use this talent, you lose access to it for 1 minute. You can use this talent three times. You regain expended uses after you rest.
Level 8 Chronomancer
Health: +6
Spells: One master
Temporal Flux (Magical): You can use this talent when you cast a Chronomancy spell. Target one Size 3 space within 10 yards. A temporal flux fills the space until the start of your next turn. Light and sound in the target space become distorted. The space has heavy obscurement, and whispers within the space sound like shouting, while shouting sounds like whispers.
A creature that starts its turn in the target space makes a luck roll. On a success, the creature disappears until the start of its next turn, at which point it returns to the space it left or the empty space nearest to that space. It makes attribute rolls with 1 boon until the end of its next turn. On a failure, the creature becomes slowed and weakened until the end of its next turn.
Once you use this talent, you lose access to it for 1 minute. You can use this talent three times. You regain expended uses after you rest.
Level 10 Chronomancer
Health: +6
Spells: One master
Revise History (Magical): You can use an action to rewrite history. Target one creature or object within 5 yards and apply to it one of the following effects:
- If the target was dead, it is now alive and at 1 Health.
- The target heals 5d6 damage.
- The target takes 5d6 damage.
- The target regains one casting each of an expert and a novice spell.
- The target immediately regains one expended use of a talent, even if it normally requires a success on a luck roll to regain it.
ou can use this talent three times. You regain expended uses of it after you rest.