The greatest practitioners of Time magic, called chronomancers, move between temporal moments to step back into the past or ahead into the future.

The ability to move through time and manipulate its passage lures many would-be masters to pit their minds against the complexities of the Time tradition, but most of them find themselves unable to free their intellects from the shackles of mundanity— which is required to truly apprehend reality from the perspective that this tradition demands. Only those who are a little off-kilter and perhaps slightly deranged seem able to understand how to use magic as it applies to the fourth dimension.

Time magic exacts a price from its practitioners. Anyone who would master this tradition must fray their own timeline so they can move more easily backward and forward through it. The result of this fraying sometimes causes casters to flicker in and out of view while they sleep or appear older or younger from one moment to the next.

Consequence

Time Utility Level 0

Triggered When you would make an attack roll or a challenge roll, you can use a triggered action to look ahead and see the consequence of your effort. You then make the triggering roll with 1d3 boons. If the roll results in a failure, you become dazed for 1 round.


Delay

Time Attack Level 0

Target One creature you can see within short range


Make an Intellect attack roll against the target’s Will. On a success, the target becomes slowed for 1 minute.

Attack Roll 20+ The target also becomes impaired while slowed in this way.

Retry

Time Utility Level 0

Triggered When the result of an attack roll or a challenge roll made by a creature within short range is a success or a failure, you can use a triggered action to cast this spell. You create a ripple in time, which causes the creature to discard the result of the triggering roll and roll again.

Aftereffect You must make a Will challenge roll. On a failure, the next time you make an attack roll or a challenge roll before the end of the next round, you must discard the result and roll again.


Swiftness

Time Utility Level 0

Target One creature that is not fatigued that you can reach

Duration 1 minute


You touch the target, which gains a +10 bonus to Speed for the duration. When the effect ends, the target becomes fatigued for 1 minute.

Borrowed Time

Time Utility Level 1

Triggered When you take a turn, you can use a triggered action to cast this spell. For 1 minute, you increase the number of actions you can use on your turn by one, and you gain a bonus to Speed equal to your Speed score. At the end of each round until the effect ends, you must get a success on a Will challenge roll or you become stunned for 1 round. You cannot voluntarily end this effect once you have cast the spell.


Minor Paradox

Time Attack Level 1

Target One creature you can see within short range


Make an Intellect attack roll against the target’s Intellect. On a success, the target ceases to exist for 1 round. It reappears in its former space or in the nearest open space to it if it is occupied.

Attack Roll 20+ You regain the casting of this spell.

Rewrite Moment

Time Utility Level 1

Duration 1 minute


Once per round for the duration, when you roll a die, you can discard the number and roll the die again. You must use the second number rolled.

Slow

Time Attack Level 1

Target Up to five creatures within medium range


Each target must make a Will challenge roll. On a failure, it becomes slowed for 1 minute.

Time Loop

Time Attack Level 1

Target One creature you can see within short range


You attempt to trap the target in a short-lived time loop. Make an Intellect attack roll against the target’s Will. On a success, the target becomes trapped in a time loop for 1 minute.

When trapped in this way, the target must repeat what it did on its previous turn. If the target took a fast turn or a slow turn, it must take a fast turn or a slow turn each round until the effect ends. If the target used an action during its previous turn, it must use an action to perform the same task each round until the effect ends. If the task was an attack, the target must attack the same target and use the same weapon. If it cannot reach the target, it instead attacks the space closest to it that it can reach. If the task was a spell, the target must cast the same spell against the same target or area. If the target runs out of castings, it attempts to cast the spell and fails.

At the end of each round, the target can make a Will challenge roll with 1 bane and ends the effect on itself with a success.

Precognition

Time Utility Level 2

Duration 1 minute


For the duration, attack rolls against you are made with 1 bane. As well, you make challenge rolls to resist attacks with 1 boon.

Time Jump

Time Utility Level 2

Duration 1 minute


You jump forward in time, disappearing from your space. At any time during the duration, you can reappear in the space you left or in the nearest open space to it if it is occupied. Otherwise, you reappear at the end of the round when the effect ends.

Time Skip

Time Utility Level 2

Duration 1 minute


You destabilize your timeline and rapidly jump from the present into the future and back again for the duration. You appear to flicker in and out of existence, with echoes of your past selves appearing around you and then vanishing. Until the spell ends, you impose 2 banes on attack rolls made against you, and you make attack rolls with 2 boons.

Aftereffect Make a Strength challenge roll with 1 bane. On a failure, roll a d6. On an odd number, you appear to grow a bit younger. On an even number, you appear to grow a bit older.

Timely Warning

Time Utility Level 2

Triggered When a creature within medium range that you can see would take damage or gain an affliction, you can use a triggered action to cast this spell. You mark in your mind the exact moment when this event occurred, and then your future self from a few moments ahead in time travels back to just before the event to deliver a warning to the triggering creature. The creature reduces the damage it would have taken to 0 or removes the affliction it would have gained. At the end of each round thereafter, you must make a Will challenge roll with 1 bane. On a failure, you transport yourself back in time to deliver the warning, disappearing and reappearing in the space you occupied 1 round later, which ends the spell. If you become incapacitated before you can deliver the warning, you and the triggering creature each gain 1d6 Insanity as time momentarily unravels.


Accelerate

Time Utility Level 3

Target One creature you can reach

Duration 1 minute


You touch the target. For the duration, it can take both a fast turn and a slow turn each round. When the effect ends, the target becomes fatigued for 1d6 minutes.

Deccelerate

Time Attack Level 3

Area A sphere with a 3-yard radius centered on a point within medium range


Each creature in the area must get a success on a Will challenge roll or become slowed for 1 minute. While slowed in this way, when the creature takes a slow turn, it can use an action or move, but not both.

Halt Time

Time Utility Level 3

Area A 4-yard-radius sphere centered on a point you can reach

Duration 1 minute; see the effect


Time halts in the area for the duration. Each creature other than you in the area becomes insensate, unable to use actions or triggered actions, and unable to move. Creatures outside the area cannot enter it, and objects or effects originating from outside the area cannot reach into the area; they stop at its edge, remaining there until the spell ends.

Creatures and objects in the area cannot be attacked, moved, or affected by any effect. Ongoing effects that apply to creatures and objects in the area are suspended until the spell ends.

You, however, are unaffected by the spell and can freely move around in the area, leave it, and return to it. You can end the effect at any time without using an action to do so.

Once the spell ends, time moves faster in the area it affected until it resumes the normal flow of time. Two rounds pass inside the sphere for every round that elapses outside it until time again flows the same in both places. If the spell lasted for three rounds, for instance, then the accelerated time lasts for three rounds. Each of the extra rounds that elapses inside the sphere occurs between each pair of rounds that elapse outside it. Any creature in the sphere during one of these extra rounds can take a turn. But if a creature leaves the sphere on its turn during one of these extra rounds, the creature enters normal time, and its turn immediately ends as it does so. Such a creature must get a success on a Will challenge roll or gain 1 Insanity. Attacks and other effects originating from inside the sphere that would affect targets or areas outside it are resolved at the end of the extra round. In addition, creatures inside the area make attack rolls against targets outside the sphere with 3 boons, while targets outside the sphere make challenge rolls to resist harmful effects with 3 banes.

Major Paradox

Time Attack Level 3

Target Up to five creatures you can see within medium range


You attempt to knot each target’s timeline so that the creature does not exist in the present. Each target must get a success on an Intellect challenge roll with 1 bane or disappear, removed from existence for 1 minute. While removed from existence, the target is insensate, cannot use actions or triggered actions, and cannot move. When the effect ends for a target, it returns to the space from which it disappeared or the nearest open space of its choice.

Excellent Adventure

Time Utility Level 4

Describe a simple activity you could have reasonably performed in the space within 10 yards of you at some point within the last hour. The activity could be hiding a key under a rock, placing poison in a cup, sticking a disguise in a nearby closet, or something similar, provided the activity does not involve directly harming a creature or an object. The result of the activity then becomes real, just as if you had in fact performed it: the key is under the stone, or the cup now contains poison.

If you are still alive when the adventure ends, you instantly travel back through time to a point up to an hour before you cast this spell and carry out the activity. When you finish, you disappear and return to your normal place in time.

If you are unable to complete the activity, either because you died or you were unable to do what you said you would do, you create a paradox, since you are not able to go back in time and perform the activity you described. As a result of your failure to close this loop in the time stream, the outcome of some event or situation that you and members of your group were involved in changes, at the GM’s discretion.


Stolen Moments

Time Attack Level 4

Target Up to two creatures you can see within medium range


You attempt to steal time from each target and bestow that time on other creatures you choose. For each target, make an Intellect attack roll against its Will. On a success, the target cannot take a turn for 1 minute and is defenseless. While defenseless, the target is also immobilized. The effect immediately ends if the target takes any damage. The target can make a Will challenge roll at the end of each round and ends the effect on itself on a success.

For each target affected by this spell, choose a creature you can see within short range. Each creature you choose can take an extra turn each round until the effect ends on the target whose turns are being stolen.

Twain Self

Time Utility Level 4

Area A cube, large enough to hold a creature of your Size, originating from a point within a number of yards equal to your Speed

Duration 1 minute; see the effect


You cause your self from the future to appear in the area and it remains in your time for the duration. Until the spell ends, you and your future self can each take a turn every round, though the paradox of your twained existence imposes 1 bane on both of your attack rolls and challenge rolls.

You and your future self have identical attributes and characteristics. Although you can act separately, you and your future self count as one creature for the purpose of sharing resources. Thus, if one takes damage or gains Insanity, it applies to both characters. If one expends the casting of a spell, the casting is expended for both. If one of you suffers an affliction or would benefit from an ongoing effect, the affliction and effect apply to both.

Your future self has indentical copies of everything you wear and carry, with a couple exceptions. First, if you or your duplicate consume or expend on item, such as dealing a healing potion, the item is lost to both of you. Furthermore, if you have a relic, you must decide whether you or your future self carries the relic.

If either you or your future self becomes incapacitated, the other does as well. If you die, your future future self disappears.

When the effect ends, you and your future self disappear. You reappear 1 minute later, in the space your future self occupied or in the neastest open space if it is occupied.

Alter Fortunes

Time Utility Level 5

Triggered At the end of the round, you can use a triggered action to cast this spell. You disappear, removed from time. During the next round, whenever a creature within a number of yards from the space you left equal to half your Speed would make an attack roll or a challenge roll, you can turn the result of the roll into a success or a failure, by moving between the moments to meddle with what happens. You can use this effect up to three times during the round. At the end of the round, you reappear in an open space within a number of yards from the space you left equal to your Speed.

Aftereffect You must get a success on a Strength challenge roll with 2 banes or become fatigued for 1 hour.


Time Disruption

Time Utility Level 5

Area A 10-yard-radius sphere centered on a point within medium range

Duration 1 minute


You entangle the timelines of creatures in the area. Each creature in the area must make a Will challenge roll with 3 banes. On a failure, the creature gains 1d3 Insanity and becomes stunned for 1 minute. At the end of each round until the effect ends for a creature, it can repeat the Will challenge roll. On a success, the creature removes the stunned affliction from itself but can take only slow turns, either moving or using an action on each of its turns for the remainder of the spell’s duration.

Time Travel

Time Utility Level 5

Choose a moment in time up to 100 years in the future. You disappear from existence. When time in the game catches up to the time you chose, you immediately reappear in the space you left or in the nearest open space to it if it is occupied.