Chapter III · Magic Traditions

Chronomancy — a school of magic —

Students of the Chronomancy tradition learn to meddle with time. Understanding time’s mutability enables them to speed it up and slow it down, to steal moments from others, and to cause hic- coughs in people’s own timelines. Twisting time as they do sometimes produces unfortunate consequences, but to become a master of moments puts to rest any misgivings these casters might feel.

07 of 33 Common Class
Sigil Nº 07
Class Common
Chronomancy Magic Traditions
[ sigil plate · chronomancy ]
The Spellbook Magic Traditions

Chronomancy Spells listed by level

Reference during play

Chronomancy Talents

BORROW AGAINST THE FUTURE (Magical): You can use this talent at the start of your turn. Increase the number of actions you can use during your turn by one. At the end of your turn, make a Will roll. On a failure, you become confused (luck ends). You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest. PEER INTO THE PAST (Magical): You can use an action to look back into the past. Make an Intellect roll. On a success, you, and you alone, see time in your vicinity flow in reverse for up to 1 hour. If you move more than 5 yards from where you cast this spell, the effect ends early. Each minute, you see events around you roll back 1 minute into the past, seeing creatures’ actions and events that recently occurred happen in reverse. For example, if you cast this spell in a room where a murder took place 10 minutes before, 10 minutes after you cast this spell, you would see the murder occur and then you would see the events leading up to the murder. On a failure, you cannot see more than 5 yards away. You can use this talent once. You regain the use of it after you rest. SUDDEN, HORRID AGING (Magical): You can use an action to briefly cause a creature to experience extreme aging. Target one creature within 5 yards. Make an Intellect roll against the target’s Strength. On a success, the target becomes weakened until the end of your next turn. On a critical success, the target also falls prone. Angels, demons, faeries, fiends, and spirits ignore this effect. At level 3, you can target two creatures. At level 7, you can target three creatures. TEMPORAL DISJUNCTION (Magical): You can use a reaction immediately after you are harmed to step out of time. You become removed from existence until the end of the round. While so removed, you take no turns and you perceive nothing. When the effect ends, make a luck roll. On a success, you return to existence in an empty space of your choice within 5 yards of the space you left. On a failure, the effect extends until the end of the next round. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest.

Novice Chronomancy Spells


An Extra Moment

Displace From Time

Entangle Timeline

Entrap In A Time Loop

Fold Space

Temporal Distortion

Expert Chronomancy Spells


Create Paradox

D6Result
1The creature remains removed from time. The only thing the creature can do is to make a luck roll once every 24 hours. On a success, the creature returns to an empty space within 5 yards of the target space. If the creature gets three failures, it is never seen again and memories of it eventually fade from the world.
2The creature appears in an empty space of its choice within 5 yards of the target space and makes a Will roll. On a failure, the creature becomes stunned (luck ends).
3The creature reappears in an empty space of its choice within the target space and takes 6d6 damage.
4The creature reappears in an empty space of its choice inside the target space.
5The creature reappears in an empty space inside the target space and heals 6d6 damage.
6The creature and a duplicate of it appear in empty spaces inside the target space. The creature’s possessions, if it has any, appear in a pile on the ground in an empty space of your choice. The creature and its duplicate use the same rules, but regard each other as enemies. When one becomes incapacitated, it ceases to exist, but, while they both exist, each loses 1d6 Health at the end of each round.

Fling Through Time

Inescapable Past

Momentary Respite

Slow the Clock

Speed The Clock

Master Chronomancy Spells


Stop Time

Summon Self

  • You and the duplicate are identical, using the same attributes and having access to the same traits, talents, and spells. However, you share the same pool of uses and castings. If one casts a spell, the other loses access to the casting.
  • Your duplicate has a copy of everything you wear and carry. If you drop an object, the copied object disappears from the duplicate. If an object you wear or carry is destroyed, it too is destroyed for the duplicate. Similarly, any wear and tear, dirt, or dampness that applies to you also applies to your other.
  • You each take a turn during the round.
  • You count as one creature for the purpose of tracking damage and Health. If one takes damage or loses Health, the damage or loss applies to both.
  • If either of you becomes incapacitated, the other becomes so as well. If you die, your duplicate disappears.

When the spell ends, you and the future version of yourself vanish. After 1 minute, you reappear in the space you vacated, or an empty space nearest to that space.

Temporal Surge

Time Bomb

Time Travel

Time’s March Toward Oblivion