Introduction (CB)

Moving delicately along the fringes of the magical worlds are the members of an elite and secretive school. These mysterious figures guard the basis of their abilities with paranoid fervor, especially from other wizards. What little is known of them is learned mainly in rumors and legends hinting at a startling truth: Theirs is the mastery of time. Past, present, and future are all merely different lands within their realm. They call themselves chronomancers.
In a magical world, few things are entirely impossible. Still, only a small core of intellectuals puts great stock in these legends. In their opinion, not only do chronomancers exist, but these eerie mages are privy to a life unlike any known before. Much evidence has been gathered and weighed, but most people simply cannot (or will not) conceive of a wizard with power over the natural order of
events.
Few areas can match the potential for raw power associated with time travel: the chance to experience the far future, the ability to influence the past. Even in a fantastic setting, there would be those infatuated with holding sway over time.
Enter the chronomancers, elite wizards with the ability to influence temporal forces. Practicing and developing their unorthodox art, these wizards have turned their backs on traditional destiny to forge new lives for themselves and countless others. Chronomancers can wind back the clock or send it spinning ahead, expanding the horizons of your game world and blazing a path to adventures never before imagined.
==Where This Belongs In Your Campaign==
Temporal Prime (the dimension of time) and chronomancers can fit into an existing AD&D® game world at whatever level the Dungeon Master chooses. This information can be used as background for minor adventures that might involve time travel, or the DM can embrace these concepts and turn the characters loose on an unwary (well, maybe a little wary) time-space continuum.
Besides expanding an existing world by allowing access to its past and future, the discovery of Temporal Prime makes an unexplored realm available, complete with new creatures and new puzzles to investigate. The existence of this dimension also gives rise to new character types, a new school of magic, and exciting new magical items for the characters to discover and enjoy.
==How to Use This Book==
This book is broken up into two large sections. The first section consists of Chapters One through Four. These detail everything about chronomancers and their spells that a chronomancer player should know.
The rest of the book contains material for the Dungeon Master's eyes only. No players should read this part of the book, as it features all sorts of material that is best discovered in the course of play.
Players who are not planning to play a chronomancer should not read this book at all. The world at large knows little about these wizards, and it is easier for the players to realistically portray their characters if the players are as much in the dark about chronomancy as their characters.
As the Dungeon Master, read through this book carefully before considering what sort of a role you want chronomancers to play in your campaign. If you feel that chronomancer player characters would unbalance your campaign, then disallow them in play. You can still use the material presented herein as a background for your campaign, but that doesn't mean that the heroes have to know anything that you don't choose to reveal to them in play.
Category:Chronomancer Book