Spell Descriptions (CB)

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Some spells in the school of chronomancy have consequences of which the players might not be aware. The following notes detail some of these concerns, as well as guidelines for how to solve any problems that might crop up. DMs are encouraged to withhold this knowledge until a chronomancer encounters a problem or actively seeks the information.
==1st-Level Spells==
===Detect Temporal Anomaly===
Detect Temporal Anomaly: Large disturbances in the timestream could create enough turbulence to overlap with a closer yet smaller source, thereby masking the nearer source completely. Crafty wizards use this camouflage effect to help protect their secrets. Slip-gates and creatures in stasis become that much harder to find.
===Precognitive Sense===
Precognitive Sense: Events sensed with this spell should start with the most devastating and work backward. Danger should always be sensed before reward, failure before success, hate before love, and so on.
==2nd-Level Spells==
===Accelerate Plant Growth===
Accelerate Plant Growth: The reason seasonal crops don't produce again is that they are biologically designed as one-timers. Year-round vegetation has the necessary structure to produce each time. The lifeline of affected plants gains substance over the time affected.
===Preserve===
Preserve: As far as this spell is concerned, the size of the container that it's placed on does not matter, only the amount of matter put in it.
===Life Sounding===
Life Sounding: Traveling Temporal Prime causes interruptions in a person's lifeline. If a sounding is taken on someone who has been to Temporal Prime (or will be), the estimations are thrown drastically off, as it can only measure a single truncated segment of the traveler's life.
===Timeslip===
Timeslip: Since the characters have now preempted their own future (until and if they return), a small amount of turbulence is guaranteed, and it may be detected by area creatures (5% chance).
==3rd-Level Spells==
===Articus's Melee Manager===
Articus's Melee Manager: The spell's subject is not moving faster but is making better use of time. The recipient's motion appears fluid and economical.
===Minor Paradox===
Minor Paradox: Replaying the events of the past rounds is not recommended, since this would involve either accurate record taking throughout the game or several arguments about what everyone was doing during what round. Make the decision, and let it stand. Also, due to the strange turbulence pattern this spell produces, there is a 5% chance of attracting either a time dimensional or a Guardian.
===Time Snare===
Time Snare: This spell does not give back a memorized spell or charges of an item. The recipient attempts to cast the same spell again, but if it wasn't memorized enough times, the spell isn't cast. A charged item is drained each time it's used.
==4th-Level Spell==
===Prophecy===
Prophecy: This spell can see forward without limit. In fact, most prophecies cover a period of years or perhaps decades.
===Temporal Push===
Temporal Push: If it is the chronomancer who is pushed forward, there is one benefit. The opponent is likely to think the wizard ran off. Another wizard with the spellcraft proficiency who makes a check and knows of this spell understands what has happened.
===Wesley's Temporal Disjunction===
Wesley's Temporal Disjunction: When used against a time dimensional, it does not matter which version the chronomancer targets. The disjunction affects them all.
==5th-Level Spell==
===Accelerate Animal Growth===
Accelerate Animal Growth: Knowledge is not gained or lost with this spell. If cast on a tiger cub, the result might be a 200-pound kitten who wants to play and doesn't realize how heavy it is. The lifeline of this animal grows brighter, too.
===Articus's Devolutionary Warrior===
Articus's Devolutionary Warrior: If the recipient fails the system shock roll, it takes a wish or a combination of limited wish and dispel magic to change the subject back. Either way, another system shock roll must be made, or the creature dies.
===Create Slipgate===
Create Slipgate: In reality, the slipgate can be seen only with a detect magic or a detect temporal anomaly. On Temporal Prime, the mist-smoke revolves around it in a wispy funnel resembling a vortex. This apparition draws the attention of creatures who like to make lairs in these anomalies, and there is a 20% chance that a creature has taken up residence since the last use of this slipgate.
==6th-Level Spell==
===Conceal Temporal Anomaly===
Conceal Temporal Anomaly: A popular use of this spell is to conceal a slipgate. If this is the case, the spell must be placed on the slipgate in reality and on Temporal Prime. The turbulence is harder to detect, but the vortexlike visual effect is still present.
===Paradox===
Paradox: The give and take process should be strictly adhered to, and the DM should ensure the trade-off is fair. If the character tries to gain something without an appropriate sacrifice, figure a course of events where the character does get what is being asked for, yet loses something equally valuable.
The spell's turbulence has a 20% chance of attracting a time dimensional or Guardian.
==7th-Level Spell==
===Wesley's Delayed Damage===
Wesley's Delayed Damage: Cast any chronomancy spell with duration longer than instantaneous on someone with Wesley's delayed damage, and this defensive spell is negated. All delayed damage is immediately applied. This is an extremely hazardous position to be in if fighting another chronomancer.
==8th-Level Spell==
===Accelerate Lifeline===
Accelerate Lifeline: When attempting the reverse of this spell, reverse lifeline, there is a 5% chance that the recipient has an adverse reaction and the years are added instead of subtracted. The 5% is cumulative with each use of this spell, and if one check fails, all years that have been taken off with this spell are reapplied as if accelerate lifeline had been cast. The chance of failure is not cumulative with other age-reducing effects.
==9th-Level Spells==
===Sever Lifeline===
Sever Lifeline: Essentially, the chronomancer has "died," and serious turbulence results as the timestream readjusts to the loss. There is a 20% chance that a vortex is formed by this disturbance, and nothing short of divine intervention can reverse this action.
A character with a severed lifeline is now treated as a native of Temporal Prime. Strands do not affect the wizard, but all spell effects that can be used against temporal creatures do. (Wesley's temporal disjunction can be used as a weapon against the chronomancer while in reality now.) The character can now double his lifeline and could even meet himself. Spells such as life sounding, life tether, and accelerate lifeline no longer affect the wizard. The character does not age while on Temporal Prime, but when in reality, the wizard is still subject to temporal laws and will age accordingly. The character is by no means immortal and can still be killed.
There is a 10% chance that the character can accomplish this spell without the knowledge of the Guardians (a chronomancer this powerful should have a minder by now,) and even so, the Guardians should discover the fact within a few weeks of subjective time. At this point, they will approach the character with a request to join the Order.
Category:Chronomancer Book