Outfitting the Chronomancer (CB)

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With a new world to explore and a new magic to arm oneself with, the chronomancer is almost ready to begin adventuring. A few pieces of new equipment are listed below, as well as magical items that have been fashioned by and for the chronomancer. These items, magical or otherwise, should rarely be found in the hands of someone who does not study the temporal art of chronomancy or, at the very least, knows someone who does.
==Equipment==
The following pieces of equipment may be purchased by anyone, but for the most part they are useful only to someone who travels Temporal Prime. Also, the items below must be specially ordered. It is unlikely the characters could find them sitting on a shelf at a local merchant's shop.
===The Chronomancer's Planner Weight===
2 lbs. Cost: 150 gp.
This book is slightly smaller than a regular tome and is filled with enough blank form-pages to cover one year. The binding is normally cheap leather, and the pages are parchment. High quality leather and paper can be substituted for another 50 gp. A new book must be purchased every year.
Each page has space for the day's appointments and brief notes on daily events. This helps the chronomancer keep track of where and when he has been. A person with this book is never caught unaware of an approaching paradox date (a timestorm), and if trying to remember something important, there's a 25% chance it is written down.
===Tethers===
Weight: 5 lbs. Cost: 50 gp.
Tethers are short pieces (4–5 feet) of strong silk rope with a spring clamp on one end and a very thin loop of mithral on the other. These tether-and-clip devices were developed to keep everyone and everything together on Temporal Prime. Just open the mithral loop, using the installed catches, and slip it around the nearest lifeline.
The largest benefit of tethers are for those worried about running into strands. When resting, tethering important equipment to the travelers can prevent a problem if anyone happens to acquire enough strands to be swept away. For the truly paranoid, the loop slips along a lifeline with little resistance, and the tether can be worn while traveling.
===Turbulence Detectors===
Weight: 2 lbs. Cost: 1,000 gp.
This piece of equipment is small but extremely complex. Made of light metals and thin wire, a detector resembles a combination gyro and compass. It must be specially made, requiring two weeks of careful work by an artist/craftsman.
Turbulence detectors work similar to a detect temporal anomaly spell, sensing disruption in the flow of mist-smoke on Temporal Prime. They can lead someone in the general direction of a disturbance. Range corresponds to one year of time in reality, and it detects the nearest turbulence. This is a helpful device in finding vortices, maelstroms, or major events being manipulated. The camouflaging principle of a larger disturbance shielding a smaller one applies.
===Strand Shield===
Weight: 25 lbs. Cost: 75 gp
This item is both tent and shield for times when a character must rest on Temporal Prime. The item has a base that affixes to a lifeline by means of clamps. Three strong rods are then attached to the base in a tripod fashion, with the ends of these legs pointing upstream. An umbrella network of metallic weave and lightweight rods are spread and fastened to ﻿the tripod's legs. Characters rest downstream of the umbrella without fear of getting strands on them.
Due to the adhesive nature of strands, the weave must be discarded after each use. Spare covers can be obtained, weighing 5 pounds and costing 25 gp each. The rest of the strand shield is reusable.
===Firebox===
Weight: 20 pounds Cost: 100 gp
Building a fire on Temporal Prime can be tricky, even if wood is brought along. The lack of gravity makes it difficult, but chronomancers and alchemists have developed a solution.
The firebox is a metal container approximately 1 foot square and 6 inches deep. Inside the container is a queer mixture of oil, wax, and chemicals. This solid mixture can be ignited with a flint, and it burns steadily without much smoke, yet hot enough to cook. Each firebox is good for eight hours of burning. Close the lid to extinguish it. Incense sprinkled on top adds the aroma of choice.
==Items and Artifacts==
Chronomancy opens up a new door on magical applications, making life easier for the chronomancer in reality and in Temporal Prime. The following items may be used by any character class unless the description states otherwise.
===Amulet of Interpretation===
Amulet of Interpretation: This item functions as a tongues spell, granting the wearer knowledge of up to three additional languages. The amulet fastens onto the first three spoken languages or dialects unknown to the wearer, and it resets itself every hour, picking up the next three unknown languages. This item does not grant communication with animals, and it does not extend its powers to the wearer's companions. (3,000 XP)
===Cloak of the Chronomancer===
Cloak of the Chronomancer: This dark gray, light silk cloak is woven from the mist-smoke of Temporal Prime. An identify spell mistakenly reveals this to be a cloak of protection +1 unless it is identified by a chronomancer. Then its true nature is revealed.
Anyone subjected to a chronomancy spell effect (including those from items) while wearing this cloak gains a +1 to save. If no save is permitted, one is now granted vs. spells. A chronomancer wearing this cloak can also memorize one additional spell in every spell level he can cast. Also, targets of the wearer's chronomantic spells have a -1 applied to their saving throws. (3,500 XP)
===Lisker's Temporal Keys===
Lisker's Temporal Keys: Lisker, one of the few known chronomancers, invented a set of magical keys to assist in his travels. These look like old-fashioned skeleton keys made of gold, but each has different gems decorating it. The items work when the gems are pressed and the operating word is spoken. An identify spell cannot produce the necessary command word, but they are rumored to be easy to figure out (let the players guess). Use Table 23 to decide which key is found.
Using a key has an initiative modifier of 5.
 Table 23: Lisker's Keys
Roll 	Key
1-6 	Portal Key
7-11 	Lifeline Key
12-15	Timestream Key
16-18	Vortex Key
19-20	Planar Key
﻿Lisker's Portal Key: Lisker made dozens of these interesting keys, some for trading with fellow chronomancers. The gems decorating these keys are emeralds. With this item, the possessor may timeslip as per the spell. This key can be used once per turn. (5,000 XP)
Lisker's Lifeline Key: With one of these, the possessor can sort through the lifelines to find a specific one. For a general creature type, the possessor must have thoroughly studied the creature. For an individual, the possessor must have encountered it before. This key is decorated with topaz and can be used one turn before requiring two turns to recharge. At least ten of these keys exist. (3,000 XP)
Lisker's Timestream Key: These six keys reveal the date in reality with respect to the possessor's location in the timestream. Blue sapphires decorate them, and they can be operated up to one hour before needing to recharge for two hours. (3,000 XP)
Lisker's Vortex Key: Rubies decorate these three keys. They permit you to move through a vortex to the timestream you wish, with no chance of getting lost. This key may be operated in one vortex every six hours. (5,000 XP)
Lisker's Planar Key: This key is unique, and it is decorated with iridescent opals. It is rumored to unlock the desolate areas between timestreams, allowing the possessor to slip between the timestreams of different planes. The difference in temporal current, however, is not negated, and this is still a dangerous way to move between planes. This key can be operated once every 24 hours. (6,500 XP)
===Sands of Time===
Sands of Time: Four to sixteen ounces of these magical grains are found in a bag. For every ounce trickled onto the ground, time is slowed as per the 3rd-level wizard spell for everyone else within a 20-foot radius. No saving throw is allowed, but magic resistance still applies. The effect lasts for one round and can be used in conjunction with other spells or items. If more than one ounce is poured out in a single round, a saving throw vs. spells is allowed for every additional ounce. A failed save results in another slow effect. If three saves are failed at any time, treat the effect as the 9th-level spell time stop. In any case, the user is unaffected. (1,000 XP/ounce)
===Storm Warning Bell===
Storm Warning Bell: This gold and silver bell rings when its owner is near a timestorm. The closer the storm, the more incessant the ringing. It begins as a single peal every turn (when the storm is a week to a month distant) and speeds up from there. With the storm a day to a week distant, the bell rings out once per round. Over the next 12 hours, it rings out twice per round, the next six hours, four times, and so on. (1,000 XP)
===Temporal Pool===
Temporal Pool: This pool's water is magical, and it is likely found in a bottle or a bowl of precious metal. When in a bowl of silver or better quality, this water can be used to see into the future or past as per the temporal eye spell. Impurities in the water cause slight inaccuracies that cannot be helped, but the better the bowl's metal, the less chance for this. See Table 24 for the chance for error.
 Table 24: Temporal Pool Error
Metal 	Error
Silver 	35%
Electrum	25%
Gold 	15%
Platinum	5%
If the water is spilled, it loses its dweomer. If used in a platinum bowl, the strain on the water's dweomer causes it to lose some potency (+5% penalty applied from then on). The water can be transferred to a glass or metal bottle for transportation. (3,000 XP)
===Wesley's Hourglass===
Wesley's Hourglass: This looks like a normal hourglass in a wooden frame, but the mist-smoke of Temporal Prime fills it, not sand. When this hourglass is tipped, everyone (including the possessor) within 60 feet must successfully save vs. spells or be affected by a time stop for five rounds. The possessor gets a +2 bonus to the saving throw, and if he spends two rounds preparing the device, no save is required. Activated, the hourglass may be moved without moving the area of effect. It can be used once every 24 hours. (5,000 XP)
===The Weir of Kandalon===
The Weir of Kandalon: Kandalon is rumored to have been the first and greatest of all chronomancers, as well as several important figures in history and mythology. While this may be apocryphal, evidence of his travels are found as far back as any. Most believe he was an elf, but it is hinted that his ancestry contained a supernatural bloodline, too. Regardless, he did create his amazing weir.
The weir is a marble arch in which a heavy veil of Temporal Prime's mist-smoke falls from top to bottom, shrouding the image of the other side. There are 18 large gems, or sockets where gems should be, mounted along the rim of the arch. These gems control the weir, which operates a damlike magical field settled across the timestream. Some of the gems change timestreams, but always to a plane within the same reality. The damlike field causes light turbulence across a cross-section of the timestream, but nothing severe enough to warrant the attention of the denizens of Temporal Prime. Some gems control how far upstream or downstream the dam moves, and others control where in reality the window is focused. With everything adjusted correctly, the mist-smoke clears and the scene the characters could step into appears within the arch.
After the settings are adjusted, the last gem locks it into place, and now each gem has a secondary feature (spells like clairaudience, detect invisibility, and true seeing). Some gems (2d4) are missing. A gem taken from its socket gives its possessor the secondary power three times a day. Gems may be reinserted if found. (10,000 XP plus 3,000 XP per gem)
Category:Chronomancer Book