Chronomancy Spell Set
Introduction
You've found a powerful school of magic, those wielding the spells of a chronomancer are generally adept and naturally powerful wizards or Sorcerers. These spells require a mage to have a strong mind and great power to fully utilize these spells to the highest extent. Higher level chronomancy powers must be used with extreme caution as they can change the events of the world or even the planes of existence so be careful not to mess with the past too heavily for there are grave repercussions.
Go forth and mess with the essence of time. Use it to your will, but be careful of the factions and gods that many not take kind to your temporal meddling of the planes.
Note For Game/ Dungeon Masters
A warning for GM/DM's, the higher levels of these spells can be game changing and you may need to be careful when allowing players to use them. These spells are generally used to combo off of each other so if these are not spells that a character can choose from but are given out on spells scrolls, I recommend giving at least Rapid Aging or Temporal Surge as these are used as primers for combos.
I also recommend that the Time Tunnel spell is not one a player can choose as it can heavily mess with a campaign with a lot of work required to make it a fun experience for everyone.
Cantrips (0 Level)
- Rapid Aging
1st Level
- Temporal Split
- Flurrying Strike
2nd Level
- Temporal Surge
- Chrono Crack
3rd Level
- Chronomatic stun
- Chain of Time
5th Level
- Dome of Dilation
6th Level
- Seconds of Siege
9th Level
- Time Tunnel
Spells
Classes
Wizards and Sorcerers can learn these spells as part of their spell lists if the GM/DM allows it.
Cantrips
Rapid Aging
Chronomancy Cantrip
- Casting Time: 1 Action
- Range: 50ft
- Components: V, S
- Duration: Instantaneous
You meddle with the time of a creature or object that you can see within range. If the target is a creature, it is aged 1d4 days beyond its current age. Creatures who cannot be aged magically are unaffected by this spell.
If the target is an object, it is aged 1d4 x 5 Days instead. This could make structures become weaker or objects to break from the test of time.
The spell's die increases at level 5 (2d4), at level 11 (3d4) , and at level 17 (4d4)
The aging for this target lasts for 30 seconds, the creature has been healed magically (can be by potion or spell), or until a lesser restoration spell, greater restoration spell, or wish spell is used to remove the effect.
1st Level Spells
Temporal Split
1st Level Chronomancy
- Casting Time: 1 Action
- Range: 50ft
- Components: V, S
- Duration: Instantaneous
You split the target's magical age from its actual age, ripping the fabric of time to tear the target apart. Target 1 creature you can see within range, this spell does 2d8 psychic damage and an additional 1d8 for every 5 days the target has been aged magically by the caster of this spell.
The target returns back to its natural age after this spell's effects have occurred.
Higher Levels: If this spell is casted using a 3rd or 4th level slot, the damage die changes to a d10 instead of a d8. If a 5th or higher level slot is used, the damage die increases to a d12 instead.
Flurrying Strike
1st Level Chronomancy
- Casting Time: 1 Reaction
- Range: 20ft
- Components: V, S
- Duration: Instantaneous
When an ally makes a melee weapon attack withing range of you can you can see that ally, you cast this spell to speed up their hand movements giving them an additional attack on the same target.
2nd Level Spells
Temporal Surge
2nd Level Chronomancy
- Casting Time: 1 Action
- Range: 40ft
- Components: V, S
- Duration: 1 minute (concentration)
Make a ranged spell attack on a target you can see not behind total cover. On a hit, the target takes 3d6 psychic damage and ages half that number of days rounded up. Whilst concentrating on this spell, you can use a bonus action on subsequent turns to cause the target to age 1d6 days.
The aging for this target lasts for 30 seconds, the creature has been healed magically (can be by potion or spell), or until a lesser restoration spell, greater restoration spell, or wish spell is used to remove the effect.
Higher Levels: For each slot 3rd or above, increase the damage die by 1d6. The creature will age half the total initial damage. The subsequent aging effect is not increased for higher slots.
Chrono Crack
2nd Level Chronomancy
- Casting Time: 1 Action
- Range: 30ft
- Components: V, S
- Duration: Instantaneous
Target a point within 30ft of you. Creatures not behind total cover of the point within a 20ft radius must make a constitution saving throw. On a fail, the target takes 2d6 psychic damage and ages that number of days rounded up. On a success they take half as much and age magically the number of days equal to the damage.
Higher Levels: For each slot 3rd or above, increase the damage die by 1d6.
3rd Level Spells
Chronomatic Stun
3rd Level Chronomancy
- Casting Time: 1 Action
- Range: 40ft
- Components: V, S
- Duration: Instantaneous
Target a creature that you can see within range, the creature you cast this spell on must make a Constitution saving throw. If it fails, the creature takes 3d8 psychic damage and is stunned until the end of your next turn.
If it succeeds, it takes half the damage as is not stunned.
The Spell Save DC for the saving throw is increased by 1 for every 15 days the creature has been aged magically by the caster of this spell
The target returns back to its natural age after it succeeds or fails the saving throw.
Higher Levels: For each slot 4th or above, increase the damage die by 1d8 per level.
Chain of Time
3rd Level Chronomancy
- Casting Time: 1 Action
- Range: 25ft
- Components: V, S, M (5ft chain)
- Duration: Instantaneous
You lash out at a target you can see within range with a spectral chain. The target must make a dexterity saving throw which if they fail, suffer 4d6 psychic damage or half as much on a success. If the target has been aged by 3 days magically by the caster of this spell, this damage is increased to 8d6.
You can take 3 days of magical age (that the caster of this spell has affected the target) off the target to force another creature 10ft away to make a dexterity saving throw and suffer the full damage on a fail or half as much on a success.
This effect can be done any number of times but the magical age must be removed from the new target and it cannot target a creature who has already taken damage from this spell in the same round.
Higher Levels: For each slot 4th or above, increase the damage die by 1d6 per level. This applies to those hit by the chain reaction.
5th Level Spells
Dome of Dilation
5th Level Chronomancy (Ritual)
- Casting Time: 10 Minutes
- Range: Self (10ft Radius)
- Components: V,S,M (Snow globe)
- Duration: 24 Hours of Real time
A 10ft radius shimmering dome appears centered upon you. Whilst inside the dome, you can speed up or slow down your experience of time such that 1 hour of real time is 2 hours inside the dome or 2 hours of real time is 1 hour inside the dome. This is shown in the table below.
If any object greater than 1.5 foot in any dimension or any magical effect passes through the dome, it is destroyed.
Higher Levels: For each slot 6th or above, consult the table below:
| Level | Speed Up (Real to in Dome) | Slow Down (Real to in Dome) |
|---|---|---|
| 5 | 1 hour :2 hours | 2 hours :1 hour |
| 6 | 1 hour :3 hours | 3 hours :1 hour |
| 7 | 1 hour :4 hours | 4 hours :1 hour |
| 8 | 1 hour :5 hours | 5 hours :1 hour |
| 9 | 1 hour :6 hours | 6 hours :1 hour |
6th Level Spells
Seconds of Siege
6th level Chronomancy
- Casting Time: 1 Action
- Range: 20ft
- Components: V,S,M (Hammer Worth 50 gp)
- Duration: 1 round (Concentration)
Touch an object you can see within range. You affect a section of the object using 4 5ft cubes. You only need to see one face of a cuybe and all cubes must be connected.
This spell deals damage at the start of your next turn as long as concentration has been held. The spell deals 2d8 force damage multiplied by the number of days the object has been aged magically by the caster of this spell.
This spell does not affect anything sentient or any creature. Objects destroyed by this spell are crumbled to dust.
9th Level Spells
For a spell of 9th level to be used by a spellcaster, they must have researched or studied the topic of chronomancy for over 2 years of in game time. This could include writing spells or be a part of a downtime activity. This spell will be on a spell scroll when created or in a spellbook if the creator has one.
Time Tunnel
9th Level Chronomancy
- Casting Time: 3 hours (Ritual)
- Range: Appears 10ft in front of the caster
- Components: V, S, M (4 leaves in stasis which must be from a different season, from the same type of tree worth 1 copper piece each )
- Duration: Lasts for 30 seconds once the portal opens
You have reached the apex of chronomancy, holding the power to travel forwards and backwards in time. This form of time travel can be unstable when multiple creatures use it at once and there is a degree of failure no matter how many use it as it is not perfect.
You create a tunnel through time, taring reality slightly. You can choose up to seven creatures, including yourself, who may travel through this tunnel.
Makes an intelligence check of DC 9 + the number of creatures who can travel through the tunnel. On a success, roll a d100. You can set the tunnel to travel into the past or future a number of years less than or equal to the number rolled.
On a fail, the GM/DM rolls a d100 and a d3 (d6 halved rounded up.) The d3 determines where the creatures will travel upon entering the portal, 1 for past, 2 for present, 3 for future. The creatures travel the number of years on the d100 if they go into the past or the future. They appear on the opposite side of the tunnel if they travel to the present.
What happens once the player characters go to the past or future?
Creatures appear in the place where they were but in the past or future. If they would be placed inside of an object, they will appear in the closest unoccupied space.
Creatures who travel to the past must be careful as they can alter the future if they meddle too much. This could be interacting with their backstory or change events so they party would never meet up as they never met or needed to. If this happens, they could start to fade from existance or their abilities may change to reflect how their life has gone up to their age.
As a GM/DM you may need to think carefully about how their actions may affect the present and future. Maybe the evil characters in the world were successful, or there might be a new enemy which has arisen because of the changes to the past. Also, how will the gods of fate, destiny and chaos act because of this meddling (If they exist in your world.)
This spell is a very late game spell and might be a plot hook or device. The components cannot be substituted by a spell casting focus.