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Chronomancy Spell List:

Sapping Sting
Chronomancy cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You sap the youth of one creature you can see in range. The target must succeed on a fort
saving throw or take 1d4 Chronal damage and fall prone. If the creature is immune to
aging effects they take no damage
This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4),
and 17th level (4d4).

Gift of Alacrity
1st-level Chronomancy
Casting Time: 1 minute
Range: Touch
Components: V, S
Duration: 8 hours
You touch a willing creature. For the duration, the target can add 1d8 to its initiative
rolls.
Chronal Lance
1st-level Chronomancy
Casting Time: 1 standard
Range: close (25 ft. + 5 ft./2 levels)
Target: one or more creatures
Components: V, S
Duration: instantaneous and 1/round level
You compel temporal energy to coalesce into one or more glowing
lances of pure force that hover next to you. With a gesture, you send
them streaking toward their targets. You create one lance plus one
additional lance every 3 caster levels past first (maximum 4).
For each lance, make a ranged touch attack against a target creature.
If hit, the target creature is staggered for 1 round/level. You can target
a single creature with more than one lance and make an attack roll for
each lance used the stagger effect duration does not stack. As force
effects, the lances can affect incorporeal and ethereal creatures.

Combat Precognition
1st-level Chronomancy
Casting Time: 1 minute
Range: Touch
Components: V, S
Duration: 8 hours

Shyka’s Favor
2nd-level Chronomancy
Casting Time: 1 minute
Range: 60 feet
Components: V, S, M (a white pearl worth at least 100 gp, which the spell consumes)
Duration: 1 hour
You impart latent luck to yourself or one willing creature you can see within range. When
the chosen creature makes an attack roll, an ability check, or a saving throw before the
spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of
the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it
can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one
it rolled or the one the attacker rolled.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you
can target one additional creature for each slot level above 2nd.
Déjà vu
2nd-level Chronomancy
Casting Time: 1 minute
Range: Touch
Components: V, S
Duration: 8 hours
Ally Across Time
2nd-level Chronomancy
Casting Time: 1 standard
Range: close (25 ft. + 5 ft./2 levels)
Area:  one 5-ft. cube of temporal possibility/2 levels
Components: V, S
Duration: 1 round/level
You create one or more 5-foot cubes of temporal possibility where your
timeline overlaps with those of your parallel existences. As a free
action, you can summon a duplicate of yourself (not including
any animal companions, familiars, intelligent items, or other creatures)
from an alternate timeline in one of the cubes you can see, which lasts
until the end of your turn. This duplicate has your statistics (though
its hit points equal your caster level), threatens all squares adjacent to
it, and has any teamwork feats you have. Although the duplicate
appears with all of the equipment you currently carry, it cannot use
any of its equipment and all its equipment disappears when the
duplicate does. This duplicate cannot voluntarily move from the space
in which it’s summoned. During its brief existence, a duplicate can use
the aid another action once to assist you, but it cannot take any other
type of action. Once a duplicate disappears, the cube of temporal
possibility it occupied dissipates.
You can summon only one duplicate before the spell ends. For every 4
caster levels you have beyond 3rd, you can summon an additional
duplicate before the spell ends, though you cannot have more than
one duplicate in existence at once.

Shelter Out Of Time


3rd-level Chronomancy
Casting Time: 10 minutes
Range: 5 feet
Components: V, S, M
Duration: 6 hour/lv
Temporal Displacement
3rd-level Chronomancy
Casting Time: 1 minute
Range: Touch
Components: V, S
Duration: 8 hours
Time Step
3rd-level Chronomancy
Casting Time: 1 standard
Range: personal
Components: V, S
Duration: 1 round/lv
When you cast this spell, your movements become as darting as a
hummingbird’s, as if the rest of the world briefly pauses while you
move and act.
For all natural modes of movement (including land, burrow, climb, fly,
and swim) your base movement distance is doubled, including 5-ft.
steps (which in essence become 10-ft. steps). You can, for instance,
cast a spell or take some other standard action and then make what
would normally be a double move.
This will stack with another spell or similar effect that grants
an enhancement bonus to your base speed (such as expeditious
retreat) but it will not stack with a magically conferred movement type
with a set speed (such as fly or burrow) or an enhancement with a
specified maximum (such as haste). As with expeditious retreat, this
spell will affect your jumping distance.

Shelter Out of Time II


4th-level Chronomancy
Casting Time: 10 minutes
Range: 10 feet
Components: V, S, M
Duration: 6 hour/lv
Time Vortex
4th-level Chronomancy
Casting Time: 1 standard
Range: 100 feet +10/lv
Area: 30’ radius Spread
Components: V, S, M
Duration: 1 round/lv
You disturb the currents of time to destabilize your target area,
creating a swirling vortex of temporal energy.
A creature in the area is subject to one of the following effects for that
round, determined by rolling on the following table at the start of the
creature’s turn.

Table 2-16: Time Vortex Effects

d% Effect

1�30 The target can only move at half speed for 1 round.

31�60 The target is staggered for 1 round.

61�90 The target is subject to slow for 1 round.

91�10 The target is subject to temporal stasis for 1 round.


0

The target can make a Will save each round to avoid the effect, but is
subject to the spell each round he or she begins in the area.

Time Fold
4th-level Chronomancy
Casting Time: 1 minute
Range: Touch
Components: V, S
Duration: 8 hours
Shelter of Timeless Study
5th-level Chronomancy
Casting Time: 10 minutes
Range: 10 feet
Components: V, S, M
Duration: 1 day/lv
Chronal Wall
5th-level Chronomancy
Casting Time: 1 standard
Range: Close
Effect:  wall of magical gears up to 20 ft. long/level or a ring with a
radius of 5 ft./2 levels
Components: V, S, F (hourglass)
Duration: 1 round/level
A wall of shimmering blocks and intangible, moving gears springs into
existence. Non-magical ranged attacks that cross the wall vanish into
time. The wall offers total concealment (50% miss chance) against
magical ranged attacks and spells that pass through the wall. A
creature that passes through the wall is slowed, per the spell slow, for
the duration of this spell.
This wall is considered a force effect.

Elude Time
5th-level Chronomancy
Casting Time: 1 standard
Range: personal
Target:  you
Components: V, S
Duration: up to 1 minute/level
You place yourself in a state of suspended animation, similar
to temporal stasis. At the time of casting, you choose when the stasis
will expire, up to the maximum duration of the spell.
Until the duration ends, time ceases to flow for you, and all bodily
functions cease. No force or effect can harm you until the spell expires
or is removed, such as by a successful dispel magic spell.

Rapid Aging
5th-level Chronomancy
Casting Time: 1 minute
Range: Touch
Components: V, S
Duration: 8 hours
Army Across Time
5th-level Chronomancy
Casting Time: 1 standard
Range: close (25 ft. + 5 ft./2 levels)
Area:  five 5-ft. cubes of temporal possibility plus one additional
cube/level
Components: V, S
Duration: 1 round/level
This spell functions as ally across time as noted above with two
exceptions.
First, you can summon one duplicate per caster level before the spell
ends.
Second, you can have up to one duplicate in existence at a time for
every 3 caster levels you have.

Temporal Shunt
5th-level Chronomancy
Casting Time: 1 reaction, taken when a creature you can see makes an attack roll or
starts to cast a spell
Range: 120 feet
Components: V, S
Duration: 1 round
You target the triggering creature, which must succeed on a will saving throw or vanish,
being thrown to another point in time and causing the attack to miss or the spell to be
wasted. At the start of its next turn, the target reappears where it was or in the closest
unoccupied space. The target doesn’t remember you casting the spell or being affected by
it.
Time Loop
6th-level Chronomancy
Casting Time: 1 standard
Range: Close
Components: V, S, M
Duration: 1 round/lv
You capture the target in a loop of time. The target must repeat the
actions it took the round prior to being affected by this spell to the best
of its ability. For example, if the target used all its actions to move, it
must do so again on the following round, although the direction of the
move is up to the target.
If the target cannot perform the same action for example, the only
available potion bottle is empty, the memorized spell is expended, or
the target of its attack is no longer within reach then the target loses
that action and cannot take one in its place. If the target succeeds on
the Fortitude save, then it does not have to repeat its previous action
but instead is staggered for 1 round.

Inevitable Strike
6th-level Chronomancy
Casting Time: 1 minute
Range: Touch
Components: V, S
Duration: 8 hours
Time Travel
7th-level Chronomancy
Casting Time: 1 minute
Range: Touch
Components: V, S
Duration: 8 hours
Chronal Disconnect
7th-level Chronomancy
Casting Time: 1 hour
Range: Touch
Components: V, S, M (intricate and accurate planetary model worth at
least 135,000 gp, requiring a Knowledge [astronomy] check [DC 35]
to construct properly)
Duration: 1 year/3 levels
For the spell’s duration, the target is disconnected from time and does
not age. This state has several disadvantages, however. First, due to
the target’s displaced presence in time, he suffers a –4 penalty to all
saves versus magic that involve time or aging (such as speed aging).
Secondly, time periodically “catches up” with the target, influencing
him adversely. Each day, there is a 5% chance that time slows for the
target for 24 hours. During this time, the target acts as if affected by
a slow spell. There is no save against this effect and SR does not apply.

Time Capsule
7th-level Chronomancy
Casting Time: 30 minutes
Target: Object Touched or 5 sq ft/lv
Components: V, S
Duration: 1 day/lv
Time capsule can be used on any closable object, such as a bottle,
chest, or enclosure (a small room or cave).
When the object is closed, time ceases to flow for every item, creature,
or character within the object. They do not grow older. Body functions
of any living creatures or characters virtually cease.
However, if the object is opened, time moves freely until the object is
closed again (if the spell is still active). If the object is broken open, the
spell’s duration ends, even if it is made permanent via
the permanency spell.
Time capsule can be made permanent with a permanency spell at a
cost of 15,000 gp and minimum CL 14th.

Sever Thread
8th-level Chronomancy
Casting Time: 1 minute
Range: Touch
Components: V, S
Duration: 8 hours
Reality Break
8th-level Chronomancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a crystal prism)
Duration: Concentration, up to 1 minute
You shatter the barriers between realities and timelines, thrusting a creature into turmoil and
madness. The target must succeed on a Will saving throw, or it can’t take reactions until the spell
ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled
determines what happens to the target, as shown on the Reality Break Effects table.
At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending
the spell on itself on a success.
Reality Break Effects

d10 Effect

Vision of the Far Realm. The target takes 6d12 psychic damage, and it is stunned until the end of
1–2
the turn.

Rending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a
3–5
failed save, or half as much damage on a successful one.

Wormhole. The target is teleported, along with everything it is wearing and carrying, up to 30
6–8 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force
damage and is knocked prone.

Chill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the
9–10
turn.

Greater Time Travel


9th-level Chronomancy
Casting Time: 1 minute
Range: Touch
Components: V, S
Duration: 8 hours
Temporal Energy Nexus
9th-level Chronomancy
Casting Time: 1 round
Range: close (25 ft. + 5 ft./2 levels)
Target: 1d4 creatures who are or were within range of your current
location in previous 1d2 rounds
Components: V, S
Duration: instantaneous
You disrupt the flow of time in the recent past, allowing you to choose
1d4 attack rolls, saving throws, skill checks, damage rolls, or caster
level checks (in whatever combination you desire) that you observed
up to 1d2 rounds ago and force those rolls or checks to be rolled again,
taking the new result in place of the old.
The distortion in the time-stream prevents any other aspect of the past
from being changed, even if actions by other creatures in the
intervening time no longer seem to make sense.

Time Ravage
9th-level Chronomancy
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (an hourglass filled with diamond dust worth at least 5,000 gp,
which the spell consumes)
Duration: Instantaneous
You target a creature you can see within range, putting its physical form through the
devastation of rapid aging. The target must make a Fort saving throw, taking 10d12
necrotic damage on a failed save, or half as much damage on a successful one. If the save
fails, the target also ages to the point where it has only 30 days left before it dies of old
age. In this aged state, the target has disadvantage on attack rolls, ability checks, and
saving throws, and its walking speed is halved. Only the wish spell or Miracle cast can
end these effects and restore the target to its previous age.

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