TEXT: Arcane Traditions 
  The study of wizardry is ancient, stretching back to the 
  earliest mortal discoveries of magic. It is firmly established 
  in the worlds of D&D, with various traditions dedicated to 
  its complex study. The most common arcane traditions in 
  the multiverse revolve around the schools of magic. 
  Wizards through the ages have cataloged thousands of 
  spells, grouping them into categories called schools. In 
  some places, these traditions are literally schools; a wizard 
  might study at the School of Illusion while another studies 
  across town at the School of Enchantment. In other 
  institutions, the schools are more like academic 
  departments, with rival faculties competing for students and 
  funding. Even wizards who train apprentices in the solitude 
  of their own towers use the division of magic into schools 
  as a learning device, since the spells of each school require 
  mastery of different techniques. 
  School of Chronomancy 
  The focus of the School of Chronomancy is harnessing the 
  energies of flowing time, and manipulating them to suit 
  your gain. It is a most dangerous tradition, as the practice 
  of slowing, reversing, or diverting the flow of time can 
  accidently tear novices to pieces, spreading them thinly 
  across millennia, or sometimes even drop them wholesale 
  into a new or old era, with no way of returning home. 
  Masters, however, walk the generations as planeswalkers 
  walk the cosmos. Experienced chronomancers can reliably 
  (and literally) end most conflicts before they even begin. 
  Temporal Savant 
  Beginning when you select this school at 2nd level, the 
  time you must spend to copy a spell into your spellbook is 
  halved. 
  Chronoshift 
  At 2nd level, when you cast a spell that has a casting time 
  of 1 action, you can change the casting time to 1 bonus 
  action for this casting. After you use this ability, you must 
  finish a short or long rest before using it again.  
  Alter Causality 
  At 6th level, you add the spells Slow and Haste to your 
  spellbook, if it they are not there already. You can cast one 
  of these spells without expending a spell slot. If you cast 
  Haste, you can target only yourself. Once you cast one of 
  these spells in this way, you can’t do so again until you 
  finish a long rest, though you can still cast it normally. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Quantum Lag 
  At 10th level, when you cast a spell, you can delay its 
  effect one to three turns. Before the spell is cast, you select 
  the duration, the target, and roll any relevant attack rolls. 
  Any effects on the spell's targets, including saving throws, 
  are resolved when the spell triggers. If any conditions 
  change between casting and effect of the spell that would 
  make the spell impossible – such as the target leaving the 
  spell’s maximum range before the spell goes off – the spell 
  fails.  After you use this ability, you must finish a short or 
  long rest before using it again. 
  Timewalker 
  Beginning at 14th level, you can borrow time from the 
  present as an action, and use it in the future. Select a 
  duration, either one round or two rounds. Time stops for 
  you for this duration and you may take no actions. When 
  this duration ends, no time passes for other creatures and 
  you may move and act normally for the chosen duration. 
  Time restores to normal if one of the actions you use during 
  this period, or any effects that you create during this period, 
  affects a creature other than you or an object being worn or 
  carried by someone other than you. In addition, the effect 
  ends if you move to a place more than 100 feet from the 
  location where you cast it. After you use this ability, you 
  must finish a long rest before using it again. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/School of Chronomancy.pdf