TEXT: 1
  TThhee
  NNeett  BBooookk
  ooff  TTiim
  mee
  For the d20 system
  "d20 System" and the "d20 System" logo are Trademarks owned by Wizards of the
  Coast and are used according to the terms of the d20 System License version 1.0. A
  copy of this License can be found at www.wizards.com.
  "d20 System" and the d20 System logo are Trademarks owned by Wizards of the Coast
  and are used with permission. "Dungeons & Dragons(R)" and Wizards of the Coast(R)
  are Registered Trademarks of Wizards of the Coast, and are used with Permission.
  Full Cover PDF/JPG image available at: http://www.dcrouzet.net/nbotime
  Version 1 (February 2003)
  Editors: Dominique Crouzet, Ian Cheesman, Erik Seligman
  Contributors:  Ian Cheesman, Jay Cole, Dominique Crouzet,
  Chris Hantzmon, Matthew Hedges, Erik Seligman, Nikolaos Tsouhlarakis
  
  2
  Welcome to the Netbook of Time
  The purpose of this netbook is to help players and GMs understand the effects and
  possibilities of time in role-playing games.  Most gamers ignore the issues of time in a
  campaign, unless they are on small-scale events (combat rounds) or specific long-term
  consequences (like ability adjustments due to character age).  As such, our intent is to show
  you the many options possible when you introduce time-related effects into your game. These
  ideas are just that.  They are not meant to take the importance of a Core Rulebook, but to
  allow your minds to open new vistas in your campaigns and adventures.
  Through this book, there will be a number of new ideas presented.  These ideas are
  meant to be useable in most campaigns, but we realize that information and ideas may need to
  be adjusted to fit your specific needs.  For instance, this is especially true with the gods,
  goddesses, and domains section, as typically each world has set gods and goddesses in place.
  Additionally, any major changes (such as those involving implementing the new classes,
  feats, and/or spells found below) will involve individual tweaking to fit the continuing
  enjoyment that is key to role-playing.
  Why a Netbook of Time
  Throughout the history of fantasy writing, time and time travel have been a favorite for
  the creation of powerful magics and plot lines.  The spurning point for hit movies, bestsellers,
  and whole gaming systems, time and its uses are all around us.
  Throughout the history of the Dungeons and Dragons® games, the powers of time has
  been evident in magical spells and powerful artifacts.  In supplements such as the Tome of
  Magic, time was given a place in normal spells, creatures, and even magical equipment.  Only
  one supplement of this system truly looked at the powers and possibilities of time, the
  Chronomancer.  Many other gaming systems have time related supplements, such as Time
  Travel by the Generic Universal Role-Playing System® (GURPS), as well.
  In the third edition of Dungeons & Dragons®, as well as with the OGL and the d20
  gaming system, time once again has been barely given even a cursorily looking at.  In
  recognition of the possibilities of time travel and other aspects of time among all players of
  these games, this project was started.  As with all supplemental material, this is not meant to
  replace the rules set forth in the Core Rule Books or System Resource Documents, but rather
  to offer new and exciting opportunities to GMs and players alike.
  Thank you, and enjoy your gaming to it's fullest
  - The staff of the Netbook of Time
  "It's your game now"
  ___________________________________________________________________________
  
  3
  Contents
  Introduction
  What is time?
  4
  Time Travel
  5
  Dealing with Time Paradoxes
  Time paradoxes are impossible
  6
  Time paradoxes are possible (and cool)
  7
  Core & Prestige Classes
  Chronographer (core class)
  10
  Chronomancer (prestige class)
  13
  Time Master (prestige class)
  14
  Temporal Guardian (prestige class)
  17
  New Feats & Skills
  Astrology (skill)
  19
  Intuit Time (skill)
  20
  Knowledge [Time] (skill)
  20
  Mindless Effort (feat)
  20
  Stable Spell (feat)
  20
  Prophecy (general feat)
  20
  Spells & Magic
  Time Magic
  22
  Chronomancy spells by level 
  24
  New spells
  27
  New Magical Items
  Borrower’s Bag
  46
  Book of Alternate Histories
  46
  Bracelet of Time
  46
  Crystal Time Ball
  46
  Cube of Time
  46
  Stop Watch
  47
  Watch of Conjuring Time Elementals
  47
  Watch of Poor Timing
  47
  Planes and Time
  Time throughout the planes
  48
  Temporal elemental plane
  49
  Time essence
  49
  Deities and Time
  New gods and goddesses
  50
  Typical deities and their relation to time
  55
  New Domains
  55
  Creatures
  Elemental, Time
  54
  D20 Open Gaming License
  Open Gaming License description
  56
  Netbook's Open Gaming Content
  57
  
  4
  Introduction
  "Time is too slow for those who wait, too
  swift for those who fear, too long for those
  who grieve, too short for those who rejoice,
  but for a chronomancer time is eternity!"
  WHAT IS TIME?
  There are many different levels of understand-
  ing of the great power that is time.  None of these
  points of view are wrong or right; they are just
  different, based upon what the individual needs to
  know about time.
  Common People and Time
  To a commoner, time is simple and straightfor-
  ward.  Time goes in one direction, and always at the
  same speed.  It is what determines the seasons and
  the growth of crops.  It determines the breading of
  animals, and yes, even humanoids like you or I.
  Time is very important when cooking or baking,
  and is important in the crafting of many items from
  swords and arrows to jewelry and fine art.  Time
  determines when you wake in the morning, when
  you eat, and when you sleep.  Time also controls
  less fortunate things such as taxes, time you spend
  in jail, and how long you spend in the local militia.
  Magic-users and Time
  To those that deal with magic and rituals, time
  is straightforward, but not as simple.  Time relates
  the intricate motions and rituals dealing with spells.
  Time determines how long a caster can hold a spell,
  and even how long it takes for a spell to take effect.
  Time is the length that a spell acts upon a creature
  or item.  Time also can be manipulated to minor
  degrees through some highly specialized magics.
  Divination spells bring knowledge from the past or
  future to the present.  Spells such as Haste and Slow
  can even change how time affects a single creature.
  Some spellcasters choose to specialize in the
  effects of time.  Whether they make this choice at
  the beginning of their lives or after years of study,
  they have powers that most can only begin to dream
  about.  They have the powers to bend the forces of
  time to their very will.  Skipping into the future,
  looking in the past, even causing time to affect
  others in ingenious ways, these time masters come
  in many varieties.
  The Laws of Time
  No matter your level of understanding, we all
  must follow the same governing rules of time.
  Only through immensely high-powered magics and
  divine intervention can these rules be broken.
  These rules, however, should be custom made
  towards each individual campaign.  What follows
  are a few examples of these rules.
  • Time travel is commonplace, and history is
  often altered by the significant and insignificant
  actions of time travelers.
  • Time 
  travel 
  is 
  possible, 
  but 
  ‘historical
  momentum’ prevents any major changes to the
  flow of events.
  • Travel back in time is possible, but if history is
  changed this results in a new timeline (parallel
  demi-plane) which experiences the effects of the
  altered history.
  • No one can ever move backwards in time.  To
  do so causes irreparable damage to the time
  continuum, causing the traveler to be destroyed
  immediately.
  • Any attempt to move backwards in time results
  in the moving into a parallel Prime Material
  similar to the character’s Prime Material.
  • Any attempt to move backwards in time allows
  the character to remain on the ethereal plane as
  an observer only.  No spells or abilities can be
  used to change this.
  • Time Magic cannot be attempted unless the
  mage is specially trained in this style of magic.
  This usually involves becoming part of a school
  or learning the magics from the character’s
  patron deity.
  • Although a person can move forwards and
  backwards through time, no one can take any
  other persons with him or her.
  • The flow of time cannot be affected by anything
  short of a minor deity.
  Obviously, different rules or sets of rules cause
  widely different amounts of this Netbook to be
  used.  All information following are ideas and
  suggestions for DMs to implement.
  "I wasted time, and now time wastes me."
  _________________________________________
  
  5
  TIME TRAVEL
  As with the many different ideas and levels of
  understanding of time, there are many ways to look
  at the subject of time travel.  Even the simple act of
  defining time travel is difficult.
  Some viewpoints follow:
  • We travel through time every moment.  As time
  is constantly moving forward, we move forward
  with it.  We move at a constant pace that cannot
  be changed.  It is impossible to slow down or
  stop.
  • Even simple spells like Haste or divination
  spells are a method of time travel.  Time travel,
  however, does not let you change the past, as
  not enough power exists to allow someone to go
  back that far.
  • Time travel is possible through powerful spells.
  With the most powerful spells and rituals, even
  changing the past is possible.
  • With high technology and alchemy, time travel
  can exist, although it would take the wisdom of
  a god to figure it out and understand it.
  As you can see, there are many possibilities.  If
  time travel is used in your game, prepare yourself
  for these exciting possibilities.  Also, prepare for
  splitting headaches if care is not taken.  Just as a
  fighter must follow certain rules while in combat,
  and thieves must follow certain rules when stealing
  items, time travelers must follow basic rules of
  time, or else the purpose of the game is lost.  Most
  of these rules focus around potential paradoxes.
  "Someone once told me that time is a
  predator that stalked us all our lives. But I
  rather believe that time is a companion who
  goes with us on the journey that reminds
  us to cherish every moment because they'll
  never come again. What we leave behind is
  not as important as how we live it. After all,
  traveler, we're only mortal."
  - Jean Luc Picard,
  a guy encountered
  in a distant future…
  _________________________________________
  
  6
  Dealing with Time Paradoxes
  There are many different theories on the
  possibilities of time paradoxes. Throughout the
  history of civilization, many treatises have been
  written on the topic.  To try and pay homage to
  each idea in its completeness would fill a book the
  size of an ancient gold dragon.  The following is a
  brief compilation of ideas by a Dungeon Master
  who has heeded our call for clarification on this
  matter.  Some consider him a genius, while others
  think of him as a lunatic.
  So, you or your players want to travel through
  time? Great, wonderful. But, I know what you may
  be thinking… What will happens if someone ever
  creates a time paradox? Yeah, shivers, right? Well,
  here are some ideas of logic that might help you on
  your way.
  Basically, there are two branches you can go
  down, depending on which temporal theory you
  subscribe to: Either time paradoxes are possible, or
  they are impossible. Lets see the two:
  Time paradoxes cannot exist.
  Time paradoxes in real life only account for the
  feeble logic of the poor of brain. Simply put: if time
  travel is possible, it thus means that the future is
  already determined (which includes everyone’s
  actions), and so you cannot alter it. Then, time
  paradoxes in the game only account for the GM’s
  lack of imagination. With creativity you can easily
  handle the matter, and whatever your players do,
  there won’t be any time paradox—somehow their
  attempts to create paradoxes will always be foiled.
  Time paradoxes can exist and are cool.
  Why couldn’t we have time paradoxes in a
  heroic-fantasy game full of magic and impossible
  situations? In fact, if you look at it carefully, other
  aspects of the game do not fit in a coherent setting
  (for instance the ridiculous imposition of a 20th-
  centurry monetary system). As such, why should
  you bother so much about time-paradoxes, when
  you can make anything you want happen with
  them? It could well be that time-paradoxes are
  precisely what makes time travel in the game
  interesting.
  1 - TIME PARADOXES
   CANNOT EXIST
  Theory
  “If I travel backward in time to kill myself
  when I was a child, I would not have grown up to
  the age when I decided to travel backward in time
  to kill myself. Therefore, I didn’t kill myself; and
  so I grew up to the point when I was able to travel
  back in time to kill myself.”
  In terms of logic only, the facts are rather
  terribly simple: If a character would travel
  backward in time, he would become a living proof
  that the future already exists (that is, once he
  reaches his destination in the past). And then, if the
  future already exists, it simply means that freedom
  of choice doesn’t exist. One only does what fate has
  decided he would do. HENCEFORTH, you traveled
  backward in time because you were fated to, and
  you didn’t even create the slightest of paradoxes,
  because you didn’t/do not/will never do what you
  want. As such, whatever you may want to do, you
  won't kill yourself.
  By the way: here is another of these common,
  but fallacious, lines of reasoning. The same people
  who use the above paradox to refute the possibility
  of time-travel, also often use the following pseudo-
  logic to pretend that the future is not predetermined:
  “If my future is already determined, I am
  going to stop doing anything, but will nonetheless
  become X and Y as it was predicted.”
  But who predicted this? Only the poor brain
  who scoffs at time-travel, using his feeble pseudo-
  logic as an irrefutable proof that only his opinion is
  valid. Because the future is already written doesn’t
  imply in the least that events should be incoherent.
  One stops working, and waits for becoming X or Y
  because he is fated to? My only answer is that fate
  decided to give him a poor brain only apt at wrong
  deductions. That you may decide to do something
  or not just to prove that destiny exists or doesn’t,
  was already decided by fate.
  “I don’t want to think that the future is already
  written, because it’s so distressing.”
  And why should it be distressing? When you
  buy a book, it is already written! Do you mind it? If
  life is already written, it is in no way worse than
  reading a novel that is already written!!
  
  7
  Handling this in the Game
  So, what to do if you want to forbid the occur-
  rence of Time Paradoxes, but don't want to forbid
  your players do what they want?
  You are in charge:
  I suggest to let your player have his character go
  to the past, and then commit suicide by killing
  himself when he was a child. Why should it bother
  you? (I mean, as far as time-paradoxes are
  concerned, not whether your player may need some
  psychological help.)  Use your imagination!  After
  all, it’s a game of magic and fantasy. Let's see three
  possible ways to circumvent this pseudo-paradox:
  • Lenient GM: Okay, your character killed
  himself. BUT(!) what you didn’t know, was that he
  had a most gentle aunt, who by the way was also a
  great wizard, and furthermore possessed a lock of
  his hair. Then, when she saw that your character
  had been killed, she didn’t want to have her sister
  (the character’s mother) die from sorrow. So, she
  discreetly created a clone of your character, and
  nobody (even himself) ever knew of the event.
  • Merciless GM: Okay, your character killed
  himself. But there is no time paradox! Simply he
  never existed at all. Your character was in fact a
  demon with a false identity. When he eventually
  succeeded to travel backward in time to kill a
  certain child (of whom he had taken the identity
  thanks to a curse), he was freed and resumed his
  true self. And so, your character disappears, and the
  demon returns (as an NPC of course). What? No,
  the other players cannot resurrect your character,
  even with a Wish spell, because he never existed.
  They could resurrect the child, but he would not
  become what the demon was until he freed himself.
  • Psychotic GM: Okay, your character killed
  himself… but not as you would believe. In fact,
  when he was young (that is: at the “present” past
  event you went back to) your character suffered a
  personality crisis. He was attacked by a stranger
  (that is: your character coming back from the
  future), who fortunately failed his attack and killed
  himself by accident instead of murdering your
  character. Sadly however, the trauma resulted in a
  self-destructive obsession. This neurosis remained
  dormant until that precise moment where it fully
  awakened: and so when trying to kill that child
  (which he is/was), your character instead got a
  crisis during which he lost his mind and killed
  himself.
  All in all, the idea is to use your creativity, so
  what happens is not what the players believed
  would happen, but rather what YOU decide. In
  other words, let your PCs do whatever they want,
  but come up with the outcome that suits YOUR
  aims. Then, in a world full of magic and impossible
  things, it should not be too difficult to invent a
  “coherent” explanation for explaining why the
  characters’ doings did not produce the intended
  results in the first place.
  No paradox, no rewritten history
  If you opt for the idea that history cannot be
  rewritten, you should remember that true history
  and acknowledged history are two different things.
  As such, a time traveler could go to the past, change
  some key event, and then upon return to the present
  learn that people still believe in the same history.
  But who says that what is known has to be the truth
  (especially in a game)?
  2 - TIME PARADOXES
   EXIST AND ARE COOL!
  From a strictly logical point of view, if the
  future already exists, as a direct consequence
  freedom of choice doesn’t (meaning that everyone
  only does what fate determined he would do, and
  no other way). However, this risks being very
  difficult to handle in the game. For one thing, it
  obliges the GM to have everything determined
  (written down on paper). Then, the idea that
  everything in the game is already determined, so
  nothing can be changed, is in fact not interesting.
  Why travel back in time if you cannot change
  history? If it is to plunder a dungeon, there is not
  much point to it. And telling your players “No! You
  cannot do this!” is in fact a poor option.
  I rather suggest saying that important things are
  already determined, but that events can be altered in
  some minor way. Time-paradoxes become possible,
  since characters’ actions are not determined.
  However, they cannot destroy a whole world, just
  put a little of chaos here and there. As such, time-
  paradoxes become an opportunity for interesting
  situations.
  Rewriting history
  The main problem with changing events of the
  past is to believe they will irremediably change all
  of history, and then oblige the GM to change his
  setting accordingly. This belief is a misconception.
  History shouldn't be wholly rewritten
  The typical campaign normally includes a
  physical setting with plains, mountains, etc.  Then,
  for example, a certain mountain range is extremely
  important because it prevents the abominations that
  are on the other side, to invade the civilized lands.
  So my question is: are you going to forbid wizards
  PCs to get the Disintegrate spell because they could
  disintegrate the whole mountain and thus change
  the landscape and let the horrors from beyond pour
  forth? No, in fact you won’t mind because it would
  
  8
  take an enormous number of Disintegrate uses to
  make the mountain disappear. However, as a GM
  you are expected to be ready to cope with a PC
  trying to destroy a castle with that spell.
  It doesn’t have to be different with alteration of
  past events. Why believe or assume that changing a
  single small event should modify the whole
  history? Even if it is a key event, a whole history
  cannot be changed with the alteration of a single
  event, for the same reason as you won’t suppress a
  mountain with a single application of a Disintegrate
  spell. Lets give a metaphoric image: time has
  sometimes been compared to the flow of a river.
  Now try to alter the riverbed in throwing a rock into
  it. Well, maybe you will cause a little disturbance in
  it, but not much more. The water will go around the
  rock, creating some little whirlpools, and then will
  resume its course normally. With much time and
  effort, you may create a dam, but it is doubtful that
  you will prevent the water from eventually flowing
  to the sea.  So, why not assume that whatever a
  Chronomancer does while time traveling is just to
  “throw a rock” in the river of time?
  Rewriting history is unpredictable
  Another aspect of altering past events, is to
  believe that what you do in the past, will have the
  expected result in the future. Remember that as a
  GM you have the final word about what occurs
  when changing an event in the past. The fact is that
  there is always more to it than what the players
  think. As such, despite any precaution taken when
  changing the past, it’s up to you to decide what
  consequences it really brings, because of the unex-
  pected which wasn’t (and couldn’t be) foreseen.
  Effects of rewriting history
  Lastly, another important point is to decide what
  plainly happens when history is rewritten. Usually,
  nobody is aware, no evidence can exist, that history
  has been rewritten. Only those who were involved
  in the change are aware of it. If you think about it,
  there are a few issues in handling it that way, in
  terms of fantastic stories. Let me suggest the option
  below:
  Alternate History & Reality
  Some say that whenever a time-traveler changes
  something, an ‘alternate timeline’ in created , a
  parallel plane in which the alternate events unfold.
  I believe that the two following extremes are but
  poor options. Either there is only one history, and
  each time it is rewritten nobody knows except those
  who did it; or every time a single event is changed a
  whole new alternate universe is created. In the latter
  case, time travel becomes another form of
  dimensional travel.  So, I suggest an in-between:
  Local Alternate Realities
  The idea is that each time an important decision
  is made or a time paradox is caused by time
  travelers, local/limited alternate planes are created.
  That is, at some point two different realities
  overlap: the reality of the original history, and the
  reality of the rewritten history. In this option, the
  two parallel planes are almost identical except for
  what was changed, and the ensuing consequences.
  The "time paradox" becomes that the two realities
  overlap and merge at several points, occasions,
  circumstances, etc., making it look like that the
  continuum seems affected by chaos.
  So, a funny idea can be that any event you
  modify in the past, creates an alternate reality that
  interacts with the normal reality weirdly, until the
  “inertia of time” makes the alternate events catch
  up with the normal ones (i.e.: become identical
  again). As such, a time paradox creates a very
  limited demi-plane, or ‘alternate timeline’, that is
  intertwined with the prime plane. This demi-plane
  mirrors the normal plane except for the events that
  were changed. Also, this demi-plane exists only
  where events are different. The usual consequence
  is that some people may slip between the two
  realities. So, the ensuing result is always chaos in
  some way. Here are some examples:
  • Dead/Alive Character
  A character died, but his death is prevented by a
  time traveling person; or the reverse: a character is
  slain by a time traveling person coming from the
  future. As such, during all the time the two alternate
  realities exist at the same time, strange things occur
  perpetually around that character:
  - Some peoples are convinced he died, and in
  fact there still is his corpse to prove it.
  - Many things he does, are in fact also done by
  other peoples. Depending on which reality you are
  at any given time, you may determine (with
  divination magic or careful investigation) it is one
  way or the other.
  - The character could be in some place where
  peoples will be able to interact with him normally,
  while for other peoples he is simply not there. At
  times, some persons will find themselves on the
  border of the two alternate realities, and will see the
  character suddenly appear or disappear, or will see
  the alternate reality “in which he resides” as a
  ghostly image.
  • Destroyed/Not-destroyed City
  A city was once totally destroyed by an army.
  However, some adventurers decide to go into the
  past and turn the tide of battle, so the army flee and
  the city is saved. Where the ruins of that ancient
  city stand, there is also a demi-plane with the city
  still intact. However, the two realities tend to
  overlap, and this may create any of the following
  effects at GM’s discretion:
  
  9
  - Once every year, the city re-appears just for
  one day, that same day as when the battle was
  fought. Then, what occurs in the city could be much
  varied according to the GM’s whims. Maybe time
  passes slower for the inhabitants of the city, maybe
  they are now all long dead from starvation, etc.
  - When adventurers enter the ruins of that
  ancient city, they sometimes find themselves in
  buildings, streets, etc; which suddenly appear
  whole, as they were before the city was destroyed.
  However, the city’s inhabitants have become
  specters who hunger for the flesh of the living to
  sustain themselves.
  - The city still exists as in former times. But the
  funny thing about its history, is that any historians
  of far away countries maintain that it was destroyed
  long ago. Then, one of them once came to see the
  truth by himself, and only discovered ruins where
  all the region inhabitants know there is the city and
  have gone to it at one time or another.
  • Broken/Not-broken Item
  An item that was destroyed is saved from
  destruction by a time-traveler coming from the
  future. The result is that the item now seemingly
  exists at random. As soon as a character doesn’t
  look over it, it gets a chance of disappearing. That
  is, those looking after the item unknowingly go
  from one reality to the other. It manifests itself in
  that peoples searching for it cannot understand
  where it may be, and could well believe it was
  stolen. Then, when the item is found again, it will
  often be with a: “Well, I cannot believe it! It was all
  the time here under my nose, and I just didn’t see it
  despite having searched this place twice!”.
  Note furthermore that the DC for finding the
  item varies with the individual concerned. Those
  who were the most affected by its disappearance
  will have the highest DC to find the item; while
  those who did not witness it disappear will have
  relatively low DC to find it.
  Conclusion
  All in all, remember that you control the time
  paradox exactly as you want. As such, it begins and
  ends only when and where you want it. It means
  that when you don’t want it anymore, there is a
  point when/where the events of both the true and
  alternate realities become identical, thus merging
  the two into only one again. Remember also that it
  is the “inertia of time” (a law of the universe no
  more ridiculous than magic, the outer-planes, etc.)
  that will automatically force two alternate realities
  back into one. You only have to decide when and
  where it occurs, and give any explanation
  seemingly coherent enough (which includes, but is
  not limited to, the repairing of time).
  Overall, there are a number of exciting pos-
  sibilities for players and GMs alike to use with time
  traveling and paradoxes.  How you use them is up
  to you.
  _________________________________________
  
  10
  Core & Prestige Classes
  Chronographer
  Variant core class by Ian Cheesman
  Spells per Day
  Lvl
  Base Atk
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  1st
  0
  0
  2
  2
  Sense fate 1/day
  3
  1
  —
  —
  —
  — —
  —
  —
  —
  2nd
  +1
  0
  3
  3
  Metaspell
  4
  2
  —
  —
  —
  — —
  —
  —
  —
  3rd
  +1
  1
  3
  3
   ---
  4
  2
  1
  —
  —
  — —
  —
  —
  —
  4th
  +2
  1
  4
  4
   Defensive Foresight (+1)
  5
  3
  2
  —
  —
  — —
  —
  —
  —
  5th
  +2
  1
  4
  4
  Metaspell, Sense fate 2/day
  5
  3
  2
  1
  —
  — —
  —
  —
  —
  6th
  +3
  2
  5
  5
   ---
  5
  3
  3
  2
  —
  — —
  —
  —
  —
  7th
  +3
  2
  5
  5
  ---
  6
  4
  3
  2
  1
  — —
  —
  —
  —
  8th
  +4
  2
  6
  6
  Metaspell, Defensive Foresight (+2)
  6
  4
  3
  3
  2
  — —
  —
  —
  —
  9th
  +4
  3
  6
  6
  —
  6
  4
  4
  3
  2
  1
  —
  —
  —
  —
  10th
  +5
  3
  7
  7
  Sense fate 3/day
  6
  4
  4
  3
  3
  2
  —
  —
  —
  —
  11th
  +5
  3
  7
  7
  Metaspell
  6
  5
  4
  4
  3
  2
  1
  —
  —
  —
  12th
  +6 / +1
  4
  8
  8
  Defensive Foresight (+3)
  6
  5
  4
  4
  3
  3
  2
  —
  —
  —
  13th
  +6 / +1
  4
  8
  8
  —
  6
  5
  5
  4
  4
  3
  2
  1
  —
  —
  14th
  +7 / +2
  4
  9
  9
  Metaspell
  6
  5
  5
  4
  4
  3
  3
  2
  —
  —
  15th
  +7 / +2
  5
  9
  9
  Sense fate 4/day
  6
  5
  5
  5
  4
  4
  3
  2
  1
  —
  16th
  +8 / +3
  5
  10
  10
  Defensive Foresight (+4)
  6
  5
  5
  5
  4
  4
  3
  3
  2
  —
  17th
  +8 / +3
  5
  10
  10
  Metaspell
  6
  5
  5
  5
  5
  4
  4
  3
  2
  1
  18th
  +9 / +4
  6
  11
  11
  ---
  6
  5
  5
  5
  5
  4
  4
  3
  3
  2
  19th
  +9 / +4
  6
  11
  11
  —
  6
  5
  5
  5
  5
  5
  4
  4
  3
  3
  20th
  +10 / +5
  6
  12
  12
  Metaspell, Defensive Foresight (+5,
  Sense fate 5/day
  6
  5
  5
  5
  5
  5
  4
  4
  4
  4
  Standicus looked out over the city with pity in
  his heart.  It was too bad that the city would be
  destroyed in a few days time.  He wished he could
  warn the people, but he couldn’t.  It wasn’t part of
  his mission, after all.  All he had to do was see
  where the raiders from the deserts took the holy roc
  egg.  He must start by figuring out where the roc
  egg is, though.
  By the morning of the day of battle, he was
  ready.  He was hidden on the bluffs near the
  village, watching through a spyglass the dust cloud
  approach.  The desert raiders had done their job
  well, as the city was expecting a caravan of traders
  that day.  A few hours latter, the battle was over,
  and the entire city was in flames.
  Standicus watched the raiders load the egg into
  one of the carts and head back into the desert.
  Standicus jumped up to follow after the cart when
  all of a sudden he felt his head start to spin and
  landed not on the rocks of the canyon below, but on
  silk pillows.
  “Did you get your answer?” a grimy little
  gnome asked him.
  “Yes, it is in the desert somewhere.  I need to go
  back and find out where.  Now!”
  “I don’t think so, you will be lying in a bed for a
  few weeks.  Your journey took a lot out of you.  You
  wouldn’t survive the trip and then I would have to
  explain to your father the king how I let his son the
  crown prince and high priest of Themsulat die in
  my chamber.  Nope, not gonna happen.  Ain’t
  gonna do it.”
  The grimy little gnome pushed his big spectacles
  back onto his oversized nose and headed out of the
  room.  Standicus struggled to get up and follow
  him, but it was as the gnome had said, he was as
  weak as a kitten.
  Sighing with despair, Standicus lay back into
  the pillows and waited for Methinoid to return.
  Standicus realized suddenly that this meant he
  could not escape the lectures and debates of
  religion that Methinoid always seemed to want to
  hold.  Sighing again, Standicus realized it would be
  a long few weeks.
  •   •   •
  
  11
  Confused as clerics, wizards, fools, geniuses,
  and much more, Chronographers must work extra
  hard to ensure that people understand both who
  they are, and who they are not.
  A Chronographer is both a devout follower of
  the god Chronos, master of time, and of the force of
  Time. In addition, Chronographers are historians
  /futurians, learning about the past and future every
  second of their lives. Unlike academic historians,
  though, a Chronographer actually puts his know-
  ledge to use.
  Both through Chronos and Time the Chrono-
  graphers gain a small amount of divine magic to
  understand, record, and even protect history. The
  Chronographers are often found in churches and
  holy places throughout the world, offering their
  "unbiased points of view" whenever needed.
  Additionally, there are many noblemen who have
  employed a Chronographer to help with disputes or
  questions of the past.
  Adventures: Chronographers will typically
  adventure as a way to gain more knowledge of time
  and history, and of course to spread the word of
  Chronos. Of course, Chronographers are people,
  too, and may have all the more common motiva-
  tions for adventuring.
  Characteristics: Chronographers cast divine
  spells much the same way clerics do, though they
  get their spells from both the power of Time and
  from Chronos.  This is hard for other spellcasters to
  understand, as they can only draw their power from
  one source or another.  When asked to explain
  which abilities come from which source, a
  Chronographer will most likely respond that they
  all come from both.
  In addition to spells, Chronographers get some
  premonition abilities that improve with level,
  including the “sense fate” ability. Chronographers
  are poor combatants, as their demanding studies
  require they spend most of their time on them;
  moreover, their scholarly outlook is somewhat
  incongruous with a crusader's military training and
  way of life.
  Alignment: Chronographers can be of any
  alignment. However, as they often are scholars
  reveling in the study of their "art", they do not
  much concern with the mundane affairs of everyday
  lives and peoples. As such, Chronographers tend
  toward neutral alignments, although evil or good
  Chronographers are not unheard of.
  Religion:  It is obvious that Chronographers are
  worshipers of Chronos, but they also respect and
  worship the force of Time itself.  As with their
  spellcasting abilities, many other religious types
  cannot understand how they can give equal
  patronage to both a god and a force.
  A close similarity can be drawn a druid, who
  worships both a deity of nature and Nature itself.
  Background: Chronographers are typically
  urban characters raised in the ancient cities of a
  refined society. They almost never come from
  savage areas, unless they were brought from such a
  place to the aforementioned cities at an early age.
  In rare cases, though, even a savage child may
  be born who is blessed by the gods with an inherent
  insight into the nature of Time, and chooses to
  pursue this path.
  Races/Gender: Humans and gnomes seem
  drawn to chronomancy the easiest. In fact, gnomes
  fit with chronomancy so easily, that Chronographer
  counts as a preferred class for them. Halflings
  distrust the idea of the past, always living in the
  present, while elves can often remember the past.
  Dwarves seem to be neither drawn nor pushed from
  chronomancy.
  Other classes: Chronographers tend to be
  loners, as their art is much exotic and demanding.
  Nonetheless, Chronographers appreciate members
  of other classes in the same way a bard might. They
  know the value of being able to cast spells from
  behind strong warriors, or to "magic up" rogues and
  send them out to scout.
  Chronographers love to get into theological
  discussions with clerics and priests.  However, this
  often leads to conflict due to their dismissive
  attitudes towards most traditional gods; there are
  many churches where Chronographers are banned
  by decree.
  Mages and their kin likewise have a love-hate
  relationship with Chronographers, but usually in the
  opposite manner.  Mages, wizards, and such are
  always pursuing Chronographers in attempts to
  acquire more knowledge about the force of Time in
  order to bend it to their will.  Most Chronographers
  respond to this “rape” of Time in the same way a
  druid would to the destruction of her favorite forest:
  while some of their spells may achieve similar
  effects, they do it to serve Time, not to bend it to
  serve their worldly desires.
  GAME RULE INFORMATION
  Chronographers have the following game
  statistics.
  Abilities: Wisdom determines how powerful a
  spell a Chronographer can cast, how many spells
  the Chronographer can cast per day, and how hard
  those spells are to resist. To cast a spell, a Chrono-
  grapher must have a wisdom score of 10 + the
  spell's level. A Chronographer gets bonus spells
  based on Wisdom.  The Difficulty Class of a saving
  throw against a Chronographer's spell is 10 + the
  spell's level + the Chronographer’s Wisdom
  modifier.
  Alignment: Any.
  
  12
  Class Skills
  The Chronographer’s class skills (and the key
  ability for each skill) are Astrology (Int),
  Concentration (Con), Craft (Int), Intuit time (Wis),
  Knowledge - all (Int), Profession (Wis), Scry (Int),
  Speak Languages (n/a), and Spellcraft (Int).
  Skill Points at 1st level: (4 + Int modifier) x4
  Skill Points at each additional level: 4+ Int
  modifier
  Class Features
  All of the following are class features of the
  Chronographer core class.
  Hit Die: d6
  Weapon and Armor Proficiency: Chrono-
  graphers are proficient with all simple weapons,
  and with light armor.  Heavier armor or shields
  interferes with their ability to sense the flow of
  time, so a Chronographer who uses such equipment
  faces the same spell failure chances as arcane
  mages.
  Spells: Chronographer cast divine spells, and
  may prepare and cast any spell from the
  Chronomancy spell list in the Spells & Magic
  chapter of this netbook, or any Divination spell
  from the Cleric spell list, provided they can cast
  spells of that level. They prepare and cast spells in
  the same way as a cleric does (though they cannot
  expend a prepared spell to cast Cure spells in its
  place).
  Like a cleric, they have access to two domains
  and may prepare a bonus domain spell of each level
  per day.  However, these must be time-related
  domains, usually the ones described in this netbook.
  To prepare or cast a spell, a Chronographer
  must have a Wisdom score of at least 10 + the
  spell's level. The difficulty for a saving throw
  against a Chronographer’s spell is 10 + the spell's
  level + the Chronographer’s Wisdom modifier.
  Bonus spells are based on Wisdom.
  Sense Fate (Ex): At 1st level, the Chronogra-
  pher begins to get premonitions of the immediate
  future and can attempt to alter it in a limited
  fashion. Once per day, the Chronographer is
  allowed to re-roll one d20 roll that she has just
  made. She must take the result of the re-roll, even if
  it's worse than the original roll.
  This ability increases at every fifth level,
  allowing one more use per day.  However, using
  this ability is stressful, and once it is used, it cannot
  be used again for at least one minute.
  Metaspell (Ex): At 2nd level and every three
  levels thereafter, a Chronographer can choose one
  spell known to her, and learn an alternate version
  that then becomes permanently modified as though
  affected by a metamagic feat.  The feat chosen must
  be time-related: affecting either the casting time or
  duration.  The spell’s level increases by one less
  than the normal cost of the selected metamagic feat.
  Once the choice of spell and modification are
  chosen, they cannot be changed.
  Example: Methinoid chooses Haste to be
  Quickened permanently at 11th level.  She may now
  choose to memorize either the normal (3rd level)
  Haste, or the Quickened version, which is 6th
  (rather than 7th) level for her.
  As the Chronographer goes up in level, she can
  choose either a new spell or the same spell to be
  modified in different ways with multiple metaspell
  abilities.  She can also choose to further reduce by
  one level the cost of a previously selected feat on a
  previously selected spell.  She does not need to
  know the feat she applies to the spell.
  Defensive Foresight (Ex): As the Chrono-
  grapher's intuitive awareness continues to extend
  farther into the future, and in new ways, he is able
  to enhance his ability to react to danger a fraction of
  a second before it happens. As such, the Chronogra-
  pher gets a +1 insight bonus to his AC at 4th level.
  This bonus then increases at every four levels.
  This ability is also reflected in the Chrono-
  grapher’s reflex saves, which are especially good
  for a spellcaster.
  
  13
  Chronomancer
  Prestige class by Dominique Crouzet
  Lvl
  Base Atk
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spellcasting
  1st
  0
  0
  0
  2
  Spell knowledge
  +1 spell-casting level
  2nd
  +1
  0
  0
  3
  —
  +1 spell-casting level
  3rd
  +1
  1
  1
  3
  Chronomancer specialist (+1)
  +1 spell-casting level
  4th
  +2
  1
  1
  4
  —
  +1 spell-casting level
  5th
  +2
  1
  1
  4
  Chronomancer specialist (+2)
  +1 spell-casting level
  6th
  +3
  2
  2
  5
  —
  +1 spell-casting level
  7th
  +3
  2
  2
  5
  Chronomancer specialist (+3)
  +1 spell-casting level
  8th
  +4
  2
  2
  6
  —
  +1 spell-casting level
  9th
  +4
  3
  3
  6
  Chronomancer specialist (+4)
  +1 spell-casting level
  10th
  +5
  3
  3
  7
  —
  +1 spell-casting level
  Chronomancers are typically arcane spellcasters
  who were fascinated by the prospect of bending
  time to their will, but hadn't the mystical inclination
  required to become chronographers. As such, they
  try to study time from a more scientific perspective,
  and generally do not care about history, and about
  the ethical problems that arise from modifying past
  events. Chronomancers are likewise rarely inter-
  ested in the philosophical questions pertaining to
  the passing of time. In fact, the chronomancer is
  usually an opportunist motivated by the power he
  expects to gain from becoming able to manipulate
  time with greater efficiency than normal.
  The truth is that the control of time is a difficult
  art. Arcane spellcasters have access to only a few
  spells with time related effects, and these often do
  not directly affect the time stream, except for the
  higher level spells. Magic that controls the flow of
  time is difficult to understand, and a novice could
  not begin his spellcaster's career immediately
  specializing in the school of time. Chronomancy is
  a subtle magic open only to experienced mages.
  Most chronomancers are wizards. Sorcerers and
  priests of time deities are sometimes attracted to
  this class, which gives them access to more spells,
  while a few bards have been known to become
  chronomancers as a way to travel to other epochs in
  addition to other lands.
  Requirements
  To qualify to become a chronomancer, a charac-
  ter must fulfill all the following criteria:
  Knowledge [Arcana and Time]: 8 ranks each
  Spellcraft: 8 ranks
  Feats: Extend Spell, Quicken Spell.
  Spellcasting: Ability to cast at least two 3rd or
  higher level spells in the Chronomancy list.
  Class Skills
  The chronomancer’s class skills (and the key
  ability for each skill) are:
  Concentration (Con), Craft (Int), Intuit time
  (Wis), Knowledge [arcane, history, mathematics,
  time] (Int), Profession (Wis), Scry (Int), and
  Spellcraft (Int).
  Skill Points at Each Level: 2 + INT modifier.
  Class Features
  All of the following are class features of the
  chronomancer prestige class:
  Hit-Die: d4 (four).
  Weapon and Armor Proficiency: They do not
  get any additional weapon or armor proficiencies.
  Spells: Chronomancers continue their spell-
  progression as in their former class (similar to the
  Loremaster in this regard), gaining a new spell-
  casting level every new level (but no other benefit
  such as class abilities). Characters with more than
  one previous spellcasting class must select the one
  that enabled them to become a Chronomancer.
  Chronomancers have access to the spells of their
  previous spellcasting class, plus the spells from the
  school of chronomancy (i.e., any spells described in
  this netbook). Any known spell that exists at
  different levels in their previous class’s and the
  Chronomancy spell list is now treated as being of
  the lower of the two levels.
  Spell Knowledge: At each level, chronoman-
  cers automatically learn one chronomancy spell of
  their choice at no cost. Those chronomancers who
  cast their spells as bards or sorcerers get them as
  bonus spell-known, and those who prepare their
  spells get them as if with the spell-mastery feat
  (they do not need a spellbook to prepare them).
  Chronomancer Specialist: At 3rd level, chro-
  nomancers get a +1 bonus to their Spellcraft checks
  to learn chronomancy spells, to the DC of these
  spells, and to beat a creature's spell resistance
  against them. This bonus increases to +2 at 5th
  level, +3 at 7th level, and +4 at 9th level.
  _________________________________________
  
  14
  Time-Master
  Prestige class by Dominique Crouzet (inspired by various sources)
  Lvl
  Base Atk
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spellcasting
  1st
  0
  0
  0
  2
  Manipulation power (minor)
  —
  2nd
  +1
  0
  0
  3
  Time sense
  +1 spell-casting level
  3rd
  +1
  1
  1
  3
  Manipulation power (minor)
  —
  4th
  +2
  1
  1
  4
  Slow metabolism
  +1 spell-casting level
  5th
  +2
  1
  1
  4
  Manipulation power (major)
  —
  6th
  +3
  2
  2
  5
  Accelerate metabolism
  +1 spell-casting level
  7th
  +3
  2
  2
  5
  Manipulation power (major)
  —
  8th
  +4
  2
  2
  6
  Timeless body
  +1 spell-casting level
  9th
  +4
  3
  3
  6
  Manipulation power (greater)
  —
  10th
  +5
  3
  3
  7
  Transcendent self
  +1 spell-casting level
  Time Masters are a secretive brotherhood of
  spellcasters who develop the ability to manipulate
  time to an outstanding degree. They learn to attune
  themselves to its flow, being able to alter it with
  their own will. However, due to this emphasis Time
  Masters tend to neglect formal magical (or psionic)
  studies.
  Time Masters belong to a secret organization of
  their own, whose goals always remain obscure.
  Some even say that it split into two different
  factions with opposed objectives, making them dire
  enemies of each other’s.  Of course, rumor also has
  it that one faction pursues nefarious ambitions of
  conquering the world and altering the past to their
  own benefit, while the second faction tries to stop
  them. In fact, the only thing that is known for sure
  is that the founder of the brotherhood became the
  first Time Master as a way to achieve immortality.
  Whether this ancient founder is still leading the
  brotherhood, however, remains a mystery.
  Time Masters induct very few new members
  into their organization, and those are usually
  carefully screened and tested before being accepted.
  Such new members are thereafter sworn to secrecy.
  Sorcerers and chronographers are traditionally
  the most likely characters to become Time Masters.
  Nonetheless, other classes also infrequently join the
  brotherhood, so bards, wizards, and priests are not
  unheard of. However priests of time deities usually
  consider them an anathema, and thus almost never
  become Time Masters.
  Requirements
  To qualify to become a Time Master, a charac-
  ter must fulfill all the following criteria:
  Knowledge [Time]: 10 ranks
  Feats: two metamagic feats related to time
  effects (such as Extend Spell or Quicken Spell).
  Spellcasting: Ability to cast 3rd-level chrono-
  mancy spells, or arcane spells related to time (such
  as Haste or Slow).
  Special: Must be approved by the council of
  Elder Time Masters before training can begin. The
  initial training takes about six months. Thereafter a
  Time Master can train himself through study.
  Class Skills
  The Time Master’s class skills (and the key
  ability for each skill) are: Concentration (Con),
  Craft (Int), Intuit time (Wis), Knowledge [arcana,
  history, mathematics, time] (Int), Profession (Wis),
  Scry (Int), Speak Language (-), and Spellcraft (Int).
  Skill Points at Each Level: 2 + INT modifier.
  Class Features
  All of the following are class features of the
  Time Master prestige class:
  Hit-Die: d4 (four).
  Weapon and Armor Proficiency: Time
  Masters do not get any additional weapon or armor
  proficiencies.
  Spells: Time Masters continue their spell-
  progression as in their former class (similar to the
  Loremaster in this regard), gaining a new spell-
  casting level every two new levels (but no other
  benefit such as class abilities or else). Characters
  with more than one previous spellcasting class must
  select the one that enabled to become a Time
  Master (see requirements).
  Time Masters can only learn new spells from
  the chronomancy school of magic.
  Time Sense (Ex): Time Masters are so in tune
  with time that they can keep track of it exactly.
  This innate sense gives them a +2 to Intuit Time
  checks for each level of the Time Master class.  (If
  they did not have this skill, they can now use it
  untrained.)
  
  15
  Slow Metabolism (Ex): At 4th level, a Time
  Master can slow his own metabolism at will. This
  has the following effects:
  • Poison takes 4× the normal time to take effect.
  • Bleeding wounds and similar circumstances in
  which hit-points are lost each round, or minutes,
  etc., take 4× the normal time to take effect (1 hp
  lost every 4 rounds instead of every round for
  instance).  This ability automatically activates
  subconsciously if the character is below 0 hit
  points.
  • The character can hold his breath 4 times
  longer as normally.
  • This ability cancels any spell (like Haste) that
  would accelerate the character.
  While Slow Metabolism is in effect, the Time
  Master acts as if under the effect of a Slow spell.
  Accelerate Metabolism (Ex): At 6th level, a
  Time Master can accelerate his own metabolism at
  will. This has the following effects:
  • The character gains a +2 circumstances bonus
  on his initiative.
  • The character gains a +1 circumstance dodge
  bonus to his AC.
  • The character speed is increased by 10 feet.
  • This ability cancels any spell (like Slow) that
  would slow the character.
  Accelerating one's metabolism is tiring though.
  The Time Master can maintain it only for a number
  of rounds equal to 1d6 + his Constitution modifier.
  Thereafter he must wait at least 20 minutes before
  doing it again.
  Timeless Body (Su): After achieving 8th level, a
  Time Master no longer suffers ability penalties for
  aging and cannot be magically aged. (any penalties
  he may have already suffered remain in place.)
  Bonuses still accrue, and the Time Master dies of
  old age when his time is up.
  Transcendent Self (Su): At 10th level, a Time
  Master has tuned her body with time energy to the
  point that she becomes a magical creature. She is
  forevermore treated as an outsider (extraplanar
  creature) rather than as a humanoid. For instance,
  Charm person does not affect her. Additionally, the
  Time Master definitively ceases to age, and thus
  becomes immortal unless dying of damage, poison,
  etc. However, as an outsider, a 10th level Time
  Master is subject to spells that repel enchanted
  creatures such as Protection from Evil.
  Manipulation Power (Su): At 1st, 3rd, 5th, 7th,
  and 9th levels, Time Masters can learn a power of
  time manipulation of their choice. At 1st and 3rd
  levels this can only be a minor power; at 5th and 7th
  levels it can be either a minor or major power; and
  at 9th level either a minor, major, or greater, power.
  Each power is usable once per day; in selecting the
  same power more than once, a Time Master could
  use the same ability more times during a single day.
  Time Manipulation powers are supernatural
  abilities that are mentally activated, and require no
  components, motion, or XP cost.  The ones below
  are just  a few suggestions.  As a general guideline,
  Minor powers  should be based on 1st-3rd level
  spells, Major powers on 4th-6th level spells, and
  Greater powers on 7th-9th level spells.
   Some examples are:
  • Bypass Entropy (minor)
  The Time Master can interact with a present
  item as if it was in a different state of degradation
  due to the passage of time.   This can be viewed as
  roughly equivalent to either Age Item or Restore
  Prime Condition spells, but with five time the usual
  limits on target weight, target volume, or damage
  caused.
  The Time Master must touch the item being
  affected, and as soon as he does not touch it
  anymore, the item reverts to its present state. For
  example, lets suppose that the Time Master is in
  front of a door that he cannot open nor break. He
  could touch it and call a time when the door will be
  totally rotten, and then easily break through. Then,
  once the Time Master leaves, the bits on the floor
  revert to their present hardness, yet the door
  remains destroyed. This power will work well on a
  wooden door, but also on an iron door that could
  rust. It could be impossible however, against a
  magical stone door.
  The reverse also works fine: the Time Master
  could touch a rotten ladder and call a time when it
  was solid enough to keep it from breaking while he
  climbs it. Maintaining another state of entropy is a
  matter of concentration, and the Time Master can
  only perform simple actions when doing it. The
  Time Master can maintain this power up to a
  maximum duration of 1 minute × his concentration
  check (he cannot take 10 or 20 in this case).
  Disturbing the Time Master prematurely ends his
  perception unless he succeeds a Concentration roll
  at DC=15 (or more as relevant to the circum-
  stances). Also, getting into a fight with an item
  (such as a rusted sword for instance) thus altered
  requires to make a Concentration check at DC=15
  for the whole combat duration.
  • Foresight (minor)
  The Time Master is granted an intuitive pre-
  monition of danger in relation to himself. This
  power has a total duration of one hour per Time
  Master level, during which the character receives
  instantaneous warnings of impending danger or
  harm. As such, the Time Master cannot be surprised
  or caught flat-footed; he gets a general idea of what
  simple actions he might take to best protect him or
  herself (duck, jump right, close the eyes, etc.); and
  gains a +2 insight bonus to attacks, AC and to
  Reflex saves. This insight bonus is however lost
  whenever the Time Master would lose a Dexterity
  bonus to AC.
  
  16
  • Perceptions of the Past (minor)
  The Time Master can see and hear what hap-
  pened in the past of where he currently is, as if he
  had been there at the time. Note that magically
  enhanced senses do not work as such to see and
  hear in the past; the perception occurs only on a
  normal basis.
  What is perceived is perceived at the same pace
  as it occurred; that is, something that had a 10
  minutes duration, takes 10 minutes of present time
  to observe carefully. Reaching farther in the past is
  difficult, and requires a successful Scry check at
  DC=5 + 1/day removed from the present day.
  Scanning a day to find a specific event to observe
  takes 5 minutes. Perceiving the past is a matter of
  concentration, and the Time Master is unaware of
  his present surroundings when doing it.
  The Time Master can maintain his perception of
  the past up to a maximum duration of 5 minutes ×
  his concentration check (you cannot take 10 or 20
  in this case). Disturbing the Time Master
  prematurely ends his perception unless he succeeds
  a Concentration check at DC=15 (or more as
  relevant to the circumstances).
  • Temporal Swap (major)
  The Time Master can take into account the
  different states in which a certain area or item may
  be over periods of time, and choose the state that
  suits his needs the best.
  For example, lets suppose that the Time Master
  is in front of a door that he cannot open. He can
  reasonably think that the door is sometimes open,
  and thus choosing a time when the door was open,
  will swap this moment with the present time to let
  him go through. However, if per chance the door is
  never opened, he won't find any moment of opening
  to bring to the present. In fact, the less time this
  door is open, the more difficult it will be for the
  Time Master to bring forth such a moment.
  This is resolved with a Search roll with a DC
  appropriate to the number of times the state sought
  has a chance to occur (based on past events, not an
  hypothetical future). Divide the percentage chance
  by 5 to get the DC. For instance, if the above door
  is open 10% of the time, it means it is closed 90%
  of the time, thus giving a DC= 18. Otherwise the
  number of rounds during which the Time Master
  must concentrate for this time swap happens, is
  equal to the DC.
  Disturbing the Time Master prematurely foils
  his attempt unless he succeeds a Concentration
  check at DC=15 (or more as relevant to the
  circumstances). The swapped time remains for a
  number of rounds equal to 1d12 + the character's
  Int modifier. The Time Master can affect an area of
  up to 30 × 30 × 30 feet.
  • Time Zone (major)
  The Time Master can determine a zone of 30
  feet diameter around him, in which time will flow
  at a different pace. This pace can be increased up to
  10 times faster or decreased to 10 times slower. So,
  1 minute within the zone would equal 1 round
  outside, or 1 round within the zone would equal 1
  minute outside. Any creature or item that enters or
  leaves the zone is affected by the relevant time.
  However, if the Time Master leaves the zone, it
  cancels it.
  This zone can be maintained for a maximum
  duration of 1 hour of normal time (e.g.: outside).
  Vision and hearing are affected in that those inside
  the zone will appear accelerated or slowed
  according to the different time pace, to those
  outside the zone.
  The edge of the zone appears to be a swirling,
  amorphous mass of air.  Magical or supernatural
  effects cannot be cast into or out of the zone
  (though magical works normally within), and
  attacks across the edge of the zone are impossible.
  • Timeline Walk (greater)
  The Time Master can walk along the timeline of
  an object and emerge at some point in the future
  where the object is. This walk is tied to the object
  that he must touch when he departs, and that he will
  touch likewise when he will emerge. If the object is
  moved in the meantime, the Time Master will
  emerge where the object will be, provided there is
  sufficient empty space to emerge in.
  During his walk the Time Master is totally
  outside of reality, and perceives it in a much
  succinct manner unless he stops and adjusts his
  "time pace" to that of what is observed in the direct
  vicinity of the object. The Time Master can walk
  forward in time up to a maximum distance of 100
  hours, and can remain in this outside reality only
  for 100 minutes of subjective time.
  Note that observing 1 hour of events in 1 minute
  gives imprecise information at best. It is possible to
  move forward, then backward, however in the end
  the Time Master can only emerge in the future,
  even if only one minute after having departed.
  When the Time Master emerges, it is like if he
  teleported there.
  • Inside the Momentum (greater)
  The Time Master (and his equipment) ceases to
  move within the fourth dimension like everyone
  else, but stops within a time singularity for a maxi-
  mum subjective duration of one round/level.  This
  effect is similar to a Time Stop spell
  Alternatively, the Time Master can use a weaker
  form of this ability that lasts for ten minutes per
  level.  In this case, he can only activate spells and
  effects that target him personally.
  
  17
  Temporal-Guardian
  Prestige class by Dominique Crouzet
  Lvl
  Base Atk
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spellcasting
  1st
  0
  2
  0
  2
  Bonus save ; Detect time disturbance ; Prestige domain
  +1 spell-casting level
  2nd
  +1
  3
  0
  3
   Aura of Courage
  +1 spell-casting level
  3rd
  +2
  3
  1
  3
  ---
  +1 spell-casting level
  4th
  +3
  4
  1
  4
  Cancel time disturbance (1/day)
  +1 spell-casting level
  5th
  +3
  4
  1
  4
  —
  +1 spell-casting level
  6th
  +4
  5
  2
  5
  —
  +1 spell-casting level
  7th
  +5
  5
  2
  5
  Cancel time disturbance (2/day)
  +1 spell-casting level
  8th
  +6
  6
  2
  6
  —
  +1 spell-casting level
  9th
  +6
  6
  3
  6
  —
  +1 spell-casting level
  10th
  +7
  7
  3
  7
  Cancel time disturbance (3/day)
  +1 spell-casting level
  Temporal Guardians are priests of time deities
  who pledge themselves to the protection of history
  and the integrity of the time and space continuum.
  Where the regular clergy of the gods of time are
  often historians and recorders of the passage of time
  (traditionally with astronomy), Temporal Guardians
  on the other hand, are more of the crusader type.
  These clerics watch over history and the natural
  order of time, and oppose all of those who would
  disrupt them through time travel and the creation of
  time paradoxes. As such, Temporal Guardians
  generally dislike and hold in suspicion all mages
  that try to manipulate time with their magic, espe-
  cially chronomancers and the like.
  The first duty of the Temporal Guardians is to
  locate time paradoxes created by unconscious or
  uncaring time travelers, then try to correct the
  situation and bring it back to normal. The Temporal
  Guardians' greatest fear is that if space and time are
  tinkered with too much, reality will be disrupted
  and true chaos would ensue. Thus they perform
  their guardianship duty: carefully scrutinizing
  history and checking suspect areas with their
  abilities to detect disturbances in the continuum of
  time.
  Otherwise Temporal Guardians, whenever they
  can, keep an eye on time travelers, in some cases
  acting 
  like 
  a 
  fanatical 
  Inquisition 
  against
  blasphemers. However, practicality has it that
  Temporal Guardians cannot keep watch over all
  those able to affect time, and are often only able to
  detect the major chronomantic activities. Moreover,
  they are also restrained in their actions against
  chronomancy. For example, it is not possible for
  them to destroy the first historical chronomancer
  before he invented chronomancy, as this would
  cause a major time paradox in itself, something
  they want to prevent. After all, time traveling also
  belongs to history.
  Temporal Guardians are a secretive group and
  try to remain anonymous at all times. They do not
  want to publicize the fact that chronomancy exists,
  which would only attract more practitioners to this
  kind of magic. As such, whenever asked Temporal
  Guardians will deny who they are, while the clergy
  of time deities will typically acknowledge that time
  travel is impossible, and will do what they can to
  convince everyone that those who pretend other-
  wise are just charlatans or fools. Besides, remaining
  unknown gives Temporal Guardians the advantage
  of surprise in their war against those who alter time.
  Requirements
  To qualify to become a Temporal Guardian, a
  character must fulfill all the following criteria:
  Alignment: LN.  Since fixing a disturbance in
  time may sometimes require killing innocents or
  helping the ‘wrong’ side in a battle, Good
  characters are not accepted into this order.
  Base Attack Bonus: +4
  Knowledge [History and Time]: 8 ranks
  Spellcasting: Access to one of the time-related
  domains described in this netbook.
  Special: Must have proved their willingness to
  defend time, or serve the god of time. This includes
  a mettle to restore history to its true state that would
  overcome any consideration of good or evil.
  Class Skills
  The Temporal Guardian’s class skills (and the
  key ability for each skill) are: Astrology (Int),
  Concentration (Con), Craft (Int), Diplomacy (Cha),
  Heal (Wis), Intuit time (Wis), Knowledge [arcana,
  history, time] (Int), Scry (Int), and Spellcraft (Int).
  Skill Points at Each Level: 2 + INT modifier.
  
  18
  Class Features
  All of the following are class features of the
  Temporal Guardian prestige class:
  Hit-Die: d8 (eight).
  Weapon and Armor Proficiency: Temporal
  Guardians are proficient with all simple weapons,
  and all armors and shields.
  Spells: Temporal Guardians continue their spell
  progression as in their former class (similar to the
  Loremaster in this regard), gaining a new spell-
  casting level every new levels (but no other benefit
  such as class abilities or else). Characters with more
  than one previous spellcasting class must select the
  divine class that enables to get domain spells.
  Prestige Domain: Temporal Guardians get ac-
  cess to a time-related domain of their choice
  (probably one of the ones described in the Deities
  & Time chapter of this netbook). They also get the
  granted power associated with the domain, and can
  choose the spells in that domain as their daily
  domain spells. Note however, that with such spells
  often come a great responsibility, and that
  Temporal Guardians are expected to make use of
  certain of its spells with discernment and only in
  the course of their rightful duty.
  Bonus Saving Throw: Temporal Guardians can
  add their Charisma bonus to all saving throws,  and
  get an additional +4 insight bonus to saving throws
  against Chronomancy spells and effects
  Aura of Courage:  Like Paladins, Temporal
  Guardians are immune to fear starting at 2nd level,
  and all allies within ten feet get +4 on saves against
  fear effects.  This is a supernatural ability.
  Detect Time Disturbance: Temporal Guardi-
  ans can detect disturbances in the flow of time at
  will. They must concentrate for a full round, facing
  the direction where the disturbance is. Range varies
  according to the strength of the disturbance.
  • Detect chronomancy spell: works like a Detect
  magic spell that detects only chronomancy.
  • Detect time traveler: the Time Master can
  detect if a character/creature belongs normally
  to the present time or not.
  • Detect time paradox: the Time Master can
  detect if an area, creature, item, etc. is currently
  subject to a time paradox. Range depends on
  size and strength of the disturbance (GM
  discretion).
  Cancel Time Disturbance: Temporal Guardi-
  ans can repair the continuum of time. This ability
  may be used once per day at 4th level, twice per day
  at 7th level, and thrice per day at 10th level. It works
  in relation to the above ability:
  • Chronomancy spell: works like a Dispel magic
  spell that dispels only chronomancy spells.  The
  Guardian counts as five levels higher for the
  purpose of the caster level check.
  • Time traveler: works like a Dismissal spell,
  forcing a time traveler to return to his normal
  epoch.
  • Repair time paradox: the Time Master can
  force a chaotic flow of time (overlapping alter-
  nate histories) to return to normal through a
  special ritual that takes at least 1 hour, but could
  go up to 1 week depending to the importance of
  the disturbance. It has a DC of at least 20, but
  could go up to 40 also depending to the impor-
  tance of the disturbance. Check is 1d20 + Wis
  mod + Temporal Guardian level. Other Tem-
  poral Guardians can help, adding their level to
  the roll.
  _________________________________________
  
  19
  New Feats & Skills
  "Time may be a great healer… but it's a
  lousy beautician."
  NEW SKILLS
  Astrology (Int; Trained only)
  © 2002, Dominique Crouzet
  This skill is about determining the influences of
  the stars and planets upon a character according to
  his/her birth date. Then, as the stars and planets are
  supposed to have an influence on everything, astro-
  logy can apply to practically anything; provided it
  has a precise beginning, like the foundation of a
  knights' order, the building of a temple, etc. Lastly,
  astrology can be used to determine the general
  influences at work on the world, and their possible
  impact on events. However, contrary to a general
  belief astrology cannot be used to predict the future.
  Astrology may only determine what will be the
  influences on something at a future date. So, while
  this may affect greatly the outcome of events, this
  doesn't determine what they will be.
  Check: Provided you know the birth date of a
  character, you can determine his/her general traits
  (materialist or spiritual, physical or intellectual,
  etc.). Then, you may calculate what will be the
  unseen influences that will be at work on him at a
  future date; that is, if things will be easier or more
  difficult in some domain. The same kind of calcula-
  tion can apply to a building (temple, castle, etc.), an
  organization (government, religion, etc.), endeavor
  (travel, etc.), and else. Finally, astrology can be
  used to determine if there will be some major influ-
  ence affecting the world: nature (seasons, flood,
  etc.), nations, and else.
  DC / Result
  15 Determination of the basic personality traits of a
  character (materialist or spiritual, physical or
  intellectual, evasive or straightforward, calm or
  nervous, etc.). DC will be reduced to 10 if the
  astrologer also knows the location and hour of
  birth.
  15 Determination of a major event concerning the
  world at large. This event could be prevented as
  the future is yet not determined. For example,
  an old and useless stone structure could become
  a gate to the lower planes when the stars and
  planets are in the right alignment. However, the
  gate may be destroyed or prevented to function.
  In any case the astrology check would reveal
  that "Hell and Earth will meet and woe will
  befall to the world".
  20 Determination of a major influence that could
  affect a whole society. This event could be
  prevented as the future is yet not determined.
  For example, a certain alignment of planets
  could have an "evil" influence on living crea-
  tures, inducing irritability and anger in almost
  everyone. As such, disputes and riots could
  erupt everywhere much more easily than nor-
  mally, thus giving an astrology check like:
  "Sons and fathers will confront each others,
  kings will be overthrown, and hate will thrive".
  25 Determination of a major influence that could
  affect an endeavor. This should NOT be deter-
  mined at random. On the contrary it should used
  as a tool of the GM to give the PCs some clues
  about the adventure to come. For example, they
  are to save the kidnapped princess, but unknow-
  ingly she is in fact the evildoer who organized a
  devious scheming. As such the astrology check
  would tell (concerning her rescue) that "Against
  all expectations, a perverse treachery will ruin
  their plan".
  Retry: Yes, but usually it is very difficult to tell
  if the astrological calculations were made correctly
  until the events occur. Even then, it's not always
  easy to tell if what occurs is conform to what had
  been determined through the use of astrology.
  Special: Spellcasters using astrology in con-
  junction with divination spells, may cast them at a
  higher effective casting level. The astrology calcu-
  lations are made just before the casting, then the
  casting time is multiplied by 5, and the spell is cast
  at +1d4 levels, provided the character succeeded an
  astrology check at DC=10 + 2 x spell level.
  GM's note: It should be noted that in medieval
  times, not all peoples know their birth date with
  certainty. The upper educated classes and those
  living in cities will be more accustomed to declare
  the birth of their children to the official registration.
  But deep in the countryside, many peoples won't
  know when they were born exactly. At best they
  would know the year and season, which is insuf-
  ficient to make an astrology check. On the other
  hand, astrology could be used to great ends by a
  GM wishing to add dramatic effects to his cam-
  paign, with stories of special alignments of stars
  and planets that are portent of major events
  concerning the world. In any case however, Astrol-
  ogy is not a divination spell. As such, the GM is in
  his right to give some clues or not. After all,
  
  20
  whatever is checked astrology will only tell of the
  influences provided by the stars and planets, not
  foresee the future, and most of the time such influ-
  ences will be perfectly neutral.
  Intuit Time (Wis; Trained only)
  This skill can be used as a way to intuitively
  know what time of the day it is, or how long one
  has been waiting (very important if one cannot see
  the sky or has been knocked unconscious).
  Check: By concentrating for 1 minute, the
  character can determine the precise time it is at any
  moment of day or night. If the check fails, the
  character cannot determine it. On a natural roll of 1,
  the character errs and mistakenly makes a wrong
  evaluation of the present time. The GM makes the
  character's check secretly so that the character
  doesn't know whether the character rolled a suc-
  cessful result or a 1.
  DC / Effect
  10 Act at a predetermined time less than 6 hours
  away (i.e. – eat, shave, milk the cow, etc.)
  10 Wake up at a predetermined time (sleeping
  without the aid of magic, intoxication, or big
  heavy things hitting you over the head)
  15 Ability to correctly determine exact time (while
  awake)
  20 Able to notice which day it is after being uncon-
  scious for extended periods of time with no
  ability to see or hear outdoors
  25 Ability to determine correct time of day after
  being unconscious for extended periods of time
  with no ability to see or hear outdoors
  Retry: The character can use Intuit Time more
  than once per day. The roll represents how sensitive
  to time the character is at that point in the day.
  Special: Untrained characters can't use an
  innate sense of time, but they could determine time
  in using special devices or observing nature (sun in
  the sky and shadows on the ground, etc.).
  Knowledge: Time (Int; Trained only)
  The knowledge of time and its effects are
  paramount in importance for anyone dealing with
  the aspects of time. This academic knowledge lets a
  character know of most of the major theories
  concerning time and its flow. It can help determine
  what effects could have any manipulation of time
  on the continuum; and it can help determine if
  unusual and incomprehensible events could result
  from a time paradox or not.
  Check: See Knowledge skill in SRD.
  NEW FEATS
  Note that in addition to the new feats described
  here, the school of Chronomancy can be chosen for
  any existing feat (such as Spell Focus) that requires
  a school of magic to be named.  Any spell listed in
  the Chronomancy list in this netbook may be
  considered to be of the Chronomancy school (in
  addition to its normal school) for the purposes of
  such feats.
  Mindless Effort [Metamagic]
  © 2000, Bradley H. Bemis Jr.
  You can continue to maintain a concentration
  spell for a limited time without concentrating on it.
  Prerequisites: 7 or more ranks in Concentration
  Benefit: A concentration based spell cast using
  this feat can continue to function without con-
  centrating for a period of rounds equal to your
  primary ability modifier. If there is already a modi-
  fier to the duration of the spell once concentration
  has ceased, you may add your modifier to that
  duration.  This spell takes up a spell slot one level
  higher.
  Stable Spell [Metamagic]
  © 2001, Carl Cramer
  You need not concentrate to maintain spells
  Benefit: A Stable Spell does not need concen-
  tration. Any (C) note in the duration field is
  replaced with a (D) note instead, which allows you
  to end the spell at will.  A Stable Spell uses up a
  spell slot two levels higher then the spell's actual
  level.
  Special: If you want to control aspects of the
  spell, such as controlling the movement of an
  illusion, you must still concentrate while in control.
  If you don't concentrate, the spell effect will still
  remain, without changing in any way.
  Prophecy [General]
  © 2002, Dominique Crouzet
  The character is sensitive to messages send by a
  god about the future. Most of the time, these mes-
  sages will be delivered in cryptic vision that need
  be deciphered and interpreted.
  Prerequisites: to be able to cast either Divine
  or Chronomancy spells.
  Benefit: The character may enter into a trance
  once per day in order to receive visions from the
  gods. The trance has a duration of 1d12 × 10 min-
  utes during which the character is totally unaware
  of what may happen around him. In fact, the
  character cannot be disturbed, and thus becomes
  helpless if attacked. The duration of the vision is
  
  21
  independent from the duration of the trance, as the
  character is really in another state of consciousness.
  This vision is usually in cryptic form, somewhat
  resembling a dream full of symbols, that the
  character will have to interpret on his own, with a
  potential for misinterpretation.
  Special: This feat should be seen as a GM tools
  rather than a player's ability. The God/GM sends
  visions to the character as he sees fit, not because
  the character request them. As such, the character
  may enter into the trance and gain no vision at all.
  Furthermore, in case of very important visions, he
  may get the same vision several times. As such,
  each related vision would emphasize on one aspect
  or another of the original vision, and answer in
  some way the questions that the character may have
  about it. Lastly, note that a wise GM will describe,
  preferably in a cryptic manner, not the outcomes of
  events, but only the general circumstances of future
  events whose outcome is not yet determined.
  _________________________________________
  
  22
  Spells & Magic
  His time is forever, everywhen his place.
  TIME MAGIC
  Descriptors
  Most time-manipulation spells will also be part
  of traditional schools, such as Transmutation or
  Abjuration.  As such, many of them can be learned
  by ordinary wizards (or priests in some cases),
  though often at a higher level.
  Chronomancy can also be considered a school
  of magic in its own right.  A wizard specializing in
  Chronomancy is a possibility: at low levels, such a
  specialist will probably be a bit weak, but this
  weakness will quickly reverse itself as the more
  powerful time manipulations are learned.
  One wise time mage once spoke on the subject
  of opposing schools of magic with that of chrono-
  mancy.  Hear his words:
  "Temporal schooling holds many things dear, and
  finds that many other schools compliment their
  practice than hinder or oppose it. Of those that
  do, there are reasons behind it all.
  Conjuration: A school that brings nothingness into
  being certainly holds no regard for time or even
  space, as it is not even teleportation from an-
  other space. These methods are backwards to
  ours, and thus should not even be attempted by
  other chronomancy students.
  Abjuration: While the end results are often desired,
  their ways are also quite alien. A halt, seal, or
  even ward is principally against the idea that
  time flows constantly. If one were to begin be-
  lieving that anything could merely be stopped,
  then your connection to the ever-flowing river of
  time may dwindle. Hence, it should be avoided."
  Chronomancy Subtypes
  Most time-related magical effects can be
  classified in a number of categories. Highly
  specialized chronomancers often have a favorite
  sub-domain in which they concentrate, although
  most are able to use magic in all the categories
  below.
  Pseudo-Time Effects: These are effects that
  have some relationship or similarity to time
  manipulation, but do not actually warp time.
  For example, a ghost's aging is really a body
  deterioration effect, and expeditious retreat merely
  gives a creature strength to move its legs faster
  rather than altering time’s flow.
  Pseudo-Temporal spells do, however, have
  some relationship to the forces of Time, and are
  therefore considered Chronomancy effects.
  Temporal Knowledge:  Effects that allow exact
  measure of the current time or of the passage of
  time.  These are relatively weak magic, since non-
  magical effects can offer a good approximation in
  many cases.
  Temporal Vision:  Divination-type effects that
  allow visions or  knowledge of another time (past
  or future).  A large number of existing divination
  effects fall into this category.   Spells which allow
  specific, detailed knowledge of the future often
  have an associated XP cost, due to the stress caused
  by the danger of temporal paradoxes.
  Temporal Communication:  The sending of a
  message forwards or backwards in time.  This can
  be very dangerous, and is more prone to creating
  paradoxes than simple temporal knowledge.  Spells
  that communicate directly with the past will always
  have an XP cost.
  Temporal Acceleration/ Deceleration:
  Increasing or decreasing the speed of a person's or
  object's travel forward through time, as in a Haste,
  Slow, or Time Stop spell.
  Temporal Push: Unidirectional travel forward
  in time.  This is a separate category from those
  which can cause backwards time travel, since it is
  unable to create paradoxes, and thus much safer to
  use.  Effects in this class can be a simple skip
  forward a few seconds or a journey of thousands of
  years.
  When a creature or item is pushed to a time
  where its space is occupied, it is displaced to the
  nearest available location.
  Temporal Wandering:  Continuous travel
  backwards and forwards in time, from a given
  starting point.  Note that this form of magic means
  that there is no jump across long periods of time
  (see Temporal Teleportation below), but can
  temporarily 'turn the clock backwards' and travel in
  your local time neighborhood.
  
  23
  When traveling backwards in time through a
  Wandering effect, a character is visible (to forward-
  moving observes) as a ghostly phantasm, a dim
  backwards-moving outline unable to be affected or
  manipulated in any way (except by some Temporal
  Anchoring effects; see below).  Similarly, the rest
  of the world appears phantasmal to the moving
  character.  But solid objects that continue to exist
  for the duration of the effect, such as a wall or the
  ground,  do block the character’s movement.
  Due to the danger of creating temporal
  paradoxes, spells of this type usually have an XP
  cost.
  Temporal Teleportation: This term refers to
  bi-directional, 'random access' travel in time.  This
  obviously creates a severe danger of paradoxes!
  Spells in this category will have major XP costs if
  used to travel backwards in time.
  If a character temporally teleports to a location
  that is occupied in the target time, he will
  automatically be displaced to the nearest available
  location.
  Temporal Replacement: Replacing a person or
  an object with an alternate version, from an earlier
  or later time.  There are open philosophical
  questions as to whether you are committing suicide
  when you invoke an effect like this-- since your
  personality and experiences constantly change, is
  the 'past you' really you?   In any case, these are
  always stressful effects that carry an XP cost.
  Temporal Replication:  Some powerful spells
  can look into the past and repeat past events, for
  good or ill.   The Backlash spell is a good example
  of this: it repeats events of the past round, in order
  to relive fortunate results for the caster.
  Timeline Communication:  Spells in this
  category allow communication with alternate
  timelines, where (due to slightly different ways
  events unfold) information may be available which
  is useful even in the current one.
  Timeline Jump: This is actual travel between
  alternate timelines, where (depending on when the
  original divergence occurred) recent events may
  have unrolled somewhat differently.
  Temporal Anchoring: Connecting two objects
  or creatures, so they can share time effects or
  protect each other from such effects.
  
  24
  CHRONOMANCY SPELL LIST BY LEVEL
  In the list below, most spells are described in this netbook.  Spells whose names are in
  italics are described in the Player’s Handbook.  The levels here are the Chronomancy levels,
  applicable to the classes in this netbook; most spells are available to standard classes at
  slightly higher levels.
  Level 0
  Alarm Clock: Create sound of ringing bell at selected future time.
  Guidance: Gain +1 to some role in next minute.
  Measure Time:  Learn current time, or measure an interval of time.
  Mismeasure Time:  Target acquires incorrect belief about the current time.
  Level 1
  Accelerate Metabolism:  Fire ray that temporarily reduces target’s strength and dex.
  Age Item: Damage item through rapid aging, weapon or armor becomes –1 per 2 levels.
  Burst of Haste:  Target gains extra action and +4 dodge bonus to AC, for one round.
  Expeditions Retreat:  Double speed of movement.
  Nomad: Increase time between meals.
  Sudden Slowness: Target gets only a partial action and –2 attack, -2 AC penalty, for one round.
  Temporal Sheen: Seeing an instant ahead gives +2 to hit, +1 AC to target.
  Temporal Shove: Target creature misses one partial action, of self or opponent.
  Truestriks:  Gain +20 on next attack.
  Level 2
  Accelerate Magic:  Cause a spell to run out its duration at double the normal rate.
  Augury: Learn whether an anticipated action will be good or bad.
  Defense From Aging:  Protect target from natural or magical aging.
  Delay Damage: Damage to target is deferred for 1 round/level.
  Delay Poison:  Delay the effects of a poison for 1 hour/level.
  Delay Spell Effect: Cause effect of later spell to be delayed up to 10 minutes/level.
  Gentle Repose:  Preserve a corpse.
  Last Sight: See last visions of dead creature.
  Lateness: Target thinks it’s late, distracted and suffers –3 to attacks, saves, abilities, skills for 1 min/lvl
  Repeated Actions: Force creature to repeat last round’s actions continuously.
  Restore Prime Condition: Cancel effects of aging, erosion, and decay on an object.
  Second Chance: Allow a die to be rerolled.
  Suspend Object: Put one object into suspended animation.
  Temporal Anchor To Item: Gain SR 5+level vs chronomancy through anchoring to an item.
  Time Distortion Cube:  One cube/2lvls of distorted time can be used to attack, ranged touch for d12 dmg.
  Time Leap: Move forward in time up to 1 day, may bring others for shorter leap.
  Vision of Youth:  See item or creature as it was in former times.
  Withdraw: Step aside from time, can only interact with self for 1 minute/level within a single round.
  
  25
  Level 3
  Ascertain Spellcaster:  Find out who created/cast an item or effect.
  Chrindol’s Curse: Combination of Mismeasure Time and Lateness, lasts 1day/level.
  Diminish Plants (Stunt): Retard growth of plants or crops.
  Haste: Target gains extra partial action and +4 AC.
  Plant Growth (Enrichment): Improve growth of plants or crops.
  Slow:  One subject/lvl gets only partial actions, -2 attack and AC.
  Suspend Creature: Put one creature / 3 levels in suspended animation.
  Temporal Backstep:  Future version of caster travels back one round to gain extra actions now.
  Temporal Safe:  Keep item safe by sending into future.
  Time Blink:  Target pushed randomly forward in time once / 3 levels.
  Level 4
  Age Animal: Instantly kill a nonmagical beast through rapid aging.
  Alternate Timeline Divination: Learn secrets by consulting an alternate self.
  Divination:  Gain useful advice on specific proposed action.
  Legend Lore:  Learn about the past of a person, place, or thing.
  Temporal Anchor:  Connect self to another creature, sharing time effects.
  Temporal Barrier:  Create barrier of distorted time that slows and confuses those passing through.
  Temporal Push:  Send target forward in time up to 1 round / 2 levels.
  Temporal Simultaneousness:  Merge next d4+2 rounds into one.
  Level 5
  Alternate Charges: Recharge magic item by replicating earlier charging event.
  Delay Magic: Delay all spells cast by target for 1 round/level.
  Permanency:  Make magical effects permanent.
  Recall from the Past: Temporarily bring back earlier version of dead creature.
  Retry: Send message to very recent self, changing action in past three rounds.
  Temporal Do-Over:  Redo all events of previous round
  Temporal Scrying:  As Scry spell, but can view past or future (at XP cost.).
  Time and Space Folding: Create gate to a distant place.
  Level 6
  Alternate Timeline Banishment: Send away an enemy to an alternate timeline.
  Backlash: Repeat events of the previous round that damaged a particular target.
  Contingency:  Cause effect to take place at a later time.
  Relativity: One-way travel into far future, up to 100 years / level.
  Mass Haste:  As haste, but can affect one target / level.
  Temporal Banishment: Get rid of enemy by sending into far future.
  Temporal Capture: Capture time traveler and blackmail into helping you.
  Temporal Reversal:  Reverse direction of travel in time.
  Zone of Retarded Magic:  All magic in a 30’ radius of target is delayed 1 minute/level.
  
  26
  Level 7
  Chrindol’s Minor Change: Change past events, up to 1 month ago, by sending msg to previous self.
  Reset: Replace character with recent former version, healing damage and negating effects.
  Save Item State: Remember current version of item to possibly replace with later.
  Soloman’s Warriors:  Recipients are Hasted and gain STR/DEX/CON, but age 5% of their lifespan.
  Vision:  More powerful and stressful version of Legend Lore.
  Level 8
  Alternate Timeline Summoning: Summon an alternate self for aid, at some risk.
  Quicken Aging: Kill target by rapidly aging it 100 years/round.
  Temporal Projection: Project astral self into visions of distant times.
  Temporally Teleport Object:  Send object anywhere in time.
  Time Walk:  Travel locally back and forth in time.
  Level 9
  Chrindol’s Major Change: Change past events, up to ten years ago, by sending msg to previous self.
  Foresight:  “Sixth Sense” warns of impending danger.
  Save State: Remember current version of creature to possibly replace later.
  Temporal Stasis:  Target is frozen in suspended animation.
  Temporal Teleport:  Travel anywhere in time instantly.
  Time Stop:  Stop time for everyone but caster.
  True Disintegrate:  Target is both disintegrated and erased from history.
  Weirdtomb: Suspend time in area or building.
  
  27
  NEW SPELLS
  Accelerate Magic
  Abjuration / Chronomancy: Accel/Decel
  Level: Chr 2, Sor/Wiz 2
  Components: V, S
  Casting Time: One action
  Range:  Short
  Target: One magical  effect
  Duration: Special (halves target’s duration)
  Saving Throw: Special
  Spell Resistance: No
  This spell causes the targeted magical effect to
  run through its duration at twice the normal rate.
  Usually this has the effect of cutting the duration in
  half, though in some cases (heat metal, for
  example) it can cause damage to be done more
  quickly.  Note that only the magical field is
  affected, not any summoned or created creatures--
  so this spell cannot be used to _haste_ summoned
  monsters, for example.  The only effect on a
  summoning spell is to halve the duration.
  To affect any spell or effect cast by another
  creature, a caster level check must be rolled, just as
  in Dispel Magic.   Also, only effects that can be
  dispelled with Dispel Magic are affected by this
  spell.
  Age Animal
  Transmutation / Chronomancy: Pseudo-temporal
  Level: Chr 4, Sor/Wiz 5
  Components: V, S, M
  Casting Time: One full round
  Range:  Short
  Target: One nonmagical beast, max 1HD/lvl
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  Animals have very short life spans normally.
  This spell takes advantage of that.  By aging the
  animal to its point of death, the animal targeted has
  one round left to life, before it dies of old age.  If
  the animal succeeds in a fortitude saving throw, it is
  affected as by the spell slow for two rounds.
  Note that certain animals, such as tortoises,
  actually have life spans comparable with or longer
  than humanoids; such animals are merely slowed
  for two rounds if they fail their save, and unaffected
  if they succeed.
  Accelerate Metabolism
  Necromancy / Chronomancy: Pseudo-temporal
  Level: Chr 1, Sor/Wiz 2
  Components: V, S, M
  Casting Time: One action
  Range:  Short
  Target: One creature
  Duration: 1 minute/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  This spell quickly weakens a target by quickly
  accelerating its bodily functions, causing extra
  stress and depriving the body of nutrition. If a touch
  attack succeeds and the saving throw is failed, the
  victim becomes weak by suffering a -1 in
  temporary ability damage to Str and Dex per 2
  caster levels (min –1, max -5 each).
  Age Item
  Transmutation / Chronomancy: Accel/Decel
  Level: Chr 1, Sor/Wiz 1
  Components: V, S, M
  Casting Time: One action
  Range:  Short
  Target: One nonmagical item,  max 10 lbs/lvl
  Duration: Instantaneous
  Saving Throw: Reflex negates (if held by creature)
  Spell Resistance: Yes (if held by creature)
  This spell attempts to damage an item by rapidly
  aging it hundreds of years.  The effect varies based
  on type of item. Some examples:
  • 
  Food: rots instantly
  • 
  Wooden door: takes 1hp/2 caster levels (max
  5) of structural damage
  • 
  Weapon: gains nicks, receives penalty of –1 to
  hit & damage / 2 caster levels (max 5)
  • 
  Armor: weakens, receives penalty of –1 AC
  and additional –1 armor check / 2 caster levels
  (max 5).
  Alarm Clock
  Illusion / Chronomancy: Knowledge
  Level: Chr 0, Sor/Wiz 0
  Components: V, S
  Casting Time: One action
  Range:  Short
  Target: One object
  Duration: Up to 1 day / level
  Saving Throw: None
  Spell Resistance: No
  
  28
  This spell creates the sound of a ringing bell at a
  future time designated by the caster.  The sound can
  be heard clearly within 30' and faintly within 60' of
  the spell's target.  If the caster is within Short range
  when the alarm goes off, he can (as a free action)
  silence the bell and delay it another twenty minutes.
  Alternate Charges
  Enchantment / Chronomancy : Replication
  Level: Chr 5, Sor/Wiz 6
  Components: V, S, M
  Casting Time: One hour
  Range: Touch
  Target: Object Touched
  Duration: Permanent
  Saving Throw: None (object)
  Spell Resistance: No (object)
  XP Cost : 2x normal cost of recharging item
  This spell adds 10% of the maximum to the
  current charges of a magical item by duplication of
  some of the arcane or divine powers that were used
  to create it in the past.  A magical item cannot have
  more than the 75% of its maximum number of
  charges for the type of object.  Artifacts cannot be
  affected by this spell.
  Alternate Timeline Banishment
  Transmutation / Chronomancy: Timeline Jump
  Level: Chr 6, Sor/Wiz 7
  Components: V, S, M
  Casting Time: 1 action
  Range:  Medium
  Target: One creature + equipment
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell banishes a creature to a random
  alternate timeline.  Like Temporal Banishment, it
  can be considered a more humane form of Disin-
  tegrate, since it effectively removes the target
  creature from the game.
  Alternate Timeline Divination
  Divination / Chronomancy: Timeline Comm
  Level: Chr 4, Sor/Wiz 5
  Components: V, S, M
  Casting Time: 10 minutes
  Range: Personal
  Target: Self
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  With this spell, the caster attempts to talk to an
  alternate timeline version of himself, who knows
  some piece of information that the caster wants.
  This must be something that, in some possible
  reality, the caster would know.  For example, if he
  wants to know the password to the Thieves' Guild,
  he might find an alternate reality where he is a
  thief.
  However, this spell can be dangerous to use,
  since it is possible that the answers may be different
  in the alternate timeline.
  The base chance of a useful answer is 70% +
  1% per caster level; the DM may adjust this
  depending on how far-fetched the idea that the
  caster knows the answer in some reality.   The
  caster will never know for sure whether the answer
  is correct, without independently trying to verify
  the information.
  The caster can cast this spell again to contact a
  different alternate self with the same question.
  However, using this spell has the side effect of
  bringing attention to the existence of the caster's
  own timeline-- abusers of this spell often find
  themselves later called with an Alternate Timeline
  Summoning spell!
  Alternate Timeline Summoning
  Divination / Chronomancy: Timeline Jump
  Level: Chr 8, Sor/Wiz 9
  Components: V, S, M
  Casting Time: 1 action
  Range: Short
  Target: Self
  Duration: 2 rounds / level
  Saving Throw: None
  Spell Resistance: No
  With this spell, the caster attempts to summon
  an alternate timeline version of himself, to aid in
  current battles or tasks.  This is an extremely
  dangerous spell to use, since it is possible that the
  alternate self may have different opinions about
  what needs to be done, or even be of a differing
  alignment.
  The caster must roll a Knowledge (Time) check,
  DC 25, to choose a correct alternate self--
  otherwise, the alternate self summoned may choose
  to join his opponents (10%) or be so annoyed by the
  summoning that he will not take any actions other
  than self-defense (90%).
  In addition, a Spellcraft check, also DC 25, is
  required in order to get a target of approximately
  equal power to the caster.  If it succeeds, the
  summoned version will have the same stats as the
  caster.  If it fails, the alternate version will be
  significantly different.  (In effect, use a random
  NPC, 2d6 levels weaker than the caster.)
  If both skill checks succeeded, the alternate
  timeline version of the caster will usually have
  access to this spell as well.  Thus a user of this spell
  will often find himself on the receiving end of it in
  the near future.
  
  29
  Ascertain Spellcaster
  Divination / Chronomancy: Vision
  Level: Chr 3, Sor/Wiz 4
  Components: V, S
  Casting Time: One full round
  Range: One foot
  Target: One item, creature, or magical effect
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  This spell allows one to determine who cast a
  particular spell or supernatural effect that is being
  observed, who created a magical item or an undead
  creature, etc. The caster must be able to closely
  study that magic (spell, item, undead, ward),
  although he does not need touch it. This spell
  requires a Scrying skill check with a DC=20. The
  following modifiers can apply to the DC (which are
  cumulative):
  • 
  Famous spellcaster that everyone is likely to
  know.: –4
  • 
  Familiarity with the caster –2
  • 
  Each time this spell had been previously
  successfully cast on an item/spell of that caster:
  –1/instance.
  • 
  Different class (witch vs. priest, priest vs.
  wizard): +4
  • 
  Steps were taken to disguise the magical aura:
  +1 to +4
  Material Components: The material component
  is a pinch of golden dust worth at least 1 gp.
  Backlash
  Transmutation / Chronomancy: Replication
  Level: Chr 6, Sor/Wiz 8
  Components: V, S, M
  Casting Time: One action
  Range: Medium (100 ft. + 10 ft/lvl)
  Target: 1 Creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  This immensely powerful spell can cause the
  death of even the most powerful of opponents.  Any
  damage done to the target (physical or otherwise)
  since the same initiative count in the previous round
  is dealt again to the target.  Note that this damage is
  coming from a single source (the caster), though it
  is considered to be of the same type as the original
  damage.
  Burst of Haste
  Transmutation / Chronomancy: Accel/Decel
  Level: Chr 1, Sor/Wiz 1
  Components: V, S, M
  Casting Time: One round
  Range: Short
  Target: One creature
  Duration: 1 round
  Saving Throw: Will negates (Harmless)
  Spell Resistance: Yes (Harmless)
  This spell is the equivalent of the spell Haste,
  except that it only lasts a single round.  It is often
  useful for spellcasters who are in a combat-heavy
  situation and wish to transfer one of their actions to
  a fighter, who can use it more effectively.
  Chrindol’s Curse
  Enchantment / Chronomancy: Knowledge
  Level: Chr 3, Sor/Wiz 4
  Components: V, S
  Casting Time: One action
  Range: Close
  Target: One creature
  Duration: 1 day/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  This is one of Chrindol's first time spells, and
  still most feared.  The affected creature loses any
  sense of time—treat it as if they are constantly
  under the effects of the spells Mismeasure Time
  (with no additional saving throws) and Lateness.
  The creature is aware of the curse, but any attempt
  they make to somehow be aware of time
  (purchasing a clock, watching the sun, etc.) will
  fail— the moment they are told the correct time,
  they instantly forget it.
  Chrindol’s Major Change
  Enchantment / Chronomancy: Communication
  Level: Chr 9
  Components: V, S
  Casting Time: One day
  Range: Personal
  Target: Caster
  Duration:  Instantaneous
  Saving Throw: None
  Spell Resistance: No
  XP Cost: 5000
  Perhaps one of Chrindol's greatest achievements
  was this spell.  Building upon his minor change
  spell, he found a way through great personal
  expenditure to change events far into his past.  The
  caster may change an event in their past. This event
  may be as far back as ten years. The event must be
  something the caster had control of at the time, and
  the change may not always work out the way the
  caster hopes. Examples include changing what
  town the character shopped in, which weapon to
  train in, deciding to create a magical item instead of
  studying spells, etc.
  
  30
  In effect, the caster is communicating with his
  past self, instructing him to do something
  differently.  With this powerful magic, the past self
  is guaranteed to act on the results of the
  communication.
  As with spells like wish and miracle, the actual
  effects of this spell are up to the GM, and should be
  far reaching, and not always what the caster
  intended.
  Chrindol’s Minor Change
  Abjuration / Chronomancy: Communication
  Level: Chr 7, Sor/Wiz 8
  Components: V, S
  Casting Time: Two Hours
  Range: Personal
  Target: Self
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  XP Cost: 2000
  Chrindol built upon the abilities of the Retry
  spell by creating this powerful spell.  The caster
  may alter a minor event from his past that may
  affect the present. The event changed cannot have
  occurred more than 1 month before the spell is cast.
  Events such as changing what spells were
  memorized in the morning, having remembered to
  buy something at a store, or taking back an insult
  that led to a fight.
  In effect, the caster is communicating with a
  past self, telling him to do something differently.
  With this powerful magic, the past self is
  guaranteed 
  to 
  act 
  on 
  the 
  results 
  of 
  the
  communication.
  As with spells such as wish or miracle, the
  effects of this spell are far reaching, and the exact
  effects should be left up to the GM, and are not
  always what the caster intended.
  Defense from Aging
  Abjuration / Chronomancy: Pseudo-Temporal
  Level: Chr 2, Clr 3
  Components: V, S, M
  Casting Time: One round
  Range: Touch
  Target: Creature Touched
  Duration: 1 day or until dispelled
  Saving Throw: Will negates (Harmless)
  Spell Resistance: Yes (Harmless)
  This spell protects a creature from magical and
  natural aging. If victim of an aging attack, the
  recipient is protected and the spell immediately
  ends.
  If cast continually on a single target in an
  attempt to permanently retard aging, it causes great
  strain on the body.  Each day a Fortitude save must
  be made at DC 20, or the age-retarding effects of all
  previous castings of this spell are undone.
  This spell can also be used to protect a body
  from decay, or to preserve meat and vegetables
  from spoiling.
  Delay Damage
  Transmutation / Chronomancy: Push
  Level: Chr 2, Sor/Wiz 2
  Components: V, S, M
  Casting Time: One action
  Range: Touch
  Target: Creature Touched
  Duration: 1 round / level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell creates a temporal field around the
  target, which intercepts any damage done to it and
  delays it until the expiration of the spell.  Both
  weapon damage and energy effects are delayed,
  though any magical effects not causing damage
  (charm, hold, etc) are treated normally.  Healing
  effects are also delayed, so they will take effect at
  the same time as the damage does.  (But this aspect
  can be turned off: see below.)
  A second casting of this spell will NOT further
  delay the same damage-- all damage done during
  the duration of the first casting takes effect
  immediately when it expires, even if the spell is
  cast again.
  Note that this spell can also be used offensively,
  by declaring (when casting) that healing will *not*
  be delayed.  In this case, when all delayed damage
  takes effect at once, the target may find that it does
  not have time to heal itself before dying of massive
  damage.
  Delay Magic
  Transmutation / Chronomancy: Push
  Level: Chr 5, Sor/Wiz 6
  Components: V, S, M
  Casting Time: One action
  Range: Medium
  Target: One creature
  Duration: 1 round / level
  Saving Throw: Will negates
  Spell Resistance: Yes
  The subject of this spell will have any of the
  spells he casts (including from a magical item) take
  effect only at the end of Delay Magic. So, if he
  casts several spells until Delay Magic ends, all
  these spells will occur simultaneously when the
  duration of Delay Magic is over. This otherwise
  works as for the Delay Spell Effect spell.
  
  31
  Effects that target a particular creature still take
  effect if the creature has moved, as long as it is still
  within range—the target is selected at casting time.
  However, area effects take place at the original
  target point.
  Note that if the spell’s target is killed, that does
  not negate the delayed magic. Those who use this
  spell carelessly may find themselves wounded by
  the delayed magical effects of "defeated" enemies!
  Delay Spell Effect
  Transmutation / Chronomancy: Push
  Level: Chr 2, Sor/Wiz 2
  Components: V, S, M
  Casting Time: One action
  Range: Short
  Target:  One Creature
  Duration: Until discharged, up to 1 minute/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  The target’s next spell effect is delayed by an
  amount of time designated by the caster.  As such,
  the next spell will work normally, except that it will
  occur at a point in the future determined upon
  casting Delay Spell Effect. The maximum delay of
  the second spell is of 1 minute per caster level.
  Note that this spell can be used either to delay
  an opponent’s magic, or for the caster to
  strategically delay his own next spell.
  For example, the caster casts Delay Spell Effect
  with the intent of having it affect a Disintegrate
  spell, and determines when the Disintegrate spell
  will take effect. Thus, next round he must cast
  Disintegrate, or the Delay Spell Effect is wasted.
  Then, the Disintegration effect occurs not upon
  casting the Disintegrate spell, but at the time
  determined upon casting Delay Spell Effect. Note
  that Disintegrate has a predetermined range; so if
  an object that was there is removed in the
  meantime, this object won't be affected by the
  Disintegration effect, but anything that will be there
  instead, will be affected.
  On the other hand, a spell that has a "touch"
  range or targets a particular creature or object, will
  affect the target wherever it may move in the
  meantime.
  Last Sight
  Divination / Chronomancy: Vision
  Level: Chr 2,  Sor/Wiz 2
  Components: V, S, M
  Casting Time: One minute
  Range: Touch
  Target: One corpse
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  Finding out information can be tricky when
  your informant is dead.  However, even the
  knowledge of who killed the informant can be
  helpful in tracking them down, or completing a
  task.
  This spell allows its caster to see through the
  eyes of the corpse to watch its last visions.  The
  caster watches the visions as a tape playing in
  reverse, starting at the instant point of death and
  going to previous times.  For every minute of time
  spent watching, the caster can see a minute of sights
  through the corpse's eyes.
  The visions are skewed over time, so the longer
  the corpse has been dead, the fuzzier and harder to
  understand the visions will be.  A Spellcraft or
  Scrying check is required, at DC 15 + the number
  of days the corpse has been dead.  This spell can
  only be attempted once by a given caster on a given
  corpse.
  Lateness
  Enchantment / Chronomancy: Knowledge
  Level: Chr 2, Sor/Wiz 2
  Components: V, S, M
  Casting Time: One action
  Range: Short
  Target: One creature/2lvls, with INT>5
  Duration: 1 minute/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell causes the target to become
  drastically confused about what the time is, and
  convinced that they are late for something they
  need to do (an appointment with a superior, going
  on shift as a guard, or something similar.)
  Creatures from barbaric cultures who have no
  concerns with set times are not immune to this
  spell: maybe they are late to arrive at a communal
  buffalo kill, forgot to bow to their chief and must
  rush back to make up for this transgression, etc.
  Unlike Mismeasure Time, this enchantment is
  strong enough that affected creatures will not be
  swayed by clocks, the sun, etc, and will remain
  convinced until the duration expires.
  If the creature is in combat, it will not suddenly
  disengage, but will become preoccupied with its
  lateness and suffer a -3 distraction penalty to attack
  rolls, saving throws, ability checks, and skill
  checks.
  If the creature is not in combat or facing hostile
  enemies, it will immediately begin moving towards
  some distant location in the belief that it is ‘late’.
  
  32
  Measure Time
  Divination / Chronomancy: Knowledge
  Level: Chr 0, Sor/Wiz 0
  Components: S
  Casting Time: 1 action
  Range: Long
  Target: Self
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  There are two uses for this spell.  First, it can be
  used to determine the current date and time, down
  to a thousandth of a second.
  Second, it can be used to determine the exact
  amount of time, down to the thousandth of a
  second, between two events observed by the caster.
  Thus, for example, it can be used to precisely time a
  horse in a race.  The events can be at Long range, as
  long as they are in the caster's line of sight.  The
  maximum interval that can be measured this way is
  1 hour per level.
  Mismeasure Time
  Enchantment / Chronomancy: Knowledge
  Level: Chr 0, Sor/Wiz 1
  Components: V, S, F
  Casting Time: One action
  Range: Short
  Target: One creature
  Duration: 10 minutes/lvl
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell causes a target to become confused
  about the current time, thinking it is up to 1 hour
  per level earlier or later (the caster decides the exact
  error in time.)  This may cause storekeepers to close
  early, guards to leave their post and go off-shift,
  innkeepers to undercharge rent, etc.  The affected
  creature is otherwise mentally lucid, and when the
  duration is up will realize that they were wrong
  about the time.
  If the target is somehow informed of the true
  time; for example:  told by an ally, looks at a clock
  or other measuring device before the duration ends,
  or exits a building and observes the height of the
  sun; they get an additional saving throw.  If it
  succeeds, the spell effect ends immediately.  If it
  fails, the spell will last for its full duration, and no
  additional saves will be gained.
  Nomad
  Necromancy / Chronomancy: Pseudo-Temporal
  Level: Chr 1, Drd 1, Brd 1
  Components: V, S, M
  Casting Time: One round
  Range: Touch
  Target: Creature Touched
  Duration: Special
  Saving Throw: Fort negates (Harmless)
  Spell Resistance: Yes (Harmless)
  This spell drastically increases the length of
  time required between meals. The recipient only
  requires food and drink once every 12 hours per the
  caster's level, up to 7 days. Also, secondary poison
  damage is delayed for up to one hour per caster
  level.
  If the recipient has an unusual metabolism to
  start with, this spell affects accordingly.
  Quicken Aging
  Necromancy / Chronomancy: Pseudo-Temporal
  Level: Chr 8
  Components: V, S, M
  Casting Time: One round
  Range: Touch
  Target: Creature Touched
  Duration: 1 round/level
  Saving Throw: Fort partial
  Spell Resistance: Yes
  This spell rapidly increases the physical aging
  of the target, aging it 100 years per round.  Humans
  and most humanoids will die from this effect in 1-2
  rounds.
  Creatures that make their saving throw only age
  5 years per round.
  Recall from the Past
  Necromancy / Chronomancy: Replacement
  Level: Chr 5, Sor/Wiz 6
  Components: V, S, M
  Casting Time: One round
  Range: Close
  Target: One corpse
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell summons a character from the past
  who is now dead. The caster must have the corpse
  or skeleton of that character to cast the spell upon.
  When the character comes back, he is of a level
  relevant to the caster's level, even if in his life the
  character had eventually reached a higher level of
  experience. Simply, the spell recalls the character
  from a former time. However, if the character never
  was of the requested level, he appears at the peak of
  his capacities.
  Caster level  /  Character level
  9th
  3rd
  13th
  5th
  17th
  7th
  20th
  9th
  
  33
  The spell doesn't bring any equipment along. If
  any clothing and equipment are on the corpse used
  for casting, the character will be clothed in them,
  with some possible problems of differences of size.
  The character otherwise only has a clouded
  memory of who he was, but will be surprised to
  suddenly find himself in this place. Nonetheless he
  will feel compelled to regard the caster as if
  affected by a Charm Monster spell. When the spell
  ends, the character disappears, leaving behind the
  normal corpse. This corpse may be reused to recall
  the character again, but at each calling, the
  character doesn't remember any precedent call, and
  none of them may affect his past life in any way.
  Note that the character, if later resurrected, will
  not gain any experience points for actions
  performed under the effects of this spell, since they
  will not be remembered.
  Material component: The focus of this spell is
  a corpse; note however, that for this spell being of
  real interest, the corpse must be that of someone
  who had an appropriate class, level, and personality
  when he was alive. Bringing back a feeble and low-
  level peasant won't be very useful.
  Repeated Actions
  Enchantment / Chronomancy: Pseudo-Temporal
  Level: Chr 2, Sor/Wiz 3, Bard 4
  Components: V, S
  Casting Time: One action
  Range: Close
  Target: One creature
  Duration: One round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
   The caster creates a small, localized time loop
  centered on the target's mind that causes it to repeat
  their previous round’s actions indefinitely. The
  victim must repeat these same actions each round
  while under the influence of this spell.
  Note that if the previous actions cannot be
  repeated, the target will attempt its best approxi-
  mation.  If it has used up a spell, it will make the
  motions to continue casting it, even though this will
  have no effect.  If the target it attacked has
  teleported or moved too far away, it will aim at the
  empty air where the target was standing.
  If the repeated action is movement, the affected
  creature will continue moving in a straight line at
  the same speed, repeatedly bumping into any
  obstacle if their path is blocked.
  If the repeated action was an attack, the creature
  will do their best to continue attacking the same
  target even if it has moved.  The only non-repeated
  action that the character may take is a partial move
  action to remain engaged with a combat foe, if the
  repeated action includes a melee attack.  This action
  will be taken automatically if necessary.
  Also, any dice that had to be rolled will be
  rolled again as normal each round — this spell
  cannot be used, for example, to cause an ally to
  repeat last round’s critical hit!
  Reset
  Transmutation / Chronomancy: Replacement
  Level: Chr 7, Sor/Wiz 8
  Components: V, S, M
  Casting Time: One action
  Range: Touch
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Fort negates
  Spell Resistance: Yes
  This spell replaces the subject by a former
  version of herself from a past up to 1 minute per
  level ago, thus suppressing everything that
  happened to her in the meantime. As such, if the
  subject suffered damage, poisoning, or any other
  traumatic event, these vanish; as disappear the same
  way any beneficial spell that could have been cast,
  and all knowledge and experience that was gained
  in the meantime.
  In fact, this is not as if they were removed.
  Rather, the version of the subject who suffered or
  benefited from these events is replaced by a version
  who did not live them, but instead jumped into the
  future and replaced the current character. Note that
  such a time jump is disorienting, as the subject
  doesn't understand what happens; so she will suffer
  a -4 penalty to all her rolls for 1d6 rounds unless
  making a Will saving throw vs. a DC=15.
  Otherwise, this spell only affects living subjects,
  and not their equipment.
  Note that it is very difficult to restore a
  character from a precise round in battle: this
  requires a Spellcraft or Intuit Time check at DC35.
  It is much safer to reset the target to its state before
  the battle began, which requires no skill check.
  Also, if a Chronomancer casts this spell on
  himself, the spell slot is still considered expended,
  even though the earlier self does not remember ever
  casting it!
  
  34
  Restore Prime Condition
  Transmutation / Chronomancy: Replacement
  Level: Chr 4, Sor/Wiz 5
  Components: V, S, M, F
  Casting Time: 1 minute
  Range: Touch
  Target: Up to 10 cubic feet/level
  Duration: Instantaneous
  Saving Throw: Reflex negates (object)
  Spell Resistance: Yes
  This spell cancels the effects of aging, erosion,
  and decay on any non-living material object,
  restoring it to its prime condition as when it was
  new. The caster's level dictates what amount of
  natural deterioration he can reverse (any physically
  induced damage remains in effect.). The spell
  however doesn't restore magical properties that
  would have worn away with the passage of time. If
  the spell is cast on a magical item, only the item is
  restored, not its magic.
  Material Components: The focus of this spell
  is a tiny crystal hourglass filled with golden powder
  (during casting of the spell the powder runs up),
  costing no less than 50 gp. The material component
  is the sprinkling of 100 gp worth of powdered gems
  on the item to be restored.
  Maximum state of decay affected
  Lvl
  Food
  Scroll-Book
  Wood-Clay
  Stone (soft)
  Stone (hard)
  Metal
  9
  Rotten
  Faded
  —
  —
  —
  —
  10
  —
  Fragile
  Faded
  Faded
  —
  —
  11
  Dust
  Deteriorated
  —
  —
  Faded
  Faded
  12
  —
  —
  Fragile
  Fragile
  —
  —
  13
  —
  1/3 Ruined
  Deteriorated
  —
  Fragile
  —
  14
  —
  2/3 Ruined
  —
  Deteriorated
  —
  Fragile
  15
  —
  —
  1/3 Ruined
  —
  Deteriorated
  —
  16
  —
  Dust
  2/3 Ruined
  1/3 Ruined
  —
  Deteriorated
  17
  —
  —
  —
  —
  1/3 Ruined
  —
  18
  —
  —
  Dust
  2/3 Ruined
  —
  1/3 Ruined
  19
  —
  —
  —
  —
  2/3 Ruined
  —
  20
  —
  —
  —
  Dust
  —
  2/3 Ruined
  Rotten: Food only: any state of putrefaction.
  Note that it restores rotten food, not food that was
  consumed!
  Faded: The coloring, mural paints, ink text,
  etc., have disappeared, but the item in itself is still
  in fair condition (no reduction in hardness and hit-
  points).
  Fragile: The item is worn out. Its hardness, hit-
  points, and break DC reduced by 20%.
  Deteriorated: The item retains its basic shape
  but is nonetheless badly worn out. Most of the time
  it will be unusable and barely identifiable (Int check
  at DC=12 to identify what sort of item it was). The
  item may break upon handling, and carvings in
  stone or metal have almost disappeared. Its
  hardness, hit-points, and break DC reduced by 40%.
  1/3 Ruined: The item is crumbling, and its
  surface has entirely eroded away. Only two thirds
  of its mass remain, as a misshapen form vaguely
  reminiscing of what it was before (Int check at
  DC=18 to guess what sort of item it was). Its
  hardness, hit-points, and break DC reduced by 60%.
  2/3 Ruined: The item is in an advanced state of
  disintegration. Only one third of its mass remains,
  and is almost unidentifiable (Int check at DC=22 to
  guess what sort of item it was).
  Dust: The item has completely disintegrated.
  However, there still must be some tiny bits of
  remains to cast the spell upon. Its hardness, hit-
  points, and break DC reduced by 80%.
  Relativity
  Transmutation / Chronomancy: Push
  Level: Chr 6, Sor/Wiz 7
  Components: V, S, M
  Casting Time: One action
  Range: Short
  Target: One creature + equipment (up to 10lbs/lvl)
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell transports the target forwards in time
  up to 100 years per caster level.  This is a more
  precise effect than Temporal Banishment, and the
  caster can control the exact amount of time by
  which the target is moved forward.
  
  35
  Retry
  Transmutation / Chronomancy: Communication
  Level: Chr 5, Sor/Wiz 6
  Components: V, S, M
  Casting Time: One action
  Range: Personal
  Target: Self
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance:  No
  XP Cost: 500
  The caster may change an action performed
  within the last 3 rounds. In effect, the chrono-
  mancer is sending a message to his past self.
  For example, if a chronomancer cast a Lateness
  spell in the previous round, and did not realize the
  target was undead (and thus immune to mind-
  affecting spells), he can tell his past self to cast
  Temporal Force Cube instead.
  Events changed should follow the same basic
  course due to temporal momentum, excepting what
  the caster directly affects based on that one changed
  action.
  Save Item State
  Transmutation / Chronomancy: Replacement
  Level: Chr 7, Sor/Wiz 8
  Components: V, S, M
  Casting Time: One hour
  Range: Touch
  Target: One nonliving item, up to 10 lbs/lvl
  Duration: Until discharged
  Saving Throw: None
  Spell Resistance: No
  XP Cost: 500 + item cost (see below)
  This spell is similar to Save State, but only
  affects a single item.  Upon discharge, the caster
  must pay an *additional* XP cost equal to the total
  amount of XP that would be required to construct
  or recharge the item, if magic has been used up that
  is brought back into existence by this spell.
  Save State
  Transmutation / Chronomancy: Replacement
  Level: Chr 9
  Components: V, S, F
  Casting Time: One hour
  Range: Touch
  Target: One willing creature + equipment (up to
  10lbs/lvl)
  Duration: Until discharged
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  XP Cost: 2500 + item cost (see below)
  This powerful spell allows a creature and its
  carried equipment to be 'saved', so at some point in
  the future, the creature can be replaced with this
  earlier version of itself.  It is always the caster, not
  the target creature, who discharges this spell-- to
  discharge it, and replace the creature with its former
  self, it is a standard action that requires the caster's
  touch.
  Note that any items that have been removed
  from the target creature after the casting of the spell
  will disappear and return to the target creature upon
  discharge.
  After the spell is discharged, the target will not
  remember anything that has happened after the
  casting of the spell, and loses all XP or items
  gained in the intervening time.  Also, upon
  discharge, the caster must pay an *additional* XP
  cost equal to twice the total amount of XP that
  would be required to construct or recharge any
  magic items that have been destroyed or used
  charges, and are brought back into existence by this
  spell.  If any restored item is no longer on the
  affected character due to having been physically
  lost or given away, the caster must also pay an
  additional 10% of its XP creation cost.
  Second Chance
  Transmutation / Chronomancy: Timeline Jump
  Level: Chr 2, Sor/Wiz 3
  Components: V, S, M
  Casting Time: One action
  Range: Personal
  Target: Self  (but see below)
  Duration: Max 1 hour/level  (Until discharged)
  Saving Throw: None
  Spell Resistance: No
  This spell enables the caster to, at some point in
  the future, quickly jump to a very recently diverged
  alternate timeline.  In practical terms, it lets the
  caster cause a d20 roll to be rerolled at some point
  in the future.
  This is similar to a cleric's Good Fortune
  domain power, except that the roll can be one done
  by another creature as long as the target is
  observing 
  it. 
   
  For 
  example, 
  suppose 
  a
  chronomancer casts this spell on himself.  Then,
  later he observes a rogue companion set off a trap
  during a disarm attempt.  He can discharge this
  spell to let the rogue reroll his Disable Device.
  A single caster can only have one instance of
  this spell active at a time.  (i.e., he can’t cast it ten
  times to store up ten rerolls for later.)
  
  36
  Soloman’s Warriors
  Transmutation / Chronomancy: Pseudo
  Level: Chr 7, Sor/Wiz 8
  Components: V, S, M
  Casting Time: One action
  Range: Short
  Target: One living creature/level
  Duration: 1 minute/level
  Saving Throw: Fort negates
  Spell Resistance: Yes
  This spell speeds up the metabolism of the
  target creatures, making them ideal warriors.  They
  are affected as if by a Haste spell, and gain 2d4+2
  points Metabolism bonus to each of Strength, Dex,
  and Con, for the duration of the spell.
  However, this spell also has a major disadvan-
  tage:  the target is aged 5% of its race’s average
  lifespan each time the spell is cast.  Only a Wish or
  Miracle can undo this aging effect.
  Any creature targeted by this spell instinctively
  knows it will have a negative effect; summoned,
  conjured, or hired creatures will always try to resist
  it, and will usually turn hostile if they fail.
  Sudden Slowness
  Transmutation / Chronomancy: Accel/Decel
  Level: Chr 1, Sor/Wiz 1
  Components: V, S, M
  Casting Time: One action
  Range: Short
  Target: One or more creatures (as Slow spell)
  Duration: 1 round
  Saving Throw: Fort negates
  Spell Resistance: Yes
  This spell has the same effects as the Slow spell,
  but lasts only a single round.
  Suspend Creature
  Transmutation / Chronomancy: Accel/Decel
  Level: Chr 3, Sor/Wiz 4
  Components: V, S, M
  Casting Time: One action
  Range: Medium
  Target: Up to 1 living creature / 3 levels, no two
  more than 30 feet apart
  Duration: 1 minute / level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  Suspend Creature is similar to a Temporal
  Stasis spell, except that it has a duration limited to 1
  minute per level, and can affect multiple creatures.
  As such, the subjects are placed into a state of
  suspended animation. For them, time ceases to flow
  and their condition becomes fixed. This has the side
  effect that no force, magic, or other effect can affect
  or harm them in any way (even telepathic reading
  cannot pierce them because time has stopped to
  pass for them). They likewise cannot be moved,
  except by a great strength: multiply by 10 the
  amount of strength required to move them
  (including the momentum of stopped time they are
  in); and a flying creature caught in mid-air would
  not fall brutally, but very slowly as if affected by a
  Feather Fall spell. The subjects are unaware of
  what happens; and when the spell ends, it seems to
  them that they jumped into the future and missed
  the appropriate in-between minutes.
  The spell can affect creatures up to Large size.
  Larger creatures are not affected by this spell. For
  the same reason that no magic can affect suspended
  creatures, Permanency cannot make Suspend
  Creature permanent.
  Author's note: this spell may seem very similar
  to Hold Person/Monster spells, but is in fact much
  different. While a "held" creature may be harmed, a
  "suspended one" is totally impervious to damage.
  As such, while Hold Person/Monster could be used
  to help kill a target, this spell cannot be used to
  such ends. In fact, ingenious spellcasters could use
  that property in many creative ways (like for
  instance save a nearly dying ally on the battlefield).
  Suspend Object
  Transmutation / Chronomancy: Accel/Decel
  Level: Chr 2, Sor/Wiz 3
  Components: V, S, F
  Casting Time: One action
  Range: Medium
  Target: One nonliving object, up to 10lbs/lvl
  Duration: 1 minute / level
  Saving Throw: Reflex negates (if object held)
  Spell Resistance: Yes (if object held)
  This spell works exactly as Suspend Creature,
  but affects non-living matter only. An item affected
  by this spell cannot be altered, but cannot be used
  either. Like suspended creatures, the object can be
  moved, but as if it weighed ten times as much, and
  its edges feel dulled due to the time distortion—so
  weapons will be basically useless.   Also, no
  magical powers of the item can be activated, if it is
  magical.
  In fact, the main purpose of this spell is not to
  protect an item from natural decay, but from any
  accident that could happen to it in extreme
  circumstances.   It can also be used offensively, to
  prevent an enemy from using an important item.
  Items affected by Suspend Object do not get a
  saving throw. However, if the targeted item is held
  by a creature, the creature gets a Reflex saving
  throw to negate the spell.
  
  37
  Temporal Anchor
  Transmutation / Chronomancy: Anchoring
  Level: Chr 4, Sor/Wiz 5
  Components: V, S, M
  Casting Time: One action
  Range: Short
  Target: One creature
  Duration: 1 round / level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell allows the caster to temporally anchor
  himself to another creature.  Any temporal effects
  that move the creature in time (Push, Teleport,
  Accelerate/Decelerate, Wandering) affect the caster
  as well.  Note that if the duration of the anchor runs
  out while an ongoing effect (such as Time Walk) is
  in place, the anchor is broken and the caster may be
  stranded in an alternate time.
  Temporal Anchor to Item
  Abjuration / Chronomancy: Anchoring
  Level: Chr 2, Sor/Wiz 3
  Components: V, S, M
  Casting Time: One action
  Range: Short
  Target: One creature + one item
  Duration: 1 hour / level
  Saving Throw: Reflex negates
  Spell Resistance: Yes
  This spell temporally anchors the target to a
  designated item (no more than 10lbs/lvl).  This
  causes the target creature to become resistant to
  temporal effects, giving an SR = 5 + (weight of
  item/10) vs. any Chronomancy effect, provided that
  the item is not affected or destroyed.
  If a temporal effect penetrates this SR, or the
  target travels more than 1 mile from the anchoring
  item, the effect is dispelled.
  Note that this spell is not powerful enough to
  drag the target creature along if the target item is
  affected by a chronomancy effect-- such an effect
  dispels the temporal anchor.   This means the
  anchoring effect is dispelled if the item is in the
  possession of the target creature, and someone casts
  a spell that affects “one creature + equipment”.
  Temporal Backstep
  Transmutation / Chronomancy: Wandering
  Level: Chr 3, Sor/Wiz 4
  Components: V, S, M
  Casting Time: One action
  Range: Personal
  Target: Self + equipment
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  This unusual spell must be declared the round
  BEFORE it is cast, since it allows the caster to step
  back one round in time.  The caster acts normally in
  the current round, but in the next round, he will cast
  this spell, step back in time, and be present in the
  current round again.  In effect, this spell enables
  him to act twice in the current round.
  But it is a little more complex than that:
  It is easiest to describe this spell from two
  points of view. Let's call the current round Round 0,
  and the next round Round 1.
  • 
  TO THE CASTER:  In Round 0, he acts
  normally.  In Round 1, he casts the spell, and
  steps backwards in time, also walking up to
  his normal move (in space).  While traveling
  backwards, he appears as a phantasm, and
  cannot interact with any physical object.
  When he reaches Round 0 again, he begins
  moving forward in time, and is able to take a
  normal round of Round 0 actions, as well as
  continuing to act normally during Round 1
  and beyond.
  • 
  TO EVERYONE ELSE:  In Round 0, a
  second copy of the caster suddenly appears,
  and the caster gets two complete sets of
  actions in this round.  The second copy of the
  caster immediately splits into two (so there are
  now THREE of the caster), one of which
  appears as a ghostly phantasm.  During Round
  1, the ghostly image walks backwards into the
  original caster, who is casting this spell, and
  then both are gone (as if disintegrated).  The
  one remaining copy of the caster continues to
  exist, and acts normally again during Round 1
  and thereafter.
  This effect can be illustrated in the "world line"
  diagram below.  The vertical axis is time, and the
  horizontal axis is space.
  r1     A     C
  |     / \   /
  |    /   \ /
  r0  S     B
  --------------------
  S = Caster in Round 0.  Takes normal actions, but
  declares he will do a Temporal Backstep next round.
  A = Caster in Round 1.  Casting Temporal Backstep.
  B = Caster in Round 0 again, for the second time.
  C = Caster in Round 1 again, where he will (finally!)
  continue on to  Round 2.
  There are some major disadvantages to using
  this spell.  If any area effects occur while there are
  multiple copies of the caster, *both* forward-
  moving copies of himself take the damage, so in
  effect the caster takes 2x damage by the end of
  Round 1.  And if the original caster is stopped from
  casting the spell during Round 1, the  'duplicates'
  pop out of existence, and any damage or effects cast
  
  38
  by them are undone: damage is healed, destroyed
  objects are magically mended, etc.  (The magic of
  this spell inherently prevents paradoxes in this
  way.)
  In addition, if there are any magical effects on
  the caster, they go through 3 extra rounds of
  duration during the course of this spell.  (Round 1
  first time, Round 1-0 backwards travel, Round 0
  again).
  Temporal Banishment
  Transmutation / Chronomancy: Push
  Level: Chr 6, Sor/Wiz 7
  Components: V, S, M
  Casting Time: One action
  Range: Short
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  This powerful spell pushes the target forward in
  time by a random amount, up to 10000 years.
  Effectively it can be used as a more humane form
  of Disintegrate, removing an enemy without
  actually causing any physical harm.  Of course, a
  powerful Chronomancer may be able to return
  using other spells.
  Temporal Barrier
  Transmutation / Chronomancy: Accel/Decel
  Level: Chr 4, Sor/Wiz 5
  Components: V, S, M
  Casting Time: One action
  Range: Close
  Effect: Wall, up to 10x10/level
  Duration: 1 round / level
  Saving Throw: Will negates (if touching wall)
  Spell Resistance: Yes (if touching wall)
  This creates a thin barrier of time shaped to
  desire by the caster at the time of casting.  It cannot
  be touching any creature when created.   The wall
  appears to be a swirling, distorted mass of air.
  Anyone trying to pass through the wall must
  save or be affected as if Slow and Chrindol's Curse
  had been cast upon them.  Indeed, it was from
  studying these barriers that Chrindol discovered
  how to cast his curse.
  This does not stop any attacks (physical or
  magical) that go through the wall in either
  direction, but does grant all targets to such attacks a
  +4 to AC and reflex saves.  Also, any spot checks
  through the wall are at a –4 penalty due to the
  distortion.
  Temporal Capture
  Conjuration / Chronomancy: Anchoring
  Level: Chr 6, Sor/Wiz 7
  Components: V, S, M
  Casting Time: One action
  Range: Short
  Target: One creature
  Duration: Permanent (D)
  Saving Throw: None
  Spell Resistance: Yes
  This dangerous spell allows the caster to
  temporally anchor a passing time traveler to
  himself, causing the creature to appear in the
  current time within Short range of the caster.  The
  creature cannot engage in further time travel until
  the caster dismisses the spell-- so in other words, it
  must bargain with the caster, usually agreeing to
  perform some service in exchange for its freedom.
  Of course, the creature can try to dispel the
  effect through other means, and may seek
  vengeance upon the caster afterwards.  (But killing
  the caster does not negate the effect, and the target
  is then anchored to the corpse. )
  The target creature need not be initially known
  to the caster, and in fact he has little control over
  what the creature will be.  It may be a random time
  elemental of HD at least equal to the caster’s level
  (50%), a random outsider from the Summon
  Monster VII-IX tables (40%), or a random NPC
  Chronomancer (10%). Note that if the creature does
  not inherently have time traveling abilities, it will
  probably have sompe kind of magical item that has
  enabled its passage through time.
  Temporal Do-Over
  Transmutation / Chronomancy: Timeline Jump
  Level: Chr 5, Sor/Wiz 6
  Components: V, S, M
  Casting Time: One action
  Range: Personal
  Target: Self
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  This powerful spell allows the caster to jump to
  an alternate timeline, where events of the past
  round happened differently.  In effect, time is rolled
  back one round, and all events of the previous
  round are rerolled.
  This applies to *all* events, not just actions
  taken by the caster: every attack roll by anyone is
  rerolled, every saving throw rerolled, etc.  Creatures
  may even choose to take different actions than
  before, in reaction to the different results from the
  dice, although nobody (except the caster) will have
  any memory of the previous results of the redone
  round.
  
  39
  The rollback goes to the point just after the
  caster's initiative of the previous round, so the
  caster himself does not actually gain any additional
  actions.  And although the caster will probably
  choose another action besides casting this spell
  again, the spell slot is still considered expended.
  Temporal Projection
  Transmutation / Chronomancy: Teleportation
  Level: Chr 8
  Components: V, S, M
  Casting Time: 30 minutes
  Range:  Touch
  Duration: See Text
  Saving Throw: None
  Spell Resistance: Yes
  This spell allows time travel on a spiritual mode
  rather than an actual physical time travel. It is
  somewhat similar to Astral Projection, and as such
  frees the caster's spirit from her physical body to
  allow her to project an astral body into another
  epoch of the same plane. The caster can bring the
  astral forms of other creatures with her, provided
  they are linked in a circle with the caster at the time
  of the casting. These fellow travelers are dependent
  upon the character and must accompany the
  character at all times. If something happens to the
  character during the journey, the companions are
  stranded wherever the character left them.
  The caster projects her astral self into the Time
  Plane, leaving the character's physical body behind
  in the present in a state of suspended animation.
  The spell projects an astral copy of the subjects and
  their equipment onto the Time Plane. Since this
  plane touches upon all epochs, the caster can travel
  astrally to any of these other times as she wishes.
  Then, they can enter any of the past or future
  epochs by forming a new physical body in that time
  and place. There is however a major difference with
  actual physical time travel: the characters are not
  projected into an actual epoch, but rather in the
  "shadows of time". As such, time travels through
  this spell can only be informational, because
  whatever the characters do in these "shadows of
  time", it won't affect real history.
  The spell works as follows:
  1) Time Destination: The caster must choose a
  time and place on the same plane, which he wants
  to visit. However, since this is a spiritual rather than
  a physical travel, the characters form a material
  body not in the targeted area, but into the version of
  the Cavern of the Ages that is related to that time,
  place, and protagonists (including the time
  travelers, as well as the persons that the casters
  wanted to know about).
  2) Cavern of the Ages: The Cavern of the Ages
  is created by the spell, and thus only exists for the
  characters and until the spell ends. It appears as an
  immense cavern filled with enormous smoky
  crystals. These crystals are very important in that
  they hold images of the possible alternate times that
  the cavern gives access to. The more defined and
  distinct those images, and the more probable or
  possible that alternate history could be as related to
  the real one. Conversely, dim and blurred images
  show an alternate timeline unlikely to have existed,
  or that could possibly exist in the future. Then,
  there are several exits out of the cavern. Some are
  large and easy of access, when others are small, and
  maybe even too narrow for a gnome being able to
  crawl into. All these exits lead to the alternate
  possible histories of the same place and characters,
  with the more impracticable exits leading to the
  more improbable version of that history. The
  crystals near these exits display the images of what
  occur in the alternate reality where they lead. Note
  that small and narrow exits are difficult to find
  (requiring Search checks), while the true version of
  the past is accessed via a large and very obvious
  opening.
  3) Shadows of Time: The exits are tunnels that
  lead into the time and place first sought by the
  caster. However, any alternate history reached, as
  well as the real past, are only "shadows of time".
  That means that the character will be able to do
  anything they want in such places, it won't affect in
  any way the real history. Also, the more improbable
  the version of that history, the more shadowy will
  appear the world and creatures around them. An
  impossible alternate history would appear as a
  blurred mass of inform shadows. When there exist
  two dissimilar but extremely probable histories in
  the past, it may indicate that a time traveler actually
  changed history through alteration of events. The
  only practical use of visiting such shadows of time,
  is to get information without risks of modifying
  history, and to learn what could happen (or could
  have happened) "if"…
  This spell otherwise functions like Astral
  Projection, with regard to silver cord, spell
  duration, etc.
  Material component: A set of precisely cut
  gems worth at least 1,000 gp, plus a 5 gp nugget of
  silver for each person to be affected.
  Temporal Push
  Transmutation / Chronomancy: Push
  Level: Chr 4, Sor/Wiz 5
  Components: V, S
  Casting Time: One action
  Range: Close (25 ft + 5 ft/lvl)
  Target: 1 Creature
  Duration: Instantaneous
  Saving Throw: Will special
  Spell Resistance: Yes
  
  40
  This spell throws the target creature and all of
  it's carried gear forward in time up to 1 round per
  every two levels of the caster (5 rounds maximum).
  The amount must be decided during the casting of
  the spell. The creature reappears at the same
  location unless it is occupied physically, whereupon
  it is displaced to the nearest unoccupied location (5
  ft square).  If the target succeeds in its saving roll,
  then the caster must also save or it is he who is
  thrown forward in time.
  Temporal Reversal
  Transmutation / Chronomancy: Wandering
  Level: Chr 6, Sor/Wiz 7
  Components: V, S, M
  Casting Time: One action
  Range: Close (25 ft + 5 ft/lvl)
  Target: 1 Creature + equipment
  Duration: Permanent
  Saving Throw: Will negates
  Spell Resistance: Yes
  XP Cost: 500
  It is recommended that this spell only be
  allowed for NPCs, due to the difficulty of a DM
  handling it without total knowledge of future PC
  actions!  This spell causes the target creature to be
  reversed in time, traveling backwards relative to the
  rest of the universe.  (See Temporal Backstep for a
  description of one round of backwards travel.)
  While traveling backwards, the creature cannot
  interact with any physical object, and appears as a
  ghostly backwards-moving phantasm.
  Unlike Temporal Backstep, this effect does not
  automatically turn the target around in the right
  direction-- they are traveling back in time forever,
  unless they have or find a spell to reverse them
  again.
  Since this is a dangerous spell that may create
  temporal paradoxes, casting it takes a toll out of the
  caster, costing XP.
  Temporal Safe
  Transmutation / Chronomancy: Push
  Level: Chr 3, Sor/Wiz 4
  Components: V, S
  Casting Time: One action
  Range: Touch
  Target: 1 nonliving object, up to 10lbs/caster lvl
  Duration: Up to 1 year/lvl
  Saving Throw: Reflex negates (if held by creature)
  Spell Resistance: Yes (if held by creature)
  This spell causes the target to be pushed
  forward in time, by an amount designated by the
  caster.  The most common use is to keep an item
  safe until needed -- once affected, the object is
  immune from theft or interference until it reappears.
  However, the spell can also be used offensively, to
  deprive an enemy of a weapon or magic item.
  Temporal Scrying
  Divination / Chronomancy: Vision
  Level: Chr 5, Sor/Wiz 6
  Components: V, S, F
  Casting Time: One hour
  Range: See text
  Target: See text
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: Yes
  XP Cost: 500 + #years
  This spell allows its caster to see and hear some
  creature, which may be at any distance and may be
  in the past or future.  The difficulty depends on how
  far away in time the vision is, how familiar the
  caster is with the given subject in the given time,
  and what sort of physical connection the caster has
  to the creature.  Note that unlike a normal Scry
  spell, this does not allow any magic to be cast
  through the scrying.
  The base DC to scry successfully is 20, subject
  to the following (cumulative) modifiers.
  • 
  Looking into the future
  +5
  • 
  1+ year in the past/future
  +1
  • 
  10+ years in the past/future
  +1
  • 
  100+ years in the past/future
  +1
  • 
  1000+ years in the past/future
  +1
  • 
  Caster met subject
  -1
  • 
  Has been within 1 month of target time
  -2
  • 
  Caster knows subject well
  -1
  • 
  Has a likeness or picture of subject
  -1
  • 
  Has a possession of subject
  -2
  • 
  Has a body part of subject
  -3
  Temporal Sheen
  Transmutation / Chronomancy: Vision
  Level: Chr 1, Sor/Wiz 1
  Components: V, S, M
  Casting Time: One action
  Range: Touch
  Target: One creature
  Duration: One minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell takes thee powers of time and creates
  a physical covering around the creature touched.
  This covering causes time to bend slightly, causing
  the recipient to see where opponents (and allies)
  will be an instant before they are there.  This allows
  them to better judge their attacks and defenses,
  giving a +2 bonus to all attack rolls and a +1 insight
  bonus to AC for the duration of the spell.
  
  41
  Temporal Shove
  Transmutation / Chronomancy: Push
  Level: Chr 1, Sor/Wiz 2
  Components: V, S, M
  Casting Time: One action
  Range: Short
  Target: One creature or item (10lbs/lvl if item)
  Duration: One partial action (may be delayed)
  Saving Throw: Reflex negates
  Spell Resistance: Yes
  The targeted creature or item will be pushed
  ahead in time, disappearing for the duration of one
  round and reappearing in the same place.  During
  this interval the item or creature is completely gone,
  and nothing can affect it.
  The effect can be delayed to the initiative of any
  creature in the caster's sight.
  For example, suppose the chronomancer sees
  that a dragon is attacking an allied fighter.
  He can cast this spell on the fighter, declaring
  that he will hold the effect until the dragon's
  initiative.  Then, upon the dragon's initiative, the
  fighter will disappear, avoiding the breath weapon
  the dragon was about to unleash on its adversaries.
  The fighter will reappear just in time for the dragon
  to attack him next round.
  Alternatively, the chronomancer can cast the
  spell on the dragon, optionally delaying until the
  dragon’s initiative.
  Temporal Simultaneousness
  Transmutation / Chronomancy: Teleportation
  Level: Chr 4, Sor/Wiz 5
  Components: V, S, M
  Casting Time: One action
  Range: Personal
  Target: Caster
  Duration: See Text
  Saving Throw: None
  Spell Resistance: No
  This spell distorts time in such a way that the
  caster lives the next 1d4+2 rounds not in a linear
  fashion (as normally), but in simultaneity at some
  point in time during the spell duration. It works as
  follows: when the spell is cast, roll 1d4+2: this is
  the number of rounds affected. During this number
  of rounds the caster disappears from the current
  reality. However, at some point in the meantime
  (randomly determined on a d3, d4, or d6 as
  relevant) he reappears, bringing along all the selves
  that should have existed at each round. So, during
  that round a number of duplicates of himself equal
  to the number that was rolled, can operate simulta-
  neously. They can do anything they want for a full
  round as normal.
  Note that they will be displaced just enough so
  they do not occupy the same physical space.  If one
  is damaged or healed, the ‘future’ selves may also
  be affected.
  For example, suppose this spell is cast and 3
  versions of Chronomancer Joe appear on round 2.
  One of them is ‘Round 1 Joe’, one is ‘Round 2 Joe’,
  and one is ‘Round 3 Joe’.  A dragon, not knowing
  which to attack, hits Round 2 Joe for 50 points of
  damage, killing him.  Round 1 Joe is not affected,
  but Round 2 Joe and Round 3 Joe both fall down
  dead, and at the end of the spell, Joe reappears
  dead.
  On the other hand, suppose a cleric casts Aid
  on Round 1 Joe just before the dragon attack,
  giving him 10 temporary hit points.  Round 2 Joe
  also has these hit points, which are just enough to
  prevent him from being killed, though the dragon
  brings him to –5 hit points.  Round 3 Joe falls, and
  bleeds, bringing Joe’s total to –6 hit points when
  the spell ends.
  If the cleric had targeted Round 3 Joe instead,
  the Aid would have come too late, and Joe would
  still be dead!
  Temporal Teleport
  Transmutation / Chronomancy: Teleportation
  Level: Chr 9
  Components: V, S, M
  Casting Time: One action
  Target: As Teleport spell
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  XP Cost: If into past, 1000 + #years2
  This spell allows the caster (and possibly some
  companions) to travel anywhere in time.  Note that
  there is no spatial component to this teleportation,
  so the caster will appear in the exact same place at
  the alternate time.   If the space is occupied at the
  selected time, the targets will be displaced to the
  nearest free location.
  If used to travel into the past, this spell is very
  strenuous, and takes a toll in XP cost.
  In addition, it is difficult to precisely travel into
  the past.  A Spellcraft check must be made, DC 30.
  The caster gets a bonus of +4 if this is a time to
  which he has previously traveled.
  If this check fails, roll a d4 to determine the
  number of years by which the teleportation was off.
  For every five points by which it failed, increase the
  die size by one category.  And if a natural 1 was
  rolled,  the caster has accidentally teleported the
  targets to the Elemental Plane of Time.
  
  42
  Temporally Teleport Object
  Transmutation / Chronomancy: Teleportation
  Level: Chr 8,  Sor/Wiz 9
  Components: V, S, M
  Casting Time: One action
  Range: Short
  Effect: One nonliving item, max 10lbs/lvl
  Duration: Instantaneous
  Saving Throw: Reflex negates (if item held)
  Spell Resistance: Yes (if item held)
  XP Cost: If into past, 500 + #years2
  This is similar to the Temporal Teleport spell,
  except that it only affects a single nonliving item.
  Transporting an item into the past does still create a
  danger of paradox, however, so this spell also has
  an XP cost.
  The chance and consequences of failure are the
  same as described under the Temporal Teleport
  spell.
  Time Blink
  Transmutation / Chronomancy: Push
  Level: Chr 3,  Sor/Wiz 4
  Components: V, S, M
  Casting Time: One action
  Range: Short
  Effect: One creature
  Duration: 1 blink / 3 levels
  Saving Throw: Reflex negates
  Spell Resistance: Yes
  This spell causes the target to be pushed
  forward in time 1d3+1 rounds, once for every three
  levels of the caster.  When the target is affected by
  this spell, it will disappear, only to reappear
  randomly 1d3 rounds later in the same location.
  Once reappearing, it will remain for one round, then
  disappear again.
  Note that the affected creature will have no
  knowledge of any events that have occurred during
  its absence.
  Time Distortion Cube
  Transmutation / Chronomancy: Accel/decel
  Level: Chr 2, Sor/Wiz 3
  Components: V, S, M
  Casting Time: One action
  Range: Short
  Effect: One cube / 2 levels
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  This spell creates small cubes of distorted time,
  6-inch cubes where time quickly moves forwards at
  random rates.  They can be hurled by the caster to
  cause physical damage to a target (caused by its
  flesh being torn apart as it ages at varying rates),
  using a ranged touch attack.  Each cube does 1d12
  points of damage if it hits.
  Time Leap
  Transmutation / Chronomancy: Push
  Level: Chr 2, Time-travel 2, Sor/Wiz 4
  Components: V, S, M
  Casting Time: One full round + one round per
  additional traveler
  Range: 0
  Target: Caster + 2 willing creatures / lvl
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  The caster is able to briefly ride the flows of
  time into a point in the future where they return to
  the normal flow of time.  During this ride, the
  caster's body, clothing, and equipment appear in a
  ghostly form, but cannot be harm to affected sort of
  a wish or miracle.  The time that the caster will
  return must be chosen during the casting of the
  spell, and cannot be more then one day or less than
  one round.
  For an additional casting time of one round per
  passenger, the caster can elect to take additional
  travelers with him.  The caster can take up to two
  persons (including himself) per level.  However, the
  extra persons cause less flexibility in length of time
  jumped.  For each additional person taken, the
  maximum time spent is decreased by ½ (2 people –
  up to ½ day, 3 people – up to 6 hours, 4 people – up
  to 3 hours, etc.).  The minimum time forward
  remains the same no matter how many persons are
  take with the caster.
  Anyone traveling with the caster must be
  willing and touching the caster at the time of
  casting.
  Time and Space Folding
  Transmutation / Chronomancy: Teleportation
  Level: Chr 5, Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 minute
  Range: 5 feet
  Effect: 10’x10’ opening
  Duration: Concentration, max 1 round / level
  Saving Throw: None
  Spell Resistance: No
  This spell allows a magical gate to be created
  between two distant points in space.  Note that it
  does not actually enable travel through time.
  It works by taking advantage of the folded
  nature of spacetime to connect two distant points.
  The gate created is a square opening with a
  maximum size of 10 feet by 10 feet, with borders
  appearing as shifting distortions one foot wide. In
  
  43
  effect this is a sort of window through which you
  can see what is in the other place. The gate is bi-
  directional in that it allows sight and travel from
  one side to the other in either direction. One can
  peer through this window to see in the other distant
  place, and anyone or anything that moves through
  is instantly transported there.
  The caster may hold the gate open only for a
  brief time (no more than 1 round per caster level)
  and must concentrate on doing so or end the planar
  connection. The gate opens 5 feet in front of the
  caster, while the other side of the gate opens 5 feet
  in front of the place the caster wants. However, the
  gate doesn't always open where the caster wants,
  especially if the caster is not very familiar with the
  place he wants to reach. To see how well the spell
  works, roll d% and consult the table below.
  Familiarity
  On
  Tgt
  Off
  Target
  Similar
  Area
  Aging
  Chance
  Aging
  Amount
  Very
  01–97
  98–99
  100
  2%
  1 year
  Studied
  01–94
  95–97
  98–100
  5%
  1d4 years
  Seen
  01–88
  89–94
  95–100
  10%
  1d6 years
  Seen Once
  01–76
  77–88
  89–100
  15%
  1d8 years
  Described
  01–52
  53–76
  77–100
  25%
  1d10 yrs
  False
  —
  —
  01–100
  30%
  1d12 yrs
  Familiarity: "Very familiar" is a place where
  the caster has been very often and where he feels at
  home. "Studied carefully" is a place the caster
  knows well, either because he has been there often
  or has used other means to study the place. "Seen
  casually" is a place that the caster has seen more
  than once but with which he is not very familiar.
  "Viewed once" is a place that the caster has seen
  once, possibly using magic. "Description" is a place
  whose location and appearance the caster knows
  through someone else’s description, perhaps even
  from a precise map. "False destination" is a place
  that doesn’t exist. When opening the gate to a false
  destination, the caster always gets a similar area
  rather than rolling d%, since there is no real
  destination for the character to hope to arrive at or
  even be off target from.
  On Target: The gates opens to where the caster
  wants.
  Off Target: The gate opens at a random place
  away from where the caster wants, in a random
  direction. Distance off target is 1d10 x 1d10% of
  the distance that was to connect the two places. The
  DM determines the direction off target randomly.
  Similar Area: The gate opens in an area that is
  visually or thematically similar to the target area.
  Generally, it opens in the closest similar place, but
  since the spell has no range limit, it could
  conceivably be anywhere across the globe.
  Aging: As this spell warps time in order to
  connect the two places, there are chances that
  anyone who passes through the gate could be
  affected by aging effects. Check the chance when
  the spell is cast. Then, if positive roll the relevant
  die each time someone or something (including
  characters' equipment) goes through the gate.
  Material component: a silken handkerchief
  embroidered with the image of a door with golden
  threads. This must be a masterwork item costing no
  less than 500 gp.
  Time Walk
  Transmutation / Chronomancy: Wandering
  Level: Chr 8, Sor/Wiz 9
  Components: V, S, M
  Casting Time: Ten minutes
  Range: Personal
  Target: Caster + equipment
  Duration: 1 day subjective time / level
  Saving Throw: None
  Spell Resistance: No
  XP Cost: 500 + 100 per change in direction
  It is recommended that this spell only be
  allowed for NPCs, due to the difficulty of a DM
  handling it without total knowledge of future PC
  actions! This is similar to Temporal Reversal,
  except that the caster can change direction
  backwards and forwards in time as a standard
  action.
  As with other Wandering-type Chronomancy,
  the character appears to be a ghostly phantom when
  traveling backwards, and cannot interact with any
  physical objects.  However, solid objects that exist
  continuously (such as walls or floors) do block the
  character’s movement.
  True Disintegrate
  Transmutation / Chronomancy: Replacement
  Level: Chr 9
  Components: V, S, M
  Casting Time: One action
  Range: Medium
  Target: One creature or object
  Duration: Permanent
  Saving Throw: Will partial
  Spell Resistance: Yes
  XP Cost: 1000
  This spell not only disintegrates its target, but
  completely erases all traces (past and present) of its
  existence.  Written documents will be altered,
  memories erased, etc, as though the target had
  never been born or created.  Only the caster will
  remember the original target’s existence, and it will
  be a dreamlike recollection.  Even a True
  Resurrection cannot bring the target back, since no
  clear memory of the creature exists.  (Only Wish or
  Miracle can reverse this effect.)
  Note that this may not always bring about the
  outcome the caster intended!  For example, suppose
  in a heated battle against the Temple of Lolth, a
  chronomancer casts True Disintegrate on the high
  
  44
  priestess.  If she fails her save, the priestess will
  disappear as intended—but, in the rewritten history
  that is now created, someone else would have risen
  to the position of high priestess, and attained
  approximately the same level of power.  So the
  current battle will still be going on, and the
  chronomancer may find that he has not gained any
  tactical advantage at all, and is merely fighting a
  different high priestess.
  If the target makes their saving throw, they are
  affected as if by an ordinary Disintegrate.  (This
  means they will need to make one more saving
  throw, vs that effect.)  In this case, there is no XP
  cost to the caster.
  Vision of Youth
  Divination / Chronomancy: Vision
  Level: Chr 2, Sor/Wiz 3
  Components: V, S, F
  Casting Time: One action
  Range: Close
  Target: One item or creature
  Duration: 1 minute/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  A Vision of youth spell shows the caster an
  item or creature as it was in former times. The
  caster may choose to see it as it was when newly
  born /created. He can also choose to see a specific
  age (stating the number of days, months, years, etc.
  backward in time from now).
  It is possible to see different ages, but no more
  than one per minute (of spell duration). If the caster
  asks for a time during which it did not yet exist, he
  instead sees the item or creature as it was when
  born /created. This vision has a duration of 1
  minute per level, and visually replaces (and moves
  with) the current aspect of the creature or item upon
  which the spell is cast. A disguised creature gets a
  +2 to its saving throw, +4 if the disguise is magical,
  and +6 in cases of a Polymorph type spell. If the
  save is failed, the caster sees the creature without its
  disguise, as it was in the selected time.
  Material Components: a pinch of gold powder
  worth at least 1 gp.
  Weirdtomb
  Transmutation / Chronomancy: Accel/Decel
  Level: Chr 9
  Components: V, S, M
  Casting Time: One full round
  Range: Close
  Target: One area, up to 1000 cubic ft/lvl
  Duration: Permanent
  Saving Throw: Special
  Spell Resistance: Yes
  XP Cost: 5000
  This spell is much similar in effects to a
  Temporal Stasis spell, with the main difference that
  it affects an area rather than a single creature, and
  thus has an XP cost where Temporal Stasis doesn't.
  The spell must be cast on an item that can hold
  something, no smaller that a human-sized coffin, a
  cavern, or a building up to roughly 100
  yards/meters across. When the spell is cast, the
  targeted item, cavern, or building, and everything
  that is inside including creatures, are affected by a
  Temporal Stasis spell. (That is, they are placed into
  a state of suspended animation. For them, time
  ceases to flow and their condition becomes fixed.
  Creatures does not grow older, their body functions
  virtually ceasing, while items do not decay or
  erode; no force or effect can harm them.)  The item,
  cavern, or building thus becomes impenetrable, and
  looking inside also becomes difficult. Vision is
  impaired by a sort of supernatural wind that howls
  and moans eerily, and blurs the contents of the
  affected area behind a swirling image of what is
  inside. Divination magic to discover the contents of
  the tomb are likewise hindered, suffering a +10
  penalty to the normal Scrying DC check (or DC=25
  by default).
  It is impossible to enter the tomb by any means,
  magical or otherwise, even at the expense of being
  affected by the Temporal Stasis effect once inside.
  The spell may be ended only by a Disjunction,
  Miracle, or Wish spell. All other spells are
  ineffective against a Weirdtomb.
  Material 
  Components: 
  a 
  small 
  statuette
  representing the item, cavern, or building to be
  affected by the spell. This figurine must be carved
  out of a gem costing no less than 1000 gp, and be of
  masterwork quality (if not, the creature inside the
  targeted area receive a Fort save to resist the spell
  and be ejected out of it). The caster must also spend
  other various incenses and gem powders worth
  4000 gp.
  Withdraw
  Transmutation / Chronomancy: Accel/Decel
  Level: Chr 2, Sor/Wiz 3
  Components: V, S
  Casting Time: One action
  Range: Personal
  Target: Self
  Duration: 1 minute/level  subjective time (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell puts the caster slightly apart from the
  normal flow of time, giving her 1 minute/level of
  time within a single round.
  As such, the caster seems to be put in a sort of
  haze, and if she interacts in any way with anything
  around her (including just walking or speaking to
  someone else), it will put an end to the spell.
  
  45
  For the round of ‘real’ time (to outside
  observers) that the spell is in effect, the caster
  cannot benefit from AC bonus due to dexterity or
  use of a shield (meaning dodging, moving, etc.), or
  will likewise break the spell. In fact, while in this
  state the caster may only do simple actions such as
  thinking, reading, or manipulating pieces of her
  equipment. She may also cast spells, but only
  Divination spells, or spells cast on herself only;
  spells that would require to interact with the
  environment ends the Withdraw spell.
  Zone of Retarded Magic
  Abjuration / Chronomancy: Push
  Level: Chr 6, Sor/Wiz 7
  Components: V, S, F
  Casting Time: One action
  Range: Medium
  Effect: 30’ radius
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: Yes
  Any spell or supernatural effect that is cast
  (including from a magical item) in the area of effect
  will occur only at the end of Zone of Retarded
  Magic. So, if several spells are cast there until Zone
  of Retarded Magic ends, all these spells will occur
  simultaneously when the duration of Zone of
  Retarded Magic is over.
  Note that if a spell targets a creature or object
  within the zone, and the target leaves the zone, the
  spell takes effect immediately, even if the Zone of
  Retarded Magic still has duration remaining.
  
  46
  New Magical Items
  "Time is worth more than money: spend
  it wisely!"
  Borrower’s Bag
  This gold-braided leather sack appears to be an
  ordinary (though masterwork) bag.  But, if the
  proper command word is spoken, its owner can
  cause nearly any desired item that can fit in an
  ordinary sack to come into existence.   This power
  can be used once per day.
  However, the bag is not actually creating the
  item.  It is borrowing the item from the future—at
  some later date, the owner must put the requested
  item into the bag, so it can be transported back in
  time to when it was requested.  Once replaced, the
  item disappears, teleported back in time.
  There are costs and risks to using the
  Borrower’s Bag, though.  First, there is an XP cost
  to the owner, equal to the cost of creating the item
  or the gold piece value if nonmagical.  75% of the
  XP will be regained when the item is returned to the
  bag, but 25% are permanently lost.
  Second, the item must be placed in the bag in its
  original condition: clean, fully charged, etc.
  Replacing a damaged or depleted item has no
  effect; it is as if the item had never been replaced.
  Third, the owner is under a compulsion to try to
  replace the item and close the time loop.  The
  compulsion remains even if the owner loses
  possession of the bag, or even if the bag is
  destroyed (in which case the compulsion is to create
  a new bag and replace the item!).   This compulsion
  is equivalent to a Geas/Quest spell, and cannot be
  magically cured except by a Wish or Miracle.
  Caster Level: 16th ; Prerequisites: Craft won-
  drous item, Temporally Teleport Object, Geas
  /Quest ; Market Price: 25000gp ; Weight: 2 lbs
  Book of Alternate Histories
  This bulky, elegant tome is bound in leather
  with gold trim.  It runs for thousands of pages,
  telling a detailed history of the world starting from
  ancient times.  If the owner is not a time traveler, it
  is simply a nice history reference.
  But if the owner travels through time, and
  commits any acts that might change history or bring
  him to an alternate timeline, the book always
  magically changes as well, telling the new history
  corresponding to its owner's current timeline.  If the
  owner does not understand what has been done that
  would have changed history, he can study the book
  and make an INT check each day, DC 20, to
  discover exactly what pivotal event differs from the
  original history he is familiar with.
  Caster Level: 13th ; Prerequisites: Craft Won-
  drous Item, Measure Time, Temporal Scrying ;
  Market Price: 25000gp ; Weight: 10 lbs.
  Bracelet Of Time
  This strange silver bracelet features a small grey
  window. In this window one can see numbers,
  which can indicate the current time or (with the aid
  of some buttons) measure time intervals or set an
  alarm.  In effect, the owner can cast Measure Time
  or Alarm Clock (on the bracelet itself) at will.  In
  high-tech settings, this item is known as a "Digital
  Watch".
  Caster Level: 3rd ; Prerequisites: Craft won-
  drous item, Measure Time, Alarm Clock ; Market
  Price: 100gp ; Weight:  0.1 lbs.
  Crystal Time Ball
  This crystal sphere, about six inches in
  diameter, appears to be an ordinary crystal ball, but
  can actually look into the past or future as well as
  the present.  In effect, it allows its owner to cast a
  Temporal Scrying spell once per day.  If it is used
  to look into the future, the owner must pay the XP
  cost as if casting Temporal Scrying.
  Caster Level: 13th ; Prerequisites: Craft won-
  drous item, Scry, Temporal Scrying ; Market Price:
  100,000gp ; Weight: 7 lbs
  Cube of Time
  This wondrous item looks like a small ivory
  cube, with strange pictures carved into each side.
  Each side specifies a gate to another time and place
  (possibly even another plane): pressing that side
  once opens the gate, and pressing it again closes it.
  If a side is pressed twice in quick succession, the
  character doing it (along with any others in a 5'
  radius) 
  is 
  immediately 
  transported 
  to 
  the
  destination.  Unwilling creatures get a Will save,
  DC 25.
  Note that the gates are to a time relative to when
  it is used:  for example, one side might lead to "City
  
  47
  of Londinium, 500 years ago".  When the cube was
  created, say in the year 1200, it led to the year 700.
  But if it is now the year 1800, and the cube is used,
  it will lead to Londinium in 1300.  (This way
  everyone who ever uses the gate does not arrive in
  the same place at the same time!)
  When the gate is used, there is a 10% chance
  that a random outsider or time elemental will notice
  and investigate.
  Caster Level: 18th ; Prerequisites: Craft won-
  drous item, Gate, Temporal Teleport ; Market
  Price: 500,000gp ; Weight: 0.1 lb.
  Stop Watch
  This rare and coveted item is similar in
  appearance to a standard pocket watch, but when a
  button at the top is pressed, all time stops except for
  the watch's owner, until it is pressed again.
  The watch will continue to tick while this effect
  is happening, and can only perform this function for
  a total of 10 rounds before the time is used up and
  the item permanently becomes an ordinary watch.
  Caster Level: 17th ; Prerequisites: Craft won-
  drous item, Measure Time, Time Stop ; Market
  Price: 10,000gp ; Weight: 0.1 lbs
  Watch of Conjuring Time
  Elementals
  This is a fancy golden pocket watch that, when
  certain words are spoken, summons a Large time
  elemental, as if Summon Monster 6 has been cast at
  13th level.
  If it is carefully wound first (takes 1 full round),
  and the user passes a Knowledge (Time) check at
  DC 25, a Huge time elemental may be summoned,
  as if Summon Monster 7 were cast. If the check
  fails, it is only a Large time elemental.
  Only one elemental conjured by the watch can
  exist at a time.
  Caster Level: 13th ; Prerequisites: Craft won-
  drous item, Summon Monster 7, Temporal Capture;
  Market Price: 100,000gp ; Weight: 0.1 lb.
  Watch of Poor Timing
  This item appears to be an ordinary (but
  expensive) gold pocket watch..  By aiming it at an
  enemy and tapping on it (a standard action), the
  wearer can cast Mismeasure Time or Lateness once
  each per day.
  Some rare versions of this item are cursed, and
  actually cast Mismeasure Time or Lateness on their
  owner (at a stressful time) once per day.
  Caster Level: 3rd ; Prerequisites: Craft won-
  drous item, Measure Time, Alarm Clock, Mismeas-
  ure Time, Lateness ; Market Price: 1000gp ;
  Weight: 0.1 lbs
  _________________________________________
  
  48
  The Planes & Time
  Time present and time past
  Are both perhaps present in time future,
  And time future contained in time past.
  If all time is eternally present
  All time is unredeemable.
  TIME IN THE PLANES
  While it is generally accepted that time is not a
  constant interplanar force, the actual properties of
  time in the planes are difficult to divine. Many
  planes have accelerated or decelerated time flows,
  allowing a traveler to rapidly advance in age or to
  pass the eons by with little effect.  In addition, some
  planes, usually the more chaotic or unstable ones,
  have multiple time flows affecting different areas.
  In these cases, areas of faster time flow are referred
  to as slipstreams and areas of slower time flow are
  referred to as eddies. These effects can become
  both interesting and dangerous when a traveler
  moves from one speed of time to another. While
  from the viewpoint of the traveler, time is always
  moving at a constant rate, others may see lightning
  quick movements or actions resembling molasses.
  There are numerous types of time flow recog-
  nized throughout the multiverse. The explanations
  of all of these are based on the traveler's home
  plane, and thus might change depending on that
  plane.  Note however, that despite all of these
  differences, time always seems normal within a
  time flow.  Whether you are in a slow flow, a quick
  flow, or even an erratic flow, a round lasts a round
  within the flow.  The only exception to this is a
  timeless flow, where it is obvious to all that time is
  flowing differently.
  1 - Normal Flow
  The easiest to understand is so called "normal
  flow".  Normal flow mimics that of a traveler's
  home plane to a degree that not even a master time
  mage can tell the difference. Any time spent on
  such a plane is identical to time spent on your own.
  Any spells or abilities relying on time (such as spell
  durations, etc.) last normally.
  2 - Slow Flow
  A "slow flow" is an area or plane where time
  flows slower than on your home plane.  Thus while
  a traveler spends a single round on one of these
  planes, her home plane spends two rounds, an hour,
  a day, even years.
  These situations often result in a character aging
  little and "awakening" in a whole new world which
  may have even forgotten the person existed.  Savvy
  plane-travelers use these areas as a safe haven
  during times of wars, curses, or simply to wait till a
  set point in time.  An example of this is Rip Van
  Winkle, who slept on a plane for one night and
  awoke 70 years later on his home realm.
  3 - Quick Flow
  A "quick flow" is the opposite of a slow flow.
  A person could spend an hour, a day, even years,
  and arrive back on his home plane with little time
  passed.
  Savvy plane-travelers often make use of this for
  healing, restoration of spells, research, etc.  The
  downside to this, however, is that while the rest of
  the plane does not age quickly, the traveler does,
  sometimes resulting in persons who seem to age
  quickly, and only live a fraction of their potential
  (the rest of their lives are spent on these other
  realms).
  4 - Still Plane
  A "still plane" is a plane where time seems to
  flow not at all for physical bodies, though mentally
  time passes at a normal rate.
  The Astral plane is a good example of this,
  allowing a traveler to spend years without need to
  eat, sleep, drink, or even age.  However, with every
  good comes a bad, and lack of time also means lack
  of spell restoration, lack of natural healing, and lack
  of aging.  Some timeless planes have a twist, called
  "the retroactive factor".  The retroactive factor is
  like playing catch-up.  Although you needed no
  food or sleep for the three days you spent there,
  once you leave, your body remembers it's need for
  sleep and food, leaving persons lying in a famished
  sleep for days at a time.  There have been cases of
  items rotting instantly, and even persons dying
  because they have already lived past their
  maximum age.  Again, with every bad comes a
  good, as such things like spells and natural healing
  are also retroactive, allowing a badly wounded man
  to heal very quickly (although he will still be
  hungry, thirsty, and exhausted).
  5 - Erratic Flow
  The final example is the most rare, and has only
  been documented a few times.  An "erratic flow"
  changes constantly, some moments becoming slow,
  others quick, and others even being normal.  The
  changes are usually periodic, meaning they can be
  
  49
  mapped out, and exceptionally smart plane-travel-
  ers can use these areas and planes as a way to beat
  the odds.  Not only does the area change in style of
  flow, but also intensity.  A flow could be 1 round =
  1 hour, and suddenly shift to 1 round = 10 years,
  both of which are slow flows, but differing in
  intensity by great amounts.
  TEMPORAL ELEMENTAL
  PLANE
  The Temporal Elemental Plane is the innermost
  plane.  The first of the planes to be created, this
  plane is the source of time and temporal energies in
  each and every other planes.  The energies of this
  plane are so strong that they seep out of the plane
  into the other planes.  However, as the seepage is
  not equal, different planes receive different
  amounts of temporal energy.  This causes different
  planes to advance at different rates through time.
  The Temporal Elemental Plane is only acces-
  sible from one of the four standard elemental planes
  (water, fire, air, and stone).  The reason for this is
  unknown, but it is speculated that this reflects the
  order of creation of the planes (Temporal, then the
  four elementals, then astral, then Prime Material,
  then ethereal, and then the outer planes).
  When one accesses the Temporal Elemental
  Plane, the first thing that they notice is its appear-
  ance.  To each creature, it appears to be similar to
  the elemental plane they came from, but more
  flowing (those coming from the elemental plane of
  water see a river, from air: a jet stream, from fire: a
  stream of burning lava, and from stone: a
  landslide).  Immediately, the character becomes
  caught up in the stream.
  There are two ways to travel within the
  Temporal Elemental Plane.  The first way is to ride
  the stream.  Due to the various currents and eddies,
  it is hard to predict how much time will pass while
  on is here; on average, twice as much time will pass
  on the Prime Material plane as is spent here.
  However, this estimate is not reliable, and occa-
  sionally travelers will return home after a few hours
  on this plane to find that they have only been gone
  an instant, or that a century has passed.
  Time blockers allow the character to stop
  moving, and even move backwards.  A time blocker
  is a solid piece of elemental force that is part of the
  time stream.  By holding onto this time blocker, the
  character stops movement through time.  Some
  blockers are big enough to crawl on top of.  When
  this happens in a place where time blockers are
  close to each other, the character has a chance to
  jump upstream or downstream from block to block.
  The frequency of blocks and their size should be
  determined by the DM, depending on how much
  time travel the DM wants to deal with (remem-
  bering information and rules set out above).
  A time blocker appears as a large, glowing
  boulder impeding the time flow, much like a large
  rock in a stream or river.  To catch onto a time
  blocker (assuming one is in reach), a character must
  succeed at a swimming check at a DC of 30.  To
  hold onto a block (for those that can’t be climbed
  onto) requires a strength check of DC 20 every
  minute.  To jump from block to block requires a
  jump check of DCs anywhere from 5 to 50
  depending on how far apart and how small the
  blockers are.  Failure of any of these checks results
  in falling back into the stream.
  It is possible to create temporary blockers
  through high-powered magical spells such a Wish
  or Miracle.  These temporary blockers usually last
  about 5 minutes per caster level, and are large
  enough for a single person.
  THE TIME ESSENCE
  The time essence is often confused as a plane.
  It exists in a space parallel to the other planes,
  touching upon each plane individually and all
  planes collectively.  The time essence is that realm
  in which time flows can be visualized, and can be
  dealt with in a physical manner.  Also, this is the
  source of energy for all spells dealing with time.
  Traveling to the time essence can be achieved in
  the same way as traveling to the ethereal plane
  (magic, innate ability, or magical items).  Once a
  creature arrives on the time essence, they find
  themselves in a large open area.  This open area is
  the field of time.  In the center of this field is the
  time stone.  The time stone is a small stone that
  radiates the essence of time throughout the
  multiverse.  It is always surrounded by numerous
  time travelers, outsiders, and time elementals, vying
  for their opportunity to experience the power of the
  stone.
  By touching different parts of the time stone, a
  character is transported through time to almost any
  point in the past or the future.  Because each point
  on the stone results in a different time, and the
  order of these segments are completely random, it
  is almost impossible to know what section to touch
  to move to a specific point in time (Knowledge -
  time check, DC 50).
  _________________________________________
  
  50
  Deities & Time
  "Time is God's way of keeping every-
  thing from happening at once"
  DEITIES & TIME
  New Deities
  There are many different aspects to time, and
  many gods/goddesses have devoted part of their
  energies to one of those aspects.  Every once in a
  while, a goddess or god comes along and devotes
  themselves completely to time and all of its ramifi-
  cations.  Although these goddesses or gods are
  ultimately very, very powerful, as they control all
  aspects of time, they are rarely involved in deity
  squabbles and power fighting, as it is not in their
  interest.  Oddly enough, these gods and goddesses
  who devote themselves fully are often revered in
  many different cultures, even those with completely
  separate pantheons.
  Here are three examples of such encompassing
  gods/goddesses that can be used:
  Chronos (God of time)
  "Father Time", the "Unhalting One", the "Im-
  passionate and Unceasing One", and "Baby New
  Year".
  Chronos is one of the original deities of the
  multiverse.  Often thought of as the originator of
  time, Chronos takes an extremely hands off ap-
  proach to everything except time.  Spending much
  of his time undoing the effects of his daughter Iora
  with the help of his consort Xrasis, Chronos has
  little time or energy to devote to the struggles
  between evil and good.
  •••• Symbol: Spiraled hourglass.
  •••• Alignment: N.
  •••• Area of control: Time
  ••••Typical worshippers: Sages, seers, and others
  that search for lost information and histories.
  ••••Domains: Caution, Guardian of History, Life-
  in-Death, Offensive Chronomancy, Quickness,
  Temporal Artifice, Temporal Vision, Time Travel,
  Time Warrior, Divination, Knowledge, and Magic.
  •••• Special Weapon: Bow and Arrow.
  Xrasis (Goddess of the flow)
  The "Three In One" (maiden, wife, and old
  maid; or spring, summer, and winter), and "The
  Stream".
  Xrasis is an unusual goddess.  Very few know
  where, or when she came from, but she has become
  the consort of Chronos mainly to help offset the
  actions and schemes of Chronos’s daughter, Iora.
  The most strict and specific of the “family”, Xrasis
  sees everything around her that is out of place or
  out of time as a terrible personal affront to her.  The
  creator of the order of the Temporal Guardians,
  Xrasis takes as much of a hands on approach to
  time as Iora does.
  •••• Symbol: Stylized flowing stream of time.
  •••• Alignment: LN.
  •••• Area of control: Time, History, Motherhood
  •••• Typical worshippers: Chronographers
  •••• Domains:  Caution, Guardian of History,
  Temporal Vision, Time Travel, Knowledge, Law,
  and Magic.
  •••• Special Weapon: Greatsword
  Iora (Daughter of time)
  "Intermediate Goddess of Time and Chaos", the
  "Daughter of Time", "Chaos Daughter", and "Time
  Sunderer".
  Iora is a not a forgiving goddess who expects
  obedience from her followers. Iora is an illegitimate
  daughter of Chronos (god of Time) and her wish to
  bring her father's downfall is not so much because
  of her hatred for him, but rather as a means to bring
  about everlasting Chaos to all the realms. Although
  she is seen by most as a dutiful daughter, her name
  is often whispered when people speak of failed
  attempts to overthrow her father. In her quest to
  destroy the order that binds time, she mostly uses
  Thieves, Wizards, Sorcerers and Priests for her
  cause.
  •••• Symbol: Cracked red hourglass on a black
  background.
  •••• Alignment: CN.
  •••• Area of control: Time, Mischief
  •••• Typical worshippers: Chronomancers, Bards
  ••••Domains: Offensive Chronomancy, Quick-
  ness, Temporal Artifice, Temporal Trickery, Time
  Travel, Time Warrior, Chaos, Travel, and Trickery.
  •••• Special Weapon: Whip
  
  51
  Other deities and time
  When none of the above encompassing gods or
  goddesses exists, many of the other deities will take
  up some of the aspects of time as their own.  Lets
  look at the core pantheon as an example of this.
  • God of magic: has no special care for the
  dealings of time, except through future know-
  ledge of magic.
  • God of elves: cares about the passage of time
  only as it relates to the aging of elves.
  • Goddess of woodlands: cares about the passage
  of seasons as they affect the woodlands and the
  creatures that live there.
  • God of slaughter: cares not about the passage
  of time.
  • God of roads: cares about the passage of time
  as an aspect of the speed of travelers.
  • God of gnomes: cares little about the passage
  of time.
  • God of orcs: cares only about time as an aspect
  of the lives (and deaths) of elves and orcs.
  • God of valor: does not care about time.
  • God of tyranny: does not care about time.
  • God of strength: cares little for those dealing
  with time.
  • God of dwarves: as the creator god, especially
  cares for learning about the past creations of the
  world.
  • God of death: cares about the aspects of death,
  and the ending of life. Also looks at the recrea-
  tion of life from the past.
  • God of nature: deals especially with the
  passing of seasons and weather. By understand-
  ing these aspects, followers understand also the
  cycle of other own lives.
  • God of the sun: as a creator god, looks towards
  the future to find the next great creations.
  • God of retribution: doesn't care much about
  time at all.
  • God of secrets: depending on the world and
  how well time travel and time magic is known,
  this deity could be the most encompassing of
  the secrets of time.  Divination, for instance, is
  one of these secrets.
  • God of magic and death: also deals with a
  number of aspects of time.  Dealing with all the
  areas this deity deals with, she also deals with a
  number of time magics that others might
  overlook.
  • Goddess of halflings: cares little for the dealing
  of time.
  _________________________________________
  NEW DOMAINS
  Caution
  Deities: Chronos, Xrasis
  Granted Power: All Caution spells are cast at
  +1 caster level.
  Caution Domain Spells:
  1. Sudden Slowness
  2. Withdraw
  3. Slow
  4. Temporal Barrier
  5. Temporal Do-Over
  6. Zone of Retarded Magic
  7. Save Item State
  8. Temporal Stasis
  9. Save State
  Guardian of History
  Deities: Chronos, Xrasis
  Granted Power:  By meditating for eight hours,
  the priest can attempt to determine the cause of a
  change in the current timeline, as if using a Book of
  Alternate Histories.  This check can only be
  attempted once per timeline.
  Guardian of History Domain Spells:
  1. Temporal Sheen
  2. Vision of Youth
  3. Temporal Safe
  4. Legend Lore
  5. Recall from the Past
  6. Temporal Reversal
  7. Chrindol’s Minor Change
  8. Time Walk
  9. Chrindol’s Major Change
  Life-in-Death
  Deities: Chronos, and the deities of, death
  magic & death, nature, and woodlands. Some racial
  deities (elves, gnomes, etc.) may also allow this
  domain.
  Granted Power: Priests get a +4 bonus to all
  saving throws against all spells or supernatural
  effects that may age them.
  Life-in-Death Domain Spells:
  1. Nomad
  2. Last Sight
  3. Diminish Plants
  4. Age Animal
  5. Recall from the Past
  6. Temporal Banishment
  7. Soloman’s Warriors
  8. Quicken Aging
  9. Weirdtomb
  
  52
  Offensive Chronomancy
  Deities: Chronos, Iora
  Granted Power: All spells in this domain are
  cast at +1 caster level.
  Offensive Chronomancy Domain Spells:
  1. Accelerate Metabolism
  2. Time Distortion Cube
  3. Suspend Creature
  4. Age Animal
  5. Delay Magic
  6. Backlash
  7. Temporal Banishment
  8. Quicken Aging
  9. True Disintegrate
  Quickness
  Deities:  Chronos, Iora
  Granted Power: The priest gains +2 to initia-
  tive checks.
  Quickness Domain Spells:
  1. Burst of Haste
  2. Accelerate Magic
  3. Haste
  4. Temporal Push
  5. Temporal Simultaneousness
  6. Mass Haste
  7. [Quickened] Haste*
  8. Quicken Aging
  9. [Quickened] Mass Haste *
  * The Quickened versions of these spells are
  available as domain spells, even if the priest does
  not have the Quicken Spell feat.
  Temporal Artifice
  Deities: Chronos, Iora
  Granted Power:  Magic items constructed by
  the cleric are 10% cheaper, both in XP and GP cost.
  Temporal Artifice Spells:
  1. Age Item
  2. Restore Prime Condition
  3. Temporal Safe
  4. Legend Lore
  5. Alternate Charges
  6. Vision
  7. Save Item State
  8. Temporally Teleport Object
  9. Save State
  Temporal Trickery
  Deities: Iora
  Granted Power:  Once per day, the cleric can
  force an enemy to reroll the result of a d20 roll.
  (This is a spell-like ability which works at Close
  range, Will save as 1st level spell negates.)  The
  enemy must take the new result.
  Temporal Trickery Spells:
  1. Temporal Shove
  2. Lateness
  3. Chrindol’s Curse
  4. Temporal Push
  5. Temporal Simultaneousness
  6. Backlash
  7. Chrindol’s Minor Change
  8. Quicken Aging
  9. Chrindol’s Major Change
  Temporal Vision
  Deities:  Chronos, Xrasis
  Granted Power:  Good Fortune: Reroll a d20
  once per day.  The results of the new roll must be
  taken.
  Domain Spells:
  1. Temporal Sheen
  2. Augury
  3. Ascertain Spellcaster
  4. Alternate Timeline Divination
  5. Temporal Scrying
  6. Temporal Capture
  7. Vision
  8. Temporal Projection
  9. Foresight
  Time Travel
  Deities: Chronos, Xrasis, Iora.
  Granted Power: You always now precisely at
  which epoch (up to the day of the month of what
  year) you find yourself. If you were transported into
  another era at random, you would now precisely the
  date in relation to the calendar you normally use.
  Time Travel Domain Spells:
  1. Temporal Shove
  2. Time Leap
  3. Temporal Backstep
  4. Temporal Push
  5. Temporal Simultaneousness
  6. Relativity
  7. Reset
  8. Time Walk
  9. Temporal Teleport
  
  53
  Time Warrior
  Deities: Chronos, Iora
  Granted Power:  The priest gains martial
  proficiency in the deity’s favored weapon.
  Time Warrior Spells:
  1. Truestrike
  2. Second Chance
  3. Haste
  4. Temporal Anchor
  5. Retry
  6. Backlash
  7. Reset
  8. Alternate Timeline Summoning
  9. Save State
  _________________________________________
  
  54
  Creatures
  Elemental, Time
  Type
  Small
  Medium
  Large
  Huge
  Greater
  Elder
  Size
  Small
  Medium
  Large
  Huge
  Huge
  Huge
  Hit Dice
  2d8 (9hp)
  4d8+4
  (22hp)
  8d8+16
  (52hp)
  16d8+48
  (120hp)
  21d8+63
  (157hp)
  24d8+72 (180hp)
  Initiative
  +8
  +10
  +12
  +14
  +15
  +16
  Speed
  40 ft
  40 ft
  40 ft
  40 ft
  40 ft
  40 ft
  AC
  20
  21
  22
  24
  25
  26
  Attacks
  Time-
  Distorted
  Slam +6
  melee
  Time-
  Distorted
  Slam +9
  melee
  Time-
  Distorted
  Slam
  +13/+8
  melee
  Time-
  Distorted
  Slam
  +20/+15/+10
  melee
  Time-
  Distorted
  Slam
  +24/+19/+14
  melee
  Time-Distorted
  Slam
  +28/+23/+18/+13
  melee
  Damage
  1d4 -1
  physical +
  1d4 temporal
  1d6
  physical +
  1d6
  temporal
  2d6+1
  physical +
  1d8
  temporal
  2d8+5
  physical +
  1d12
  temporal
  2d8+6
  physical +
  2d8
  temporal
  2d8+8 physical +
  3d8 temporal
  Face/Reach
  5x5 / 5ft
  5x5 / 5ft
  5x5 / 10ft
  10x5 / 15ft
  10x5/ 15ft
  10x5 / 15ft
  Special
  Attacks
  Accelerate
  Metabolism,
  Temporal
  Shove
  Small
  attacks+
  Time
  Distortion
  Cube
  Medium
  attacks +
  Temporal
  Push
  Large attacks
  + Backlash
  Huge attacks
  + Temporal
  Banishment
  Greater attacks +
  True Disintegrate
  Special
  Qualities
  Time
  Elemental
  Qualities
  Time
  Elemental
  Qualities
  Time
  Elemental
  Qualities,
  DR 10/+1
  Time
  Elemental
  Qualities,
  DR 10/+2
  Time
  Elemental
  Qualities,
  DR 10/+2
  Time Elemental
  Qualities, DR
  15/+3
  Saves
  f –1 / r +8 /
  w 0
  f +2 / r +11
  / w +1
  f +4 / r +15
  / w +2
  f +8 / r+21 /
  w+5
  f +10 / r+24 /
  w +7
  f +11 / r +27 / w
  +8
  Abilities
  s8, d19, c8,
  i6, w11,
  ch11
  s10, d23,
  c12, i6,
  w11, ch11
  s12, d27,
  c14, i8,
  w11, ch 11
  s16, d31,
  c16, i8, w11,
  ch11
  s18, d33,
  c16, i8, w11,
  ch11
  s20, d35, c16, i8,
  w11, ch11
  Skills
  Listen +8,
  Spot +8
  Listen +10,
  Spot +10
  Listen +14,
  Spot +14
  Listen +21,
  Spot +21
  Listen +26,
  Spot +26
  Listen +29, Spot
  +29
  Feats
  Improved
  Initiative
  Improved
  Initiative
  Improved
  Initiative
  Improved
  Initiative
  Improved
  Initiative
  Improved
  Initiative
  CR
  3
  5
  7
  9
  13
  16
  Time elementals appear to be blurry, fast-
  moving humanoids, with wobbly, unearthly voices.
  They speak their own language, Temporal, and
  rarely leave the Elemental Plane of Time unless
  magically summoned.  (They can be summoned
  using the various Summon Monster spells, just like
  other elementals.)  Occasionally they will be sent
  on errands by time-related deities.
  Due to their ability to use temporal trickery in
  combat (see below), Time Elementals are greatly
  feared as adversaries.
  All Time Elementals share certain qualities.
  The abilities which mimic Chronomancy spells are
  spell-like abilities, with effects equivalent to a spell
  cast by a Chronomancer of their hit dice.
  • 
  Elemental qualities: immune to poison, sleep ,
  paralysis, stunning, and critical hits.
  • 
  A constant supernatural Temporal Sheen,
  similar to the spell (but cannot be dispelled).
  This is taken into account in their statistics
  above; their insight into the near future also
  gives them excellent Dex and Reflex saves.
  • 
  At will:  Accelerate Metabolism, Temporal
  Shove, Burst of Haste, Accelerate Magic,
  Time Leap, Withdraw
  
  55
  • 
  3/day: 
  Truestrike, 
  Haste, 
  Time 
  Leap,
  Temporal 
  Simultaneousness, 
  Temporal
  Backstep
  • 
  SR (20 + hit dice) against Chronomancy
  effects.
  • 
  Time elementals of size Large or larger also
  gain Evasion.
  • 
  Medium 
  and 
  larger 
  elementals: 
  Time
  Distortion Cube 1/day per hit die
  • 
  Large and larger elementals: Temporal Push
  1/day per 2 hit dice
  • 
  Huge and larger elementals: Backlash 2/day
  • 
  Greater and Elder elementals: Temporal
  Banishment 1/day
  • 
  Elder elementals: True Disintegrate 1/day
  
  56
  D20 Open Gaming License
  Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast,
  Inc ("Wizards"). All Rights Reserved.
  1.
  Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed
  Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and
  translations (including into other computer languages), potation, modification, correction, addition, extension,
  upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast,
  transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display,
  transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods,
  procedures, processes and routines to the extent such content does not embody the Product Identity and is an
  enhancement over the prior art and any additional content clearly identified as Open Game Content by the
  Contributor, and means any work covered by this License, including translations and derivative works under
  copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line
  names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots,
  thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats,
  poses, concepts, themes and graphic, photographic and other visual or audio representations; names and
  descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities;
  places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos,
  symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product
  identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f)
  "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself
  or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use",
  "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative
  Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
  2.
  The License: This License applies to any Open Game Content that contains a notice indicating that the
  Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any
  Open Game Content that you Use. No terms may be added to or subtracted from this License except as described
  by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using
  this License.
  3.
  Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of
  this License.
  4.
  Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a
  perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open
  Game Content.
  5.
  Representation of Authority to Contribute: If You are contributing original material as Open Game
  Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to
  grant the rights conveyed by this License.
  6.
  Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to
  include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or
  distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT
  NOTICE of any original Open Game Content you Distribute.
  7.
  Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to
  compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of
  that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or
  Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed
  in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any
  Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity.
  The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to
  that Product Identity.
  8.
  Identification: If you distribute Open Game Content You must clearly indicate which portions of the
  work that you are distributing are Open Game Content.
  
  57
  9.
  Updating the License: Wizards or its designated Agents may publish updated versions of this License.
  You may use any authorized version of this License to copy, modify and distribute any Open Game Content
  originally distributed under any version of this License.
  10.
  Copy of this License: You MUST include a copy of this License with every copy of the Open Game
  Content You Distribute.
  11.
  Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of
  any Contributor unless You have written permission from the Contributor to do so.
  12.
  Inability to Comply: If it is impossible for You to comply with any of the terms of this License with
  respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then
  You may not Use any Open Game Material so affected.
  13.
  Termination: This License will terminate automatically if You fail to comply with all terms herein and
  fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the
  termination of this License.
  14.
  Reformation: If any provision of this License is held to be unenforceable, such provision shall be
  reformed only to the extent necessary to make it enforceable.
  15.
  COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Rules Document © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,
  Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
  Astrology Skill © 2002, Dominique Crouzet
  Knowledge - Time Skill © 2001, Ian Cheesman
  Prophecy Feat © 2002, Dominique Crouzet
  Introductions, Paradoxes in Time Travel © 2001, Dominique Crouzet
  Temporal Elemental Plane © 2001, Ian Cheesman
  Temporal Essence © 2001, Ian Cheesman
  Chronographer © 2001, Ian Cheesman
  Chronomancer © 2002, Dominique Crouzet
  Temporal Guardian  © 2002, Dominique Crouzet
  Time Master © 2002, Dominique Crouzet
  Time Magic © 2002, Ian Cheesman & Erik Seligman
  Spells © 2002, Ian Cheesman, Dominique Crouzet, & Erik Seligman
  Magic Items © 2002, Erik Seligman (except Book of Alternate Histories by Dominique Crouzet & Erik
  Seligman)
  Deities & Time © 2002, Ian Cheesman
  Domains © 2002, Erik Seligman (except Time Travel and Death-In-Life by Ian Cheesman)
  Time Elemental © 2002, Erik Seligman
  Hourglass illustration © 2001, Dominique Crouzet
  Open Gaming Content
  All text in Times New Roman font or contained in a Table format is considered Open Gaming Content,
  unless otherwise noted. Any portions used should bear the COPYRIGHT NOTICE: “Name Copyright ##, Author
  Name.” Any other text (usually fiction, examples and sample characters) is not open gaming content.  Any
  pictures located in this document are also likewise copyrighted, and can only be used with permission of the
  artist.
  "d20 System" and the "d20 System" logo are Trademarks owned by Wizards of the Coast and are used according
  to the terms of the d20 System License version 1.0. A copy of this License can be found at
  http://www.wizards.com/
  
SOURCE: textdata/thevault/Chrono/netbook_time_v1.pdf