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    ChronomancerChronomancers draw power for their mystical ability directly from the energy created by the momentum of

    time. The lifeline of every living thing forms a current in timespace, and the intertwining currents create the

    timestream. This is a very elite school of wizardry.Adventures: Some chronomancers act as self-styled "guides", using their powers to seek out weak points in the

    natural order of events and changing them as they see fit. These chronomancers have a self righteous belief in a

    certain plan for the universe and, when they act, they are bettering reality and fighting against evil. Otherchronmancers have a more historical approach, deeply infatuated with the past, and see themselves as accuraterecorders of events, and often visit periods to see that history is accurately portrayed. These chronomancers are

    adamant about not changing the past and are very careful when time traveling. Other chronomancers are interested

    in future events, prediction, prophecies, and shaping. Though these chronomancers are extremely public, they hide

    their true nature by posing as normal wizards or soothsayers. They have no qualms about influencing time to bring

    about desired future events, but are usually content to observe the future and report it in the past, however obliquely.Religion: Most chronomancers of a religious nature worship whichever deity is in charge of time, though they

    may, in fact, worship most any deity.

    Background: Chronomancers are shadowy figures by choice. Nearly all of these strange wizards hide their

    ability to manipulate time from all but their closest companions, and large numbers of them take this one step further

    by hiding the fact that they are even a wizard. Some believe their operations would become hindered shouldchronomancy become widespread knowledge. Others wish to retain their elite status.

    Races: Humans, elves, and half-elves are most likely to become Chronomancers. Chronomancers of other races

    are extremely rare, although there have been chronomancers from a variety of races.Other Classes: Chronomancers are usually solitary, but occassionally travel with companions who might help

    them with their historical goals.

    GAME RULE INFORMATION

    The Chronomancer:

    Level Attack Fort Ref Will Special Spells per Day

    1 +0 +0 +0 +2 Chronomancy, Time Sense +1 lvl of existing class

    2 +1 +0 +0 +3 +1 lvl of existing class3 +1 +1 +1 +3 Metaspell +1 lvl of existing class

    4 +2 +1 +1 +4 +1 lvl of existing class

    5 +2 +1 +1 +4 Instant Metamagic (1) +1 lvl of existing class

    6 +3 +2 +2 +5 Metaspell +1 lvl of existing class7 +3 +2 +2 +5 Timestep +1 lvl of existing class

    8 +4 +2 +2 +6 +1 lvl of existing class

    9 +4 +3 +3 +6 Metaspell, Timeless +1 lvl of existing class10 +5 +3 +3 +7 Instant Metamagic (2), Sever Lifeline +1 lvl of existing class

    11 +1 lvl of existing class12 Bonus Feat, Metaspell +1 lvl of existing class

    13 +1 lvl of existing class

    14 +1 lvl of existing class

    15 Instant Metamagic (3), Metaspell +1 lvl of existing class

    16 Bonus Feat +1 lvl of existing class17 +1 lvl of existing class

    18 Metaspell +1 lvl of existing class

    19 +1 lvl of existing class

    20 Bonus Feat, Instant Metamagic (4) +1 lvl of existing class

    Requirements:

    Alignment: Any Non-Chaotic

    Feats: Extend Spell, Quicken Spell, and one of the following: (Delay Spell, Persistent Spell, Repeat Spell, RewindSpell, or Twin Spell)

    Spells: Must know 7 different transmutation spells. One must be lvl 5 or higher.Skills: Knowledge (planes):13+ ranks, Knowledge (history): 13+ ranks.

    Special: Must study under another chronomancer or an appropriate clergy of magic, luck or time.Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha),

    Knowledge (each skill taken separately) (Int), Profession (Wis), Scry (Int), Speak Language, Spellcraft (Int)Skill Points at Each Level: 2 + Int modifier

    Hit Die: d4.

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    Class Features:

    Weapon and Armor Proficiency: The chronomancer gains no additional proficiency with any armor or weapons.

    Chronomancy (Ex): All chronomancers can cast from the chronomancer spell list in addition to their own.Time Sense (Ex): The Chronomancer may make a Wisdom check (DC 5) to know the time of day precisely. (DC 10

    if on a world where time flows differently than his homeworld). On a Wisdom check, DC 10, he knows how muchfaster or slower time travels in his current locale. The DC increases by 1 for every 24 hour period that passes that the

    chronomancers is without a verifiable time source.Metaspell (Ex): At 3rd level, the chronomancer may pick a spell that he knows. The chosen spell then acts as if it

    had the Extend Spell Metamagic Feat applied to it any time that it is cast, though with no increase in its level slot.

    Once the spell is chosen, it cannot be changed. Every 3 levels thereafter (6th, 9th, 12th, ... Etc...), the chronomancer

    may pick a spell which she knows which then acts as if it had any 1 of the following feats applied to it: (Delay Spell,

    Extend Spell, Persistent Spell, Quicken Spell, Repeat Spell, Rewind Spell, or Twin Spell). Once the spell is chosen,

    and the specific effect applied to it, it cannot be changed. The chronomancer may not apply this ability to a singlespell more than once.

    Instant Metamagic (Su): At 5th level, the chronomancer gains the ability to apply any Metamagic feat that he

    knows to a spell, as it is cast, and with no adjustment to the spells level or casting time (excluding Quicken Spell,

    which changes the spells casting time to a Free Action) once per day. The chronomancer may use this ability one

    additional time per day at 10th level, and every 5 levels thereafter (15th, 20th, 25th, etc...).Time Step (Su): Once per day, as a free action, the chronomancer can step forward in time a number of rounds

    equal to her Intelligence bonus. This ability is otherwise identical to the spell Timeslip (detailed below).

    Timeless (Su): Once per day, the chronomancer is free to act for a number of rounds equal to her Intelligencemodifier while all other creatures seem frozen in time. The effects of this ability are otherwise identical to the Time

    Stop spell.Sever Lifeline (Ex): The chronomancer can permanently detach himself from his lifeline. This will negate the rule

    concerning doubling lifelines. The chronomancer who does this becomes a native of Temporal Prime and is

    considered an Outsider everafter. Other information can be found in Chapter Six of "Chronomancer" by TSR.Bonus Feat: Starting at 12th level, and every 4th level thereafter (16th, 20th, 24th, 28th, ..., etc...), The

    chronomancer gains a bonus feat, which must be taken from the following list:Automatic Quicken Spell, Automatic

    Silent Spell, Automatic Still Spell, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic

    Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Skill Focus (Knowledge [arcana] or Spellcraft), Epic

    Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Weapon Focus (ray, energy missile, or touch spell),Familiar Spell, Forge Epic Ring, Ignore Material Components, Improved Alignment-Based Casting, Improved

    Combat Casting, Improved Darkvision, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity,

    Intensify Spell, Master Staff, Master Wand, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Knowledge,Spell Opportunity, Spell Stowaway, Spontaneous Spell, Tenacious Magic. Alternatively, the Chronomancer may

    choose any non-epic feat instead of one the the feats listed above.

    Chronomancy Spell List:Level 0: Daze, Inkling&, Know Time, Mending

    Level 1: Augury, Combat Precognition&, Delay Image, Detect Temporal Anomaly, Expiditious Retreat, Lasting Breath, Mirror Image, RenewedFocus *, Slow Metabolism, Speed Metabolism, Precognative Sense, True Strike

    Level 2: Accelerate Plant Growth, Alternate Reality, Blur, Combat Prescience&, Delay Poison, Gentle Repose, Haste, Hold Person, Life

    Sounding, Make Whole, Preserve, Slowspell, Timeslip

    Level 3: Displacement, Divination, Halt Undead, Life Tether, Lightning Mind, Minor Paradox, Plant Growth, Recall Pain&, Slow, Time Snare

    Level 4: Greater Timeslip, Hold Monster, Mnemonic Enhancer, Permanency, Prophecy, Slowspell 10', Temporal Disjunction, Temporal Push,Timeheal

    Level 5: Accelerate Animal Growth, Devolutionary Warrior, Mark of the Ages, Melee Manager, Modify Memory, Pass the Years*, Temporal Wall

    Level 6: Accelerate Metabolism, Conceal Temporal Anomaly, Contingency, Create Slipgate, Lucubration,, Paradox, Time Space Anchor

    Level 7: Delayed Damage, Foresight, Prismal's Reversal, Sands of Time, Temporal Eye, Time Loop, Time Skip*, Timed Stasis, Widdershins*Level 8: Accelerate Lifeline, Afterclap, Hold Monster, Mass, Item Supercharger, Magic Manager, Moment of Prescience, Protection From Time,

    Temporal Stasis, Timereaver, Timestop, Two Minds*

    Level 9: Major Paradox, Recall Death&, Temporal Ressurection, Temporal Shell

    * Found in Relics+Rituals

    & As the Psionic power of the same name.

    .

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    Spell Descriptions:Accelerate Metabolism

    NecromancyLevel: Chr 6

    Components: V, S, M

    Casting Time: One action

    Range: Touch

    Target: Creature TouchedDuration: 1 minute/level

    Saving Throw: Fort negates (Harmless)

    Spell Resistance: Yes (Harmless)

    This spell heals the target by speeding up the natural healing process. The creature heals it's level in hp every minute for the duration of the spell.

    This is counted as natural healing and is in all ways like the creature had recovered hit points from a night of rest.

    Accelerate Plant GrowthTransmutation

    Level: Chr 2Components: V, S, M

    Casting Time: One round

    Range: Medium (100 ft. + 10 ft/lvl)

    Target: Special

    Duration: IntantaneousSaving Throw: None or Will negates

    Spell Resistance: YesWhen this spell is cast, it manipulates time to accelerate the aging of plants. This does not allow the plant to grow beyond its natural size. The

    area of effect is up to a maximum of 100 square feet per caster level, or a single creature of the plant type. The caster can age all plants in the area

    by up to 1 month per level. This spell is mostly used for the growing of crops within a short period of time. If used on sentient plant life and thesaving throw fails, the plant loses d6 hp per month aged. (Max 10d6)

    Accelerate Animal GrowthNecromancy

    Level: Chr 5

    Components: V, S, M

    Casting Time: One action

    Range: Medium (100 ft. + 10 ft/lvl)Target: 1 Animal or Beast

    Duration: Instantaneous

    Saving Throw: Will negates

    Spell Resistance: Yes

    When this spell is cast, it manipulates time to accelerate the aging of an animal or beast. The target ages up to 1 month per level of the caster. Thetarget is stunned for 1d3 rounds as it ages and will die of shock at the end of this time unless it makes a fort DC 15 save.

    Accelerate LifelineNecromancyLevel: Chr 8

    Components: V, S, M

    Casting Time: One action

    Range: Touch

    Target: 1 CreatureDuration: Instantaneous

    Saving Throw: Will negates

    Spell Resistance: Yes

    The target ages 1 year per level of the caster unless the save is successful. The target is stunned for 1d6 rounds as it ages and will die of shock at

    the end of this time unless it makes a fort DC 15 save.

    AfterclapTransmutation

    Level: Chr 8, Sor/Wiz 9

    Components: V, S, M

    Casting Time: One action

    Range: Medium (100 ft. + 10 ft/lvl)Target: 1 Creature

    Duration: Instantaneous

    Saving Throw: None

    Spell Resistance: Yes

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    This spell dooms the target creature to repeat any punishment dealt to him in the last round. All damage taken by the target creature since the

    same initiative count on the previous round is immediately applied to the creature again, in the same order that it was applied the first time.

    Alternate RealityTransmutation

    Level: Chr 2

    Components: V, S

    Casting Time: One actionRange: Touch

    Target: Creature Touched

    Duration: Instantaneous

    Saving Throw: Will negates

    Spell Resistance: YesOne roll from up to one round ago is re-rolled. A living creature who made the roll may attempt a Will save to keep the original result.

    AuguryDivinationLevel: Chr 1, Clr 2

    Components: V, S, M, F

    Casting Time: 1 minute

    Range: Personal

    Target: YouDuration: Instantaneous

    An augury can tell you whether a particular action will bring good or bad results for you in the immediate future.The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may

    be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of

    four results: Weal (if the action will probably bring good results).

    Woe (for bad results).

    Weal and woe (for both).

    Nothing (for actions that dont have especial ly good or bad results).

    If the spell fails, you get the nothing result. A cleric who gets the nothing result has no way to tell whether it was the consequence of a failedor successful augury.

    The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result

    might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use

    the same dice result as the first casting.

    Material Component: Incense worth at least 25 gp.Focus: A set of marked sticks, bones, or similar tokens of at least 25 gp value.

    BlurIllusion (Glamer)Level: Brd 2, Chr 2, Sor/Wiz 2

    Components: V

    Casting Time: 1 standard action

    Range: Touch

    Target: Creature touched

    Duration: 1 min./level (D)

    Saving Throw: Will negates (harmless)

    Spell Resistance: Yes (harmless)The subjects outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance).

    Asee invisibility spell does not counteract the blureffect, but a true seeingspell does.

    Opponents that cannot see the subject ignore the spells effect (though fighting an unseen opponent carries penalties of its own).

    Conceal Temporal AnomalyAbjuration

    Level: Chr 6Components: V, S, M

    Casting Time: One hour

    Range: Close (25 ft + 5 ft/lvl)Target: 1 Anomaly

    Duration: Permanent

    Saving Throw: None

    Spell Resistance: NoThis spell shields a temporal disturbance (such as a slipgate or temporal wall) from detection. A detect temporal anomaly spell has only a 25%

    chance to reveal the effect, as does a true seeing spell (Which also requires a spellcraft DC 25 to determine the exact cause of the disturbance).

    Temporal vortices may be hidden, but the caster must make a Will save DC 25 or suffer 1 point of Constitution and Wisdom drain.

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    ContingencyEvocation

    Level: Chr 6, Sor/Wiz 6Components: V, S, M, F

    Casting Time: At least 10 minutes; see text

    Range: Personal

    Target: You

    Duration: One day/level (D) or until discharged

    You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency. Thecontingency spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the

    companion spell has a casting time longer than 10 minutes, use that instead.

    The spell to be brought into effect by the contingency must be one that affects your person and be of a spell level no higher than one-third your

    caster level (rounded down, maximum 6th level).The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the contingency immediately brings

    into effect the companion spell, the latter being cast instantaneously when the prescribed circumstances occur. If complicated or convoluted

    conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when called on. The companion spell

    occurs based solely on the stated conditions, regardless of whether you want it to.

    You can use only one contingency spell at a time; if a second is cast, the first one (if still active) is dispelled.Material Component: That of the companion spell, plus quicksilver and an eyelash of an ogre mage, rakshasa, or similar spell-using creature.

    Focus: A statuette of you carved from elephant ivory and decorated with gems (worth at least 1,500 gp). You must carry the focus for the

    contingency to work.

    Create SlipgateTransmutation

    Level: Chr 6Components: V, S, M

    Casting Time: One hourRange: Close (25 ft + 5 ft/lvl)

    Target: 20 sq ft.

    Duration: Permanent

    Saving Throw: None

    Spell Resistance: NoThe caster creates a permanent gate between reality and the temporal prime. The slipgate is totally flat, but may be in any contiguous shape the

    caster desires, up to 20 sq ft. The material component is a 5,000 gp diamond subjected to the temporal prime for one subjective day. After the

    spell is cast, the caster must make a Will save DC 20 or the gate collapses in one round.

    Delay DamageTransmutation

    Level: Chr 8

    Components: V, S

    Casting Time: One actionRange: Personal

    Target: Caster

    Duration: 1 round/lvl

    Saving Throw: NoneSpell Resistance: No

    This spell intercepts attacks and spells that would affect the character and shifts some or all of those effects into the future. The magnitude of the

    shift depends upon the type of spell or attack intercepted. If the intercepted effect is one that would instantly kill or otherwise incapacitate the

    character, such as Disintegrate, Hold Person, or Trap the Soul, but not including spells that simply do a great deal of damage, such as Horrid

    Wilting, the effect is delayed until the end of the Delay Damage spell. If the intercepted effect is one that deals damage (such as Harm, HorridWilting, Magic Missile, or being attacked with a ranged, melee, or natural weapon), then half of the damage is applied immediately, and half is

    delayed until the end of the Delay Damage spell. Effects that have been delayed can be prepared for (such as by casting Freedom to remove the

    effects of an Imprisonment spell or casting Protection from Elements to reduce energy damage delayed by the spell), but cannot be entirely

    negated (even stepping into an antimagic field will not prevent a delayed effect from occurring).

    Delay ImageTransmutation

    Level: Chr 1

    Components: V, SCasting Time: One action

    Range: Touch

    Target: Creature Touched

    Duration: 1 round/level

    Saving Throw: Will negates (Harmless)Spell Resistance: Yes (Harmless)

    This spell may be cast in one of two ways, Delay Image or Advance Image, chosen at time of casting.

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    When Delay Image is cast, the recipient is surrounded by a thin magical aura that bends time slightly, causing the person's image to appear one

    second behind actual motion. This gives a +2 circumstance bonus to AC.

    When Advance Image is cast, the recipient is surrounded by a thin magical aura that bends time slightly, causing the person's image to appear one

    second ahead of actual motion. This gives a +1 circumstance bonus to attack rolls, as opponents misjudge his blows.

    Detect Temporal AnomalyDivination

    Level: Chr 1, Sor/Wiz 2Components: V, S

    Casting Time: One action

    Range: Sight or 30 yds/lvl

    Target: Special

    Duration: 1 minute/levelSaving Throw: None

    Spell Resistance: No

    The chronomancer can scan a 90 degree cone to the limit of thier sight within the temporal prime or 30 yds/lvl on the prime material plane for

    temporal anomalys. If detected, the chronomancer must make a Knowledge (Outer Planes) check DC 20 to determine the cause.

    Devolutionary WarriorTransmutation

    Level: Chr 5

    Components: V, S, MCasting Time: One action

    Range: Close (25 ft + 5 ft/lvl)Target: 1 Creature

    Duration: 1 round/level

    Saving Throw: Fort negatesSpell Resistance: Yes

    The subject's fighting ability is increased at the cost of it's mind. The recipient gains +2d4 strength, dexterity and constitution bonus and loses 3d4

    in intelligence, wisdom and charisma, to a minimum of 1. These are considered inherent bonuses. Nails and teeth become sharper and usuable as

    weapons. At any intelligence below 5, the creature shuns weapons, but gains a claw/claw/bite (d4/d4/d6) natural attack routine.

    DisplacementIllusion (Glamer)

    Level: Brd 3, Chr 3, Sor/Wiz 3Components: V, M

    Casting Time: 1 standard action

    Range: Touch

    Target: Creature touched

    Duration: 1 round/level (D)Saving Throw: Will negates (harmless)

    Spell Resistance: Yes (harmless)

    The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total

    concealment. However, unlike actual total concealment, displacementdoes not prevent enemies from targeting the creature normally. True seeingreveals its true location.

    Material Component: A small strip of leather twisted into a loop.

    DivinationDivinationLevel: Chr 3, Clr 4, Knowledge 4

    Components: V, S, M

    Casting Time: 10 minutes

    Range: Personal

    Target: YouDuration: Instantaneous

    Similar to augurybut more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specificgoal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic

    rhyme or omen. If your party doesnt act on the information, the conditions may change so that the information is no longer useful. The base

    chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%. If the dice roll fails, you know the spell failed, unlessspecific magic yielding false information is at work.

    As with augury, multiple divinations about the same topic by the same caster use the same dice result as the first divination spell and yield the

    same answer each time.

    Material Component: Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp.

    Expeditious RetreatTransmutation.

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    Level: Brd 1, Chr 1, Sor/Wiz 1

    Components: V, S

    Casting Time: 1 standard action

    Range: Personal

    Target: YouDuration: 1 min./level (D)

    This spell increases your base land speed by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of

    movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the

    Jump skill).

    ForesightDivination

    Level: Chr 7, Drd 8, Knowledge 9, Sor/Wiz 7Components: V, S, M/DF

    Casting Time: 1 standard action

    Range: Personal or touch

    Target: See text

    Duration: 10 min./levelSaving Throw: None or Will negates (harmless)

    Spell Resistance: No or Yes (harmless)

    This spell grants you a powerful sixth sense in relation to yourself or another. Onceforesightis cast, you receive instantaneous warnings of

    impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what

    action you might take to best protect yourself and gives you a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever youwould lose a Dexterity bonus to AC.

    When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the othercreature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a

    person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject,

    provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves.Arcane Material Component: A hummingbirds feather.

    Greater Timeslip

    TransmutationLevel: Chronomancer 4

    Components: V, S, M

    Casting Time: One round

    Range: Personal and Touch

    Target: The character and up to caster levels willing creatures touchedDuration: Instantaneous

    Saving Throw: Will negates

    Spell Resistance: Yes

    As Timeslip, except that the caster can take along one additional creature touched per two caster levels.

    Halt UndeadNecromancy

    Level: Chr 3, Sor/Wiz 3

    Components: V, S, MCasting Time: 1 standard action

    Range: Medium (100 ft. + 10 ft./level)

    Targets: Up to three undead creatures, no two of which can be more than 30 ft. apart

    Duration: 1 round/level

    Saving Throw: Will negates (see text)Spell Resistance: Yes

    This spell renders as many as three undead creatures immobile. A nonintelligent undead creature gets no saving throw; an intelligent undead

    creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell (similar to the effect of hold person

    on a living creature). The effect is broken if the haltedcreatures are attacked or take damage.

    Material Component: A pinch of sulfur and powdered garlic.

    HasteTransmutationLevel: Brd 3, Chr 2, Sor/Wiz 3

    Components: V, S, M

    Casting Time: 1 standard action

    Range: Close (25 ft. + 5 ft./2 levels)

    Targets: One creature/level, no two of which can be more than 30 ft. apartDuration: 1 round/level

    Saving Throw: Fortitude negates (harmless).

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    Spell Resistance: Yes (harmless)

    The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

    When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the

    creatures full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that

    provided by a weapon of speed, nor does it actually grant an extra action, so you cant use it to cast a second spell or otherwise take an extraaction in the round.)

    A hastedcreature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your

    Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

    All of the hastedcreatures modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum oftwice the subjects normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creatures

    jumping distance as normal for increased speed.

    Multiple haste effects dont stack.Haste dispels and countersslow.

    Material Component: A shaving of licorice root.

    Hold MonsterEnchantment (Compulsion) [Mind-Affecting]

    Level: Brd 4, Chr 4, Law 6, Sor/Wiz 5

    Components: V, S, M/DFTarget: One living creature

    This spell functions like hold person, except that it affects any living creature that fails its Will save.

    Arcane Material Component: One hard metal bar or rod, which can be as small as a three-penny nail.

    Hold Monster, Mass

    Enchantment (Compulsion) [Mind-Affecting]Level: Chr 8, Sor/Wiz 9

    Targets: One or more creatures, no two of which can be more than 30 ft. apart

    This spell functions like hold person, except that it affects multiple creatures and holds any living creature that fails its Will save.

    Hold PersonEnchantment (Compulsion) [Mind-Affecting]Level: Brd 2, Chr 2, Clr 2, Sor/Wiz 3

    Components: V, S, F/DF

    Casting Time: 1 standard action

    Range: Medium (100 ft. + 10 ft./level)

    Target: One humanoid creatureDuration: 1 round/level (D); see text

    Saving Throw: Will negates; see text

    Spell Resistance: Yes

    The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech.

    A winged creature who is paralyzed cannot flap its wings and falls. A swimmer cant swim and may drown.Arcane Focus: A small, straight piece of iron.

    Item SuperchargerEnchantmentLevel: Chr 8

    Components: V, S, M, XP

    Casting Time: One action

    Range: Touch

    Target: Object TouchedDuration: Permanent

    Saving Throw: None

    Spell Resistance: No

    This spell doubles either the uses per day of a single power, the duration of a single power, or the charges of a magical item. This spell may only

    alter 1 ability per item, and has a chance of permanently dispelling the item. The Item must make a Will save DC 20 or be dispelled. Artifacts cannot be affected by this spell.

    XP Component: 100 XP per caster level of the item to be supercharged.

    Life SoundingDivination

    Level: Chr 2

    Components: V, S, MCasting Time: One action

    Range: Touch

    Target: Creature Touched

    Duration: Instantaneous

    Saving Throw: None.

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    Spell Resistance: Yes

    When this spell is cast, the caster magically analyzes the subject's lifeline. This allows the caster to determine the exact age of a creature,

    approximately how much life it has left, and any unnatural aging that has been inflicted upon the creature.

    Life TetherDivination

    Level: Chronomancer 3

    Components: S, MCasting Time: One action

    Range: Special

    Target: 1 Creature

    Duration: 1 min/lvl

    Saving Throw: Will negatesSpell Resistance: Yes

    This spell fastens a magical tether to a creature's lifeline. The caster must be able to see and identify his target, but otherwise the range is

    unlimited. This allows this spell to be cast through scrying. (Target must still be on the same plane). This spell allows the caster to discern the

    target's lifeline on the temporal prime, and also allows the caster to pinpoint the creature's exact location at any point in time.

    Lightning MindTransmutation

    Level: Chronomancer 3

    Components: V, SCasting Time: One action

    Range: PersonalTarget: The Character

    Duration: 1 hour/level

    Saving Throw: NoneSpell Resistance: No

    The character acts as if he had the Improved Initiative feat. If the character already has the Improved Initiative feat, this spell grants no further

    benefit.

    LucubrationTransmutation

    Level: Chr 6, Wiz 6

    Components: V, SCasting Time: 1 action

    Range: Personal

    Target: You

    Duration: Instantaneous

    You instantly recalls any one spell of up to 5th level that the character has used during the past 24 hours. The spell must have been actually castduring that time period. The recalled spell is stored in your mind as through prepared in the normal fashion. If the recalled spell requires material

    components, the character must provide these. The recovered spell is not usable until the material components are available.

    Magic ManagerTransmutation

    Level: Chr 8

    Components: V, S, M

    Casting Time: One action

    Range: 0Target: Caster

    Duration: 1 round/lvl

    Saving Throw: None

    Spell Resistance: No

    One round after the spell is cast, the caster may cast additional spells on his turn as free actions. These spells must have a casting time of 1 action.Roll a spellcraft check DC 20 plus the spell to be cast's level plus the total levels of spells cast in this manner so far this round. If the check fails,

    the spell suceeds, but you may not cast any further spells this round. These spells still count against your number of spells per day / memorizedspells, so this is an easy way to run dangerously low on spells if youre not careful.

    Major ParadoxTransmutation

    Level: Chr 9Components: V, S

    Casting Time: One hour

    Range: 0

    Target: Caster

    Duration: Instantaneous.

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    Saving Throw: None

    Spell Resistance: No

    The caster may change an important event in thier past. Such an event may be as far back as a year. 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 feat was selected at a

    previous level, deciding to create a magical item instead of studying spells etc.Special: there is a 50% chance of attracting unwanted attention due to temporal turbulence created.

    Make WholeTransmutation

    Level: Chr 2, Clr 2

    Casting Time: 1 standard action

    Range: Close (25 ft. + 5 ft./2 levels)

    Target: One object of up to 10 cu. ft./ levelThis spell functions like mending, except that make whole completely repairs an object made of any substance, even one with multiple breaks, to

    be as strong as new. The spell does not restore the magical abilities of a broken magic item made whole, and it cannot mend broken magic rods,

    staffs, or wands. The spell does not repair items that have been warped, burned, disintegrated, ground to powder, melted, or vaporized, nor does it

    affect creatures (including constructs).

    Mark of the AgesTransmutation

    Level: Chronomancer 5

    Components: V, SCasting Time: One action

    Range: Medium (100 feet + 10 feet/level)Target: One object

    Duration: Instantaneous

    Saving Throw: None (object)Spell Resistance: No (object)

    With this spell, the chronomancer can bring to bear the ravages of time on an object, destroying an object of up to one five foot cube in size per

    caster level. Attended objects and magic items receive a Will save to negate the effect, other objects do not.

    Melee ManagerTransmutation

    Level: Chr 5

    Components: V, S, MCasting Time: One action

    Range: Touch

    Target: Creature Touched

    Duration: 1 round/level

    Saving Throw: Fort negates (Harmless)Spell Resistance: Yes (Harmless)

    A creature targeted by Melee Manager performs more quickly in combat. A 5th level caster causes the target to gain one extra partial action each

    round that can only be used to perform a single melee attack. A 10th level caster causes the target to gain one extra full rouund action each round

    that can only be used to perform a full attack option. A 15th level caster causes the target to gain one extra full round action each round that canonly be used to perform a full attack option, and the target recieves a +4 haste bonus to AC and initiative.

    Minor ParadoxTransmutation

    Level: Chr 3Components: V, S

    Casting Time: One round

    Range: 0

    Target: Caster

    Duration: InstantaneousSaving Throw: None

    Spell Resistance: NoThe caster may take back or change an action performed within the last 5 rounds. It is also possible to act before an encounter begins. (Gaining a

    surprise round as if the caster had surprised his enemy).

    Events changed should follow the same basic course due to temporal momentum, excepting what the caster directly affects.Special: there is a 10% chance of attracting unwanted attention due to temporal turbulence created.

    Mirror ImageIllusion (Figment)

    Level: Brd 2, Chr 1, Sor/Wiz 2

    Components: V, S

    Casting Time: 1 standard action.

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    Range: Personal; see text

    Target: You

    Duration: 1 min./level (D)

    Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. The figments stay near you and

    disappear when struck.Mirror image creates 1d4 images plus one image per three caster levels (maximum eight images total). These figments separate from you and

    remain in a cluster, each within 5 feet of at least one other figment or you. You can move into and through a mirror image. When you and the

    mirror image separate, observers cant use vision or hearing to tell which one is you and which the image. The figments may also move through

    each other. The figments mimic your actions, pretending to cast spells when you cast a spell, drink potions when you drink a potion, levitate whenyou levitate, and so on.Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether

    the selected target is real or a figment. Any successful attack against an image destroys it. An images AC is 10 + your size modifier + your Dex

    modifier. Figments seem to react normally to area spells (such as looking like theyre burned or dead after being hit by afireball).

    While moving, you can merge with and split off from figments so that enemies who have learned which image is real are again confounded.

    An attacker must be able to see the images to be fooled. If you are invisible or an attacker shuts his or her eyes, the spell has no effect. (Beingunable to see carries the same penalties as being blinded.)

    Mnemonic EnhancerTransmutation

    Level: Chr 4, Wiz 4

    Components: V, S, M, F

    Casting Time: 10 minutes

    Range: PersonalTarget: You

    Duration: InstantaneousCasting this spell allows you to prepare additional spells or retain spells recently cast. Pick one of these two versions when the spell is cast.

    Prepare: You prepare up to three additional levels of spells. A cantrip counts as 1/2 level for this purpose. You prepare and cast these spells

    normally.Retain: You retain any spell of 3rd level or lower that you had cast up to 1 round before you started casting the mnemonic enhancer. This restores

    the previously cast spell to your mind.

    In either event, the spell or spells prepared or retained fade after 24 hours (if not cast).

    Material Component: A piece of string, and ink consisting of squid secretion with black dragons blood.

    Focus: An ivory plaque of at least 50 gp value.

    Modify MemoryEnchantment (Compulsion) [Mind-Affecting]

    Level: Brd 4, Chr 5Components: V, S

    Casting Time: 1 round; see text

    Range: Close (25 ft. + 5 ft./2 levels)

    Target: One living creatureDuration: PermanentSaving Throw: Will negates

    Spell Resistance: Yes

    You reach into the subjects mind and modify as many as 5 minutes of its memories in one of the following ways.

    Eliminate all memory of an event the subject actually experienced. This spell cannot negate charm, geas/quest, suggestion, or similar spells.

    Allow the subject to recall with perfect clarity an event it actually experienced. Change the details of an event the subject actually experienced.

    Implant a memory of an event the subject never experienced.

    Casting the spell takes 1 round. If the subject fails to save, you proceed with the spell by spending as much as 5 minutes (a period of time equal to

    the amount of memory time you want to modify) visualizing the memory you wish to modify in the subject. If your concentration is disturbedbefore the visualization is complete, or if the subject is ever beyond the spells range during this time, the spell is lost.

    A modified memory does not necessarily affect the subjects actions, particularly if it contradicts the creatures natural inclinations. An illogical

    modified memory is dismissed by the creature as a bad dream or a memory muddied by too much wine.

    Moment of PrescienceDivinationLevel: Chr 8, Luck 8, Sor/Wiz 8

    Components: V, SCasting Time: 1 standard action

    Range: Personal

    Target: You

    Duration: 1 hour/level or until discharged

    This spell grants you a powerful sixth sense in relation to yourself. Once during the spells duration, you may choose to use its effect. This spellgrants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, opposed ability or skill check, or saving throw.

    Alternatively, you can apply the insight bonus to your AC against a single attack (even if flatfooted). Activating the effect doesnt take an action;

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    you can even activate it on another characters turn if needed. You must choose to use the moment of presciencebefore you make the roll it is to

    modify. Once used, the spell ends.

    You cant have more than one moment of prescience active on you at the same time.

    ParadoxTransmutation

    Level: Chr 6

    Components: V, SCasting Time: One round

    Range: 0

    Target: Caster

    Duration: Instantaneous

    Saving Throw: NoneSpell Resistance: No

    The caster may alter a minor event from his past that may affect the present. The event changed should not be more than 3 hours in duration and

    can not have occured 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.

    Special: there is a 25% chance of attracting unwanted attention due to temporal turbulence created.

    PermanencyUniversal

    Level: Chr 4, Sor/Wiz 5Components: V, S, XP

    Casting Time: 2 roundsRange: See text

    Target, Effect, or Area: See text

    Duration: Permanent; see textSaving Throw: None

    Spell Resistance: No

    This spell makes certain other spells permanent.

    Depending on the spell, you must be of a minimum caster level and must expend a number of XP.

    You can make the following spells permanent in regard to yourself.Spell Minimum Caster Level XP Cost

    Arcane sight 11th 1,500 XP

    Comprehend languages 9th 500 XP

    Darkvision 10th 1,000 XP

    Detect magic 9th 500 XPRead magic 9th 500 XP

    See invisibility 10th 1,000 XP

    Tongues 11th 1,500 XP

    You cast the desired spell and then follow it with thepermanency spell. You cannot cast these spells on other creatures. This applicat ion ofpermanency can be dispelled only by a caster of higher level than you were when you cast the spell.In addition to personal use,permanency can be used to make the following spells permanent on yourself, another creature, or an object (as

    appropriate).

    Spell Minimum Caster Level XP Cost

    Enlarge person 9th 500 XP

    Magic fang 9th 500 XPMagic fang, greater 11th 1,500 XP

    Reduce person 9th 500 XP

    Resistance 9th 500 XP

    Telepathic bond1 13th 2,500 XPAdditionally, the following spells can be cast upon objects or areas only and rendered permanent.

    Spell Minimum Caster Level XP Cost

    Alarm 9th 500 XP

    Animate objects 14th 3,000 XP

    Dancing lights 9th 500 XP

    Ghost sound 9th 500 XP

    Gust of wind 11th 1,500 XP

    Invisibility 10th 1,000 XP

    Mages private sanctum 13th 2,500 XP

    Magic mouth 10th 1,000 XPPhase door 15th 3,500 XP

    Prismatic sphere 17th 4,500 XP

    Prismatic wall 16th 4,000 XP

    Shrink item 11th 1,500 XP

    Solid fog 12th 2,000 XPStinking cloud 11th 1,500 XP.

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    Symbol of death 16th 4,000 XP

    Symbol of fear 14th 3,000 XP

    Symbol of insanity 16th 4,000 XP

    Symbol of pain 13th 2,500 XP

    Symbol of persuasion 14th 3,000 XPSymbol of sleep 16th 4,000 XP

    Symbol of stunning 15th 3,500 XP

    Symbol of weakness 15th 3,500 XP

    Teleportation circle 17th 4,500 XPWall of fire 12th 2,000 XPWall of force 13th 2,500 XP

    Web 10th 1,000 XP

    Spells cast on other creatures, objects, or locations (not on you) are vulnerable to dispel magic as normal.

    XP Cost: See tables above.

    Plant GrowthTransmutation

    Level: Chr 3, Drd 3, Plant 3, Rgr 3Components: V, S, DF

    Casting Time: 1 standard action

    Range: See text

    Target or Area: See text

    Duration: InstantaneousSaving Throw: None

    Spell Resistance: NoPlant growth has different effects depending on the version chosen.

    Overgrowth: This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) within long range (400 feet + 40 feet per

    caster level) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through.Speed drops to 5 feet, or 10 feet for Large or larger creatures. The area must have brush and trees in it for this spell to take effect.

    At your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter circle.

    You may designate places within the area that are not affected.

    Enrichment: This effect targets plants within a range of one-half mile, raising their potential productivity over the course of the next year to one-third above normal.

    Plant growth counters diminish plants.

    This spell has no effect on plant creatures.

    Precognitive Sense

    Divination

    Level: Chr 1

    Components: V, S, M

    Casting Time: One roundTarget: The CasterDuration: Instantaneous

    Saving Throw: None

    Spell Resistance: No

    The caster gains insight into a single event to come. The range is 6 hours per level of the caster into the future and the spell centers on the most

    important event during that time. There is always a 10% chance for misleading information.

    Preserve

    Transmutation

    Level: Chr 2Components: V, S, M

    Casting Time: One round

    Range: Close (25 ft. + 5 ft/lvl)

    Target: 25 Cu ft/lvl

    Duration: 3 Months/lvl

    Saving Throw: NoneSpell Resistance: No

    The caster can halt the decay of nonliving matter. In the case of food, the food must first be placed in a container. The spell is dispelled when the

    container is opened.

    Prismal's ReversalTransmutation

    Level: Chr 7

    Components: V, SCasting Time: One action

    Range: Touch.

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    Target: 1 Doorway or Portal

    Duration: Permanent

    Saving Throw: None

    Spell Resistance: Yes

    This enchantment reverses the velocity of a creature progressing through a doorway or portal no larger than 18 feet by 24 feet, and no smallerthan 3 feet by 4 feet. A creature moving at a rate of 20 or less is simply pushed through quicker, while those moving faster than 20 are stuck in the

    portal for 1 round for each additional 10 feet above 20 that thier total movement would have been (take into account distance moved before the

    portal and intended destination in the current round). Creatures stuck in the portal are considered flatfooted and may make no other move actions

    while stuck. (Magical teleportation does offer a means for escape)This spell is resistant to dispel attempts, After the caster level check, there is still only a 1% chance per caster level to dispel it.

    ProphecyDivinationLevel: Chr 4

    Components: V, S

    Casting Time: One minute

    Range: Touch

    Target: The CasterDuration: 10 minutes

    Saving Throw: None

    Spell Resistance: No

    The caster enters a trance and attempts to divine an important event that shall come to pass. The caster may only cast this spell once for each

    event prophesized. The caster recieves a vision of the possible future locations visited and creatures encountered relating to the event.

    Protection From TimeAbjuration

    Level: Chr 8Components: V, S, M

    Casting Time: One round

    Range: Touch

    Target: Creature Touched

    Duration: 1 weekSaving 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. Also, the recipient does not lose hit points each round when brought to negative hit points.

    Sands of TimeTransmutation

    Level: Chr 7Components: V, S, M

    Casting Time: One round

    Range: Close (25 ft + 5 ft/lvl)

    Target: 1 Object of up to 10 cu ft. / lvl

    Duration: 1 rd

    Saving Throw: None

    Spell Resistance: No

    This spell restores any object decayed over time back to its original form. The restoration achieved is based on caster level:

    Level 8 - 10 : 1 year, Level 11 - 13 : 5 years, Level 14 - 16 : 50 years, Level 17 - 19 : 500 years, Level 20 - 22 : 5,000 years,Level 23 - 25 : 50,000 years, Level 26 - 28 : 1,000,000 years, Level 29+ +1,000,000 years / lvl above 28.

    This spell only restores objects destroyed by aging.

    SlowTransmutationLevel: Brd 3, Chr 3, Sor/Wiz 3

    Components: V, S, MCasting Time: 1 standard action

    Range: Close (25 ft. + 5 ft./2 levels)

    Targets: One creature/level, no two of which can be more than 30 ft. apartDuration: 1 round/level

    Saving Throw: Will negates

    Spell Resistance: Yes

    An affected creature moves and attacks at a drastically slowed rate. Aslowedcreature can take only a single move action or standard action eachturn, but not both (nor may it take full-round actions). Additionally, it takes a 1 penalty on attack rolls, AC, and Reflex saves. Aslowedcreature

    moves at half its normal speed (round down to the next 5-foot increment), which affects the creatures jumping distance as normal for decreased

    speed.

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    Multipleslow effects dont stack. Slow counters and dispels haste.

    Material Component: A drop of molasses.

    Slow MetabolismNecromancy

    Level: Chr 1, Sor/Wiz 2

    Components: V, S, M

    Casting Time: One roundRange: 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.

    SlowspellTransmutation

    Level: Chr 2

    Components: V, S, M

    Casting Time: One action / Special

    Range: TouchTarget: Creature Touched

    Duration: 1 round/lvlSaving Throw: None

    Spell Resistance: Yes

    A slowspell surrounds the protected creature with a magical field, delaying targeted magical effects for one to three rounds. The slowspell has noeffect on touch delivered spells. Otherwise the spell is delayed 1 round for a caster of up to 8th level, 2 rounds for a caster of 9th to 12th level,

    and 3 rounds for a caster of level 13+. The deley can not be lengthened by any known means including metamagic feats etc. The spell also

    confers a +2 insight bonus to reflex saving throws vs any spell affected by the slowspell. As a free action and at any time, including during

    conditions of complete surprise, a wizard can call upon this spell in his own defense. The duration of the spell becomes the duration of the delay

    (as caster level) and then ends.

    Slowspell 10'TransmutationLevel: Chr 4

    Components: V, S, M

    Casting Time: One action

    Range: 0

    Target: Caster or 10'/lvl radiusDuration: 1 round/lvl

    Saving Throw: None

    Spell Resistance: No

    This spell creates a 10' radius globe centered on and mobile with the caster, or a stationary 10' per level radius globe. All spell effects cast into ororiginating from the radius is slowed as per slowspell: the spell is delayed 1 round for a caster of up to 8th level, 2 rounds for a caster of 9th to

    12th level, and 3 rounds for a caster of level 13+. The deley can not be lengthened by any known means including metamagic feats etc. The spell

    also confers a +2 insight bonus to reflex saving throws vs any spell affected by the slowspell.

    Speed MetabolismNecromancy

    Level: Chr 1, Sor/Wiz 2

    Components: V, S, M

    Casting Time: One action

    Range: TouchTarget: Creature Touched

    Duration: SpecialSaving Throw: Fort negates

    Spell Resistance: Yes

    This spell quickly weakens a target by depriving the body of nutrition. If the saving throw is failed, the victim becomes fatigued with a -1 penaltyto Strength and Dexterity per 2 caster levels (max -10). (This is instead of the normal -2 penalty for fatigue).

    Temporal DisjunctionTransmutation

    Level: Chr 4

    Components: V, S

    Casting Time: One action.

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    Range: Close (25 ft + 5 ft/2 lvls)

    Target: 1 Creature

    Duration: 1 day/lvl

    Saving Throw: Will negates

    Spell Resistance: YesThe affected creature loses any sense of time. It is perpetually late, unable to function under any time restraints. The victim may only take partial

    actions in combat. A chronomancer or a creature of the temporal prime who is affected by this spell, loses the ability to cast chronomancy spells

    or use time-related abilities.

    Temporal EyeDivination

    Level: Chr 7

    Components: V, S, MCasting Time: One hour

    Target: The Caster

    Duration: 1 minute/lvl

    Saving Throw: None

    Spell Resistance: NoAs Scrying, except that other times in the past may be viewed. Chances for success and detection remain the same.

    Temporal PushTransmutationLevel: Chr 4

    Components: V, SCasting Time: One action

    Range: Close (25 ft + 5 ft/lvl)

    Target: 1 CreatureDuration: Instantaneous

    Saving Throw: Will negates

    Spell Resistance: Yes

    This spell throws a target creature forward in time up to 1 round plus 1 round per level of the caster. The amount must be decided before the spell

    is cast. The creature reappears at the same location unless it is occupied physically, whereupon it is displaced to the nearest safe location. If thetarget succeeds in it;s saving roll (but not spell resistance) then the caster must also save or it is he who is thrown forward in time.

    Temporal RessurectionTransmutation

    Level: Chronomancer 9

    Components: V, S, M

    Casting Time: One Round

    Range: TouchTarget: Dead creature touched

    Duration: Instantaneous

    Saving Throw: None

    Spell Resistance: Yes (harmless)As Timeheal, except that it can restore a dead creature to life. Creatures restored to life in this way never actually died, and so do not suffer from

    a loss in level, or other effects of being dead. The material component for this spell is a diamond, worth 25,000 gp, that has been subjected to the

    temporal prime for one day.

    Temporal ShellTransmutation

    Level: Chronomancer 9

    Components: V, S, M

    Casting Time: One round

    Range: 0Target: 5 foot radius sphere

    Duration: 1 minute/lvlSaving Throw: None

    Spell Resistance: No

    All creatures within the sphere are affected as the time stop spell with a duration of 1 minute per level. If any creature leaves the radius, the spellends for them and they become subjectively frozen in respect to creatures still in the sphere. The caster can choose to end the duration

    prematurely at any time. The material components are a 5000gp diamon within a 1000gp glass sphere that has been touched by a time

    dimensional.

    Temporal StasisTransmutation

    Level: Chr 8, Sor/Wiz 8.

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    Components: V, S, M

    Casting Time: 1 standard action

    Range: Touch

    Target: Creature touched

    Duration: PermanentSaving Throw: Fortitude negates

    Spell Resistance: Yes

    You must succeed on a melee touch attack. You place the subject into a state of suspended animation. For the creature, time ceases to flow and its

    condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. This statepersists until the magic is removed (such as by a successful dispel magic spell or afreedom spell).Material Component: A powder composed of diamond, emerald, ruby, and sapphire dust with a total value of at least 5,000 gp.

    Temporal WallTransmutation

    Level: Chr 5

    Components: V, S, M

    Casting Time: One action

    Range: Close (25 ft + 5 ft/lvl)Target: Up to 10 sq. ft/lvl

    Duration: 1 round/lvl

    Saving Throw: Special

    Spell Resistance: Yes

    This creates a thin barrier of mist-smoke from the temporal prime. Anyone trying to pass through the wall must save as if 2 slow spells and 1temporal disjuction (all as 5th level spells) had been cast upon them. While the wall does not stop missiles or ranged spells, anyone on one side of

    the wall gains the benefits of improved evasion if targeted by an effect from the other side of the wall that allows a reflex save.

    Time LoopTransmutation

    Level: Chr 7

    Components: V, S, M

    Casting Time: One action

    Range: Close (25 ft + 5 ft/lvl)Target: 10' radius burst

    Duration: 1 rd/lvl

    Saving Throw: Reflex negates

    Spell Resistance: Yes

    The spell creates an area where time repeats itself continously until the duration expires. Any creature entering the area is also trapped within theloop. A successful Spell Resistance or saving throw means that the target escaped the area (if using minatures, determine randomly what direction

    the creature escapes the burst) creatures within the area of effect proceed through 1 round of actions while the outside world continues on with the

    duration of the spell. No attacks or spells can be exchanged from those within the area to those outside.

    Time SnareTransmutation

    Level: Chr 3

    Components: V, S

    Casting Time: One action

    Range: Close (25 ft. + 5 ft/lvl)

    Target: 1 Creature

    Duration: SpecialSaving Throw: Will negates

    Spell Resistance: Yes

    The caster creatse a small, localized time loop centered on the target's mind that causes it to repeat the rounds actions indefinitely. The victim

    must choose to do the same action each round while under the influence of this spell. Each round after the first the target may attempt another

    Will save with a cumulative +1 bonus until it breaks free of the spell.

    Time Space AnchorTransmutation

    Level: Chronomancer 6

    Components: V, S, MCasting Time: One round

    Range: Close (25 ft +5 ft/2 lvls)

    Area: 100 yard radius/level spread

    Duration: 1 day/lvl

    Saving Throw: Will negates

    Spell Resistence: No

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    This spell creates a temporal gravity well that unerringly draws to its center anyone who attempts to use any teleportation effect within its area

    of effect. Anyone using any spell or effect with the [teleport] descriptor to get into, out of, or anywhere within the area of the time space anchor

    is instead deposited at the central point of the time space anchor (which must conform to the specifications for the target destination of a teleport

    spell). A succesful will save negates the effect, allowing the teleporters to continue on to their intended destinations.

    Time StopTransmutation

    Level: Chr 8, Sor/Wiz 9, Trickery 9Components: V

    Casting Time: 1 standard action

    Range: Personal

    Target: You

    Duration: 4 rounds (apparent time); see textThis spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though

    they are actually stil l moving at their normal speeds. You are free to act for 4 rounds of apparent time. Normal and magical fire, cold, gas, and the

    like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such

    creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their

    normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, orflee from combat.

    You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another

    creatures possession.

    You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic fieldwhile under the effect oftime stop.

    Timed StasisTransmutationLevel: Chr 7

    Components: V, S, MCasting Time: One round

    Range: Touch

    Target: Object Touched

    Duration: Up to 4 months

    Saving Throw: NoneSpell Resistance: No

    This potent dweomer renders a single, nonliving object of no more than 27 cu. ft. completely impervious to all physical, magical, or scrying

    effects for a preset period as determined by the caster at the time of casting. Although the object can be moved, no force can damage, open, or

    destroy it. Only a mages disjunction has any hope of breaching the magic protecting it. (% that this is successful is equal to caster level, if this is

    tried)

    Timeheal

    TransmutationLevel: Chr 4

    Components: V, M

    Casting Time: One action

    Range: Touch

    Target: Creature Touched

    Duration: Special

    Saving Throw: Will negates

    Spell Resistance: Yes

    This spell replaces a target creatures body with a copy of it's past self, simulating healing (presuming it was in better health in a previous round).The caster may bring a target to the state of health it was in up to one round per level into the past. Any round within this range. An unwilling

    target may make a Will save to negate. A dead body can not be brought back to life, but it can be healed of injuries, diseases, poison and ailments

    recieved after the target round that the copy is pulled from.

    TimeslipTransmutation

    Level: Chr 2Components: V, S, M

    Casting Time: One action

    Range: 0Target: Caster

    Duration: Instantaneous

    Saving Throw: Will Negates

    Spell Resistance: YesThe chronomancer may slip into and out of the temporal prime. Location does not change, but the chronomancer may only move forward in time

    with this spell. The caster is unaware of events that transpire in the prime material plane and must choose a point in the future, up to one round

    per caster level, to return to at the time of casting. If the space that the caster left is occupied when he returns, he is harmlessly displaced to the

    nearest open ground available (determine randomly, if necessary).

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    Special: there is a 5% chance of attracting unwanted attention due to temporal turbulence created.

    TimereaverTransmutation

    Level: Chr 8, Sor/Wiz 9

    Components: V, S, M

    Casting Time: One hour

    Range: 0Target: 10' radius burst centered on caster

    Duration: Permanent

    Saving Throw: Reflex Negates

    Spell Resistance: Yes

    This spell sends those in its radius back in time up to 5 years per level of the caster. The material component is a ruby worth 10,000 gp.

    True StrikeDivination

    Level: Chr 1, Sor/Wiz 1Components: V, F

    Casting Time: 1 standard action

    Range: Personal

    Target: You

    Duration: See textYou gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of

    the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike aconcealed target.

    Focus: A small wooden replica of an archery target.

    Unwanted attention:Any time a temporal disturbance is created, there is a chance that an unforseen occurance results.

    Roll %:

    1-10 Temporal Dog attacks

    11-20 Temporal Stalker attacks

    21-30 Vortex Spider attacks31-40 Temporal Glider attacks

    41-50 Chronovoid attacks

    51-60 Tether Beast attacks

    61-70 Common Time dimensional attacks

    91-95 Noble Time dimensional attacks95-98 Royal Time dimensional attacks

    99-00 Guardian of time arrives (usually attempts to talk first)

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    Denizens of the Temporal Prime:

    Chronovoid Large OozeHit Dice: 12d10 + 15 (81 hp)

    Initiative: +4

    Speed: 15 ft.

    AC: 14 (+1 natural, +4 Dex, -1 size)

    Attacks: Slam +10 melee, AbsorptionDamage: 2d6+1

    Face/Reach: 5 ft. by 5 ft. / 5 ft.

    Special Attacks: Absorption

    Special Qualities: Incoporeal, Blindsight, Spell Resistance 20, harmed only by magicSaves: Fort +4, Ref +8, Will +4

    Abilities: Str 13, Dex 18, Con -, Int 10, Wis 10, Cha 10

    Skills: Hide +10, Listen +10, Move silently +10

    Feats: Blindsight

    Climate/Terrain: Temporal PrimeOrganization: Colony

    Challenge Rating: 8

    Treasure: Normal

    Alignment: Chaotic neutral

    Advancement: 13-19 HD Large, 20-33 HD Huge, 34+HD Gargantuan

    Harmed only by magic (Su): A chronovoid can only be harmed by magic: It takes 50% damagefrom +1 or +2 weapons and 1-3rd level spells, normal damage from +3 or +4 weapons and 4-6thlevel spells, and 150% damage from +5 weapons or 7-9th level spells.

    Temporal Dog

    Medium Animal

    Hit Dice: 4d8 + 12 (30 hp)Initiative: +2

    Speed: 45 ft.AC: 21 (+5 natural, +2 Dex, +4 Haste)

    Attacks: Bite +6 meleeDamage: d8+2

    Face/Reach: 5 ft. by 5 ft. / 5 ft.Special Attacks: Timeslip

    Special Qualities: Incoporeal, Spell Resistance 14, HasteSaves: Fort +6, Ref +5, Will +2

    Abilities: Str 14, Dex 14, Con 16, Int 12, Wis 10, Cha 8Skills: Hide +10, Listen +10, Move silently +10

    Feats: Endurance, DodgeClimate/Terrain:Temporal PrimeOrganization: Pack (2d6)Challenge Rating: 4

    Treasure:NoneAlignment: Lawful neutral

    Advancement: 5-8 HD Large

    Haste (Su): A temporal dog always acts as if under the effects of a haste spell.

    Timeslip (Su): The temporal dog may timeslip into and out of the temporal prime as a standard action.

    Temporal Glider

    Huge Abberation .

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    Hit Dice: 10d8 + 20 (65 hp)Initiative: +0

    Speed: fly40 ft.AC: 22 (+14 natural, -2 size)

    Attacks: Ram +12 meleeDamage: 5d4+5(bludgeoning) or 5d10+2 (temporal tides)

    Face/Reach:10 ft. by 10 ft. / 15 ft.Special Attacks: Temporal tides

    Special Qualities: Incoporeal, Spell Resistance 16, DR 5/+1Saves: Fort +5, Ref +4, Will +8

    Abilities: Str 20, Dex 10, Con 14, Int 8, Wis 10, Cha 10Skills: Hide +10, Listen +10, Move silently +10

    Feats: EnduranceClimate/Terrain:Temporal Prime

    Organization: SolitaryChallenge Rating: 8Treasure:NoneAlignment:NeutralAdvancement: 11-18 HD Huge, 19-25 HD Gargantuan

    Temporal Tides (Su): When the glider slips into the timestream, the backlash does 5d10+2

    to all creatures within 30'

    Temporal Stalker

    Medium Undead

    Hit Dice: 5d12 (32 hp)

    Initiative: +8Speed: 45 ft.

    AC: 18 (+4 dex, +4 deflection)Attacks: incorporeal touch +7 melee

    Damage: 1d6 and 2d4 CON drainFace/Reach: 5 ft. by 5 ft. / 5 ft.

    Special Attacks: Constitution Drain (Fort DC 15), ParadoxSpecial Qualities: Incoporeal, +1or better weapon to hit, Spell Resistance 16

    Saves: Fort +1, Ref +4, Will +6Abilities: Str - , Dex 18, Con -, Int 20, Wis 14, Cha 10

    Skills: Hide +10, Listen +10, Move silently +10Feats: Improved Initiative, Alertness, Blind-Fight, Combat ReflexesClimate/Terrain:Temporal PrimeOrganization: Solitary or Small Groups

    Challenge Rating: 6Treasure:None

    Alignment:Neutral Evil

    Advancement: 6-15 HD Medium

    Paradox (Su): A Stalker may inflict its victim with paradox instead of draining a level. This allows

    it to inflict such blandishments as changing memorization lists for wizards etc..

    Tether Beast

    Huge Dragon .

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    Hit Dice: 10d12+ 50 (115 hp)Initiative: +2

    Speed: 30 ft.AC: 35 (+2 dex, +25 natural, -2 size)

    Attacks: Bite +10,Four claws +5Damage: 2d8 bite and 2d4 CON drain

    Face/Reach:10 ft. by 20 ft. / 10 ft.Special Attacks: Breath Weapon

    Special Qualities: Incoporeal, Spell Resistance 20Saves: Fort +11, Ref +8, Will +7

    Abilities: Str 22 , Dex 14, Con 20, Int 12, Wis 12, Cha 6Skills: Hide +10, Listen +10, Move silently +10

    Feats: Alertness, Blind-Fight, Combat Reflexes, Power attackClimate/Terrain:Temporal Prime

    Organization: Solitary or Small GroupsChallenge Rating: 12Treasure:NoneAlignment:Neutral EvilAdvancement: 11-20 HD Gargantuan, 21-35 HD Colossal

    Breath Weapon (Su): The Tether beast may breathe a cone of temporal smoke, which ages a

    target to the point of death. The Victim must make a Reflex save (DC 18) or age to the point of

    destruction. Even if the character passes the save, he still takes 1d4 STR, DEX and CON dmg.

    Time Dimensional

    Medium Aberration

    Hit Dice: 16d8 + 48 (120 hp)Initiative: +10

    Speed: 30 ft. per HDAC: 20 (+6 dex, +4 deflection)

    Attacks: temporal blast +18 ranged touchDamage: 4d4 + (d4 per 6

    Face/Reach: 5 ft. by 5 ft. / 5 ft.Special Attacks: Temporal Blast

    Special Qualities: Incoporeal, Spell like Abilities, Double lifeline, Spell Resistance 30Saves: Fort +8, Ref +11, Will +13

    Abilities: Str 14 , Dex 22, Con 16, Int 20, Wis 18, Cha 10Skills: Hide +10, Listen +10, Move silently +10Feats: Improved Initiative, Alertness, Blind-Fight, DodgeClimate/Terrain:Temporal Prime

    Organization: SolitaryChallenge Rating: 14

    Treasure:None

    Alignment:NeutralAdvancement: 17-24 HD Medium (Noble), 25-32 HD Medium (Royal)

    Temporal Blast (Su): A time dimensional can create a blast of pure temporal energies

    that causes damage to a target.

    Double Lifeline (Su): As a free action, the time dimensional may introduce copies of itself from

    other time periods. Each of these copies may make attacks, but only one has hp's. Damage toone copy, damages all of them. (Making it very suceptible to area spells).

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    Spell like abilities (Sp): Noble time dimensionals can use time stop, Accelerate Plant Growth,

    Accelerate animal growth, and Accelerate lifeline at will. Royal time dimensionals may also use

    melee manager, and temporal shellonce per hour.

    Vortex Spider

    Large Vermin

    Hit Dice: 8d8 + 16 (52 hp)

    Initiative: +8Speed: 45 ft.AC: 21 (+5 natural, + Dex, +1 size)Attacks: Bite + 11 melee

    Damage: 2d4+5 + PoisonFace/Reach: 10 ft. by 10 ft. / 5 ft.

    Special Attacks: Poison, WebSpecial Qualities: Incoporeal, Spell Resistance 18

    Saves: Fort +8, Ref +7, Will +3Abilities: Str 20, Dex 18, Con 16, Int 8, Wis 10, Cha 10

    Skills: Hide +10, Listen +10, Move silently +10Feats: Improved initiative

    Climate/Terrain:Temporal PrimeOrganization: Solitary

    Challenge Rating: 8Treasure:None

    Alignment:NeutralAdvancement: 9-18 HD Huge

    Poison (Ex): DC 20, d8 CON initial damage, d8 CON secondary damage

    Web (Ex): A temporal spider may shoot a web at its target. If it hits, the target is affected as

    a slow spell. The attack is made as a ranged touch attack (+ 11).