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    Halfling in the Playground
     
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    Default The Chronomancer's Day Scheduler (Time Magic)

    Chronomancer's Spell Book
    "Chronomancy is the art of telling ones fortune with a Onion." ~Baulderdash the Game.



    "You’ve just acquired some rather valuable loot and decide to hide it in a place to keep it safe for a while. This place has to both hidden and safe from prying eyes at all times. Ah-ha! Upon finding the prefect place you find a spell book already in it. You open up the dusty old tome and find that the book has been penned by someone with the same name as yourself. It appears to be a book of spells. Spells that manipulate time."~

    So this is my attempt to create a list of all time related spells, or at least spells that are very Time-shifting flavoured. Why? I thought I already answered that? Or did I do that yesterday…? I’m having a little trouble pinning every chrono-spell down so I turn to the playground:

    D&D 3.5 / Pathfinder Spells, Powers, Incantations, Soulmelds, anything:
    Avoiding homebrew, because otherwise I'd just make what I wanted.

    I’ll get the ball rolling**


    Cantrip (0)
    - Amanuensis – SpC P 8 (Clr, Wiz/Sor): Able to write nonmagical text down. Faster. Fire proof paper may be required.

    1st level spells:
    - Accelerate Movement – SpC P 7 (Brd, Rng, Wiz/Sor): Able to keep your normal speed while climbing, tumbling, etc.
    - Expeditious Retreat – PHB P (Wiz/Sor): +30ft to speed
    - Expeditious Retreat Swift – SpC P (Wiz/Sor): +30ft to speed for one round
    - Delay Disease – SpC P 63 (Clr, Drd): Postpones effects of a disease.
    - Deceleration - XPH (Psionic): Slow your opponent down
    - Herald's Call - SpC p 153 (Brd): You shout at people slow time in an area temporarily, subjects are slowed for one round (haste is merely suppressed).
    - Instant Locksmith - SpC p 153 (Asn, Wiz/Sor): Swift Action, to instantly pick a lock.
    - Instant Search - SpC p 153 (Asn, Rng, Wiz/Sor): Swift Action, to instantly make a search check.
    - Nerveskiiter – MoF p 103 (Sor/Wiz): +5 to your initative
    - Skilled Moment - Dr#350, p78 (Brd, Sor/Wiz): Consider the limitless possibilities of the future and take 20 on a skill check.
    - Slow Burn - Dr#314, p21 (Drd, Sor/Wiz): Fire and things burn slowly and longer
    - Snake's Swiftness - SpC p 193 (Druid, Wiz/Sor): Subject immediately makes one attack.
    - True Strike – PHB P (Drd, Clr, Sor/Wiz): Strike true, +20 to one attack.

    2nd level spells:
    - Augury - PHB: Gain cryptic answers to your questions. Maybe.
    - Delay Poison - PHB P 217 (Bard, Clr, Drd, Pal, Rng):Postpones effects of a poison.
    - Gentle Repose - PHB P 235 (Cleric 2 / WizSor 3): Postpones effects of a decay.
    - Lesser Celerity - PHB II P 105 (Wiz/Sor, Bard): Instant move action
    - Quick March – SpC P 164 (Clr, Pal): Allows large numbers to move quickly
    - Swift Haste - SpC P 110 (Ranger): Haste for 1 round
    - Snake's Swiftness, Mass - SpC p 193 (Druid, Wiz/Sor): Subject(s) immediately makes one attack.

    3rd level spells:
    - Aging Touch - Dr#350, p77 (Sor/Wiz): Ravage the body with time damage and increases subjects age category, subject only gains mainly the negative portions.
    - Blink - PHB, p (Brd, Sor/Wiz): Blinking in and out of etheral time you are harder to hit.
    - Flicker - ToM, P (Mystery): Instant teleport, may avoid attacks completely
    - Haste - PHB P 239 (Beg, Brd, Sor/Wiz, Wuj): Move faster, attack faster. Haste is Time Spell's Poster boy.
    - Hustle - XPH P (Pison Egoist, PsyWar): Swift action to gain one extra move action.
    - Knight's Move - SpC P (Cleric, Pal 2): Swift Action to move to any flanking position in range
    - Slow - PHB P 239 (Beguiler, Brd, HB, Sor/Wiz): Opposite of Haste on opponents.
    - Snake's Swiftness Mass - MiniHB (Wiz/Sor): Subjects immediately makes one attack.
    - Time Hop - XPH (Psion/wilder): Shunt subject into the future removing him from battle temporarily.

    4th level spells:
    - Baleful Blink - PHB II P (Wiz/Sor): Funcation as blink but in the opposite way, hindering opponents when they attempt to strike or cast spells.
    - Celerity - PHB II P 105 (Wiz/Sor, Bard): Instant standard action.
    - Divination - PHB (Clr, Sor/Wiz): Know something about someone and where you’ve never been, yet.
    - Delay Death – SpC P 63 (Clr): You do not die at -9 hit points, for the duration of the spell your hit point damage is without limit. You may wish to find a heal spell before the spell expires however.
    - Freedom of Movement - XPH (Asn, Clr, Drd): Moves through the strands of time despite impediments.
    - Quintessence - XPH (Psion Shaper): Liquid time, coating something in this renders a subject immobile and immune to time. Partial coating will cause damage as the passage of time claws as the uncoated parts.
    - Temporal Jolt - Dr#350, p78 (Sor/Wiz): 5d6 Max damage, instantly ages objects by years causing them to rust or fall apart
    - Time Shield - Dr#350, p79 (Brd, Sor/Wiz): Spells and Spells effect’s durations are consumed at twice the normal rate in the area. No save, no SR.
    - Touch of Years - C.M, p120 (Sor/Wiz): A single touch will rapidly age a subject over the course of days - 3 Drain each day. This is undispellable but is considered a curse. A second casting will instantly cause Blind/Deafness.

    5th level spells:
    - Anticipatory Strike - C.Psi, P 78 (Psionic): Turn your next turn right now, even interrupting other actions.
    - Battletide - SpC, P 140 (Drd): Siphoning life from everyone in the battle field grants you more attacks.
    - Memory Rot - SpC, P 140 (Drd): Drain you’re opponents Memory away with Int Damage.
    - Permanency - PHB, P (Clr, Wiz/Sor): Make spells last forever.
    - Temporal Reiteration - C.Psi, P 104 (Psionic Nomad): On going effects on you do not progress in duration for one round.
    - Temporal Repair - Dr#350, p78 (Sor/Wiz): Your are immune to all effects that affect time. Spells of higher level are entitled a caster level check- Including Opponents Time Stop, according to the description?
    - Sakkratar’s Triple Strike – LEF 33, P (Wiz/Sor): Two extra attacks, these attacks has the keen and flaming properties.

    6th level spells:
    - Contingency - PHB (Wiz/Sor): When X happens so does Y.
    - Eyes of the Oracle - DrM P 66 (Wiz/Sor, Cleric, Wu Jen): You’ve seen future events in a brief vision and are now readied against them. Readied Action.
    - Mass Haste - ??? (Wiz/Sor):
    - Mass Slow - ??? (Wiz/Sor):
    - Temporal Acceleration - XPH (Psion): Stop Time, but only for an instance.

    7th level spells:
    - Arcane Spellsurge - DrM P 64 (Sor/Wiz, Wu Jen, DragonBlood): Spell casting durations are reduced as you cast with lightning fast precision.
    - Delayed Fireball – PHB p 217 (Sor/Wiz, Wmg): Fireball but delayed.
    - Vision – PHB p (Sor/Wiz): You have a brief Vision about a place or object nearby. Useful for knowledge and identification proposes.

    8th level spells:
    - Greater Celerity - PHB II P 105 (Wiz/Sor): Take a full turn right now.
    - Moment of Prescience - PHB P 255 (Beg, Wiz/Sor, Psi): Your vague sense of how event are about to play out grant you a supreme number of bonuses and abilities.
    - Temporal Stasis - PHB P 293 (Wiz/Sor): Trap a subject in Suspended animation, free form the burdens of time.
    - Time Hop, Mass - XPH (Psion Nomad): Shunt a number of subjects into the future removing him from battle temporarily.

    9th level spells:
    - Choose Destiny - RD, P 164 (Destiny 9): Always roll two sets of die, you've seen two paths the future holds, choose one.
    - Hindsight - SpC, P 114 (Wiz/Sor / Brd 6): Your are able to see into the past and see events transpire. The further back events are the hazed your images becomes.
    - Kissed by the Ages - Dr#354 p34 (Sor/Wiz): Establish a link between yourself and an item and you gain the Endless SQ, and remove all penalties for old age. Destruction of the phylacteryitem results in rapid aging.
    - Shadow Time - ToM (Mystery): Shadow is faster than light. So fast it appears time has stopped.
    - Teleport Through TimeWeb (Sor/Wiz): As the name suggests.
    - Timeless Body - XPH (Psion/wilder): Ignore all effects, spells, and attacks until next round
    - Time Regression - XPH (Psion Nomad): Travel backwards in time 6 seconds. Enough time to save a friend or undo mistakes.
    - Time Stop - PHB, P 294 (Wiz/Sor): Stop Time. This allows you to move freely amidst foes and friends alike.

    Others:
    - Planar Bubble, PlH p 102 (Clr 7, Sor/Wiz 7): Playing around with Planar Bubbles Time Trait
    - One of the versions of Genesis allows you to adjust the Time Trait of the plane you create.
    - Planeshift, PHB / PlH, (Clr 5, Sor/Wiz 7), Variant Inner plane: The Plane of Time. Shifting into this plane is never really the smartest idea but it'll toss you into the future or possibly further.
    - Seed: Transport, epic levels spells pretty much allow you to do anything.
    - Time Domain: For Clerics devoted to Time itself allows them to act faster during combat, all of it's spells have been mentioned above.
    - Time Mantle: For Ardents focused on the movement of time. Allowing them to delay harmful effects for a short period. Sustenance being the only power not mentioned above.

    Creatures may be Called, Bound, Summoned, Shapechanged into, or similar spells that make these creatures relevant. These creatures have very strong relations to Time itself.
    - Temporal Drake, 10 HD, Web Article – Creatures that have found moving forward in time faster to be more advantageous then backwards.
    - Chronotyryn, 17 HD, FF – Not so much because they have duel brains, more the fact they fancy themselves masters of time.
    - Quarut, 18 HD, FF – an Inevitable who ensure that Time itself does not break.
    - Time Dragon, 44 to 99 HD, Dr#359 – A keeper of Time itself, no idea when this creature will become relevant.



    Book Abbreviation:
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    UA = Unearthed Arcana
    CC = Complete Champion
    CM = Complete Mage
    C.Psi = Complete Psionic
    City = Cityscape
    CV = Champions of Valor
    CW = Complete Warrior
    DrM = Dragon Magic
    DS = Dungeonscape
    DU = Drow of the Underdark
    ECR = Expedition to Castle Ravenloft
    EoE = Exemplars of Evil
    FB = Frostburn
    LEF = Lost Empires of Faerun.
    FF = Fiend Folio
    MiniHB = Miniature Handbook
    MoE = Magic of Eberron
    MoI = Magic of Incarnum
    PHB = 3.5 Players Handbook
    PHB II = Players Handbook II
    PGF = Player’s Guide to Faerun
    PlH = Planar Handbook
    RD = Races of Destiny
    RDr = Races of the Dragon
    RE = Races of Eberron
    RS = Races of Stone
    RW = Races of the Wild
    SoS = Secrets of Sarlona
    SpC = Spell Compendium
    SSt = Sandstorm
    SW = Stormwrack
    ToM = Tome of Magic
    XPH = Expanded Psionic Handbook
    Dr### = Dragon Magazine #-###


    **Domain and Mantle Spells/Powers only mentioned if they are Domain specific.
    Last edited by Zombieboots; 2010-09-07 at 10:04 PM.

  2. - Top - End - #2
    Ogre in the Playground
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    Default Re: The Chronomancer's Day Scheduler

    Would Accelerated Movement (Bard1, Ranger1, Sor/Wiz1, SpC pg7) count?
    Quote Originally Posted by Deophaun View Post
    It doesn't so much as demean the celestial monkey's existence, so much as fulfill it. Without the ability to be summoned to set off traps, retrieve objects from dangerous situations, and all and all be a party's guinea pig, the Celestial Monkey would languish in obscurity in the MM and do nothing more legendary than eat celestial bananas.
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    Orc in the Playground
     
    RedWizardGuy

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    Default Re: The Chronomancer's Day Scheduler

    Instant Locksmith and Instant Search would work if there weren't divination.

    If you're looking for just spells that can be flavored like time manipulation, they could work.

    Edit: I'll throw some more out there, you might want them on the list.

    Accelerated Movement (the spell)
    Expeditious Retreat (regular and swift versions)
    Herald's Call
    Hindsight
    Delay Disease
    Incite
    Inhibit
    Quick March

    Well I could go on, but I'm reaching here. Basically, many of the low level divination spells can be reflavoured to be some kind of time shifting. The same could be said for any of the short range teleport spells, the spells that grant fast healing, or even spells like Close Wounds or Revivify.
    Last edited by W3bDragon; 2010-08-31 at 02:17 AM.

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    HalflingPirate

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    Default Re: The Chronomancer's Day Scheduler

    There's a prestige class in Sword & Sorcery's Relics and Rituals 2 which specialises in Chronomancy. It has the following spelllist:

    Lvl 0
    Enumerate*
    Quick Sober*

    Lvl 1
    Expeditious Retreat
    Feather Fall
    Foreaction**
    True Strike

    Lvl 2
    Augury
    Dead Man's Eyes*
    Perfect Recollection*

    Lvl 3
    Haste
    Slow

    Lvl 4
    Accelerate Reflexes**
    Divination
    Lesser Timeheal**

    Lvl 5
    Permanency
    Slow the Years**
    Speed the Years**

    Lvl 6
    Contingency
    Mass Haste
    Pass the Years*

    Lvl 7
    Ease the Ages' Burden**
    Greater Timeheal**
    Reverse Gravity
    Stop the Years**

    Lvl 8
    Timeskip*
    Widdershins*

    Lvl 9
    Foresight
    Temporal Stasis
    Timestop
    Two Minds

    * From Relics and Rituals
    ** From Relics and Rituals 2 Lost Lore

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    Default Re: The Chronomancer's Day Scheduler

    Teleport Through Time. I kid you not.
    Doc Roc: We're going to eat ourselves.

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    Default Re: The Chronomancer's Day Scheduler

    Quote Originally Posted by Wings of Peace View Post
    Teleport Through Time. I kid you not.
    I love that spell. I once designed a genius (50-odd INT) archmage who traveled through time with that spell by loading it into an item that he kept inside a portable portal to his personal demiplane. Said portal happened to be in the design of a blue London police box.

    Damn that campaign was fun.

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    Default Re: The Chronomancer's Day Scheduler

    Delayed Blast Fireball
    Battletide (MoF)
    Steal Life (BoVD)
    Gate/Greater Planar Binding [get a Quarut (FF)]
    Enervation
    Energy Drain
    Moment of Prescience
    Nerveskitter (MoF)
    Choose Destiny (RoD)
    Delay Death (SpC)
    Shapechange [depending on what you turn in to]
    Sakkratar's Triple Strike (LEoF)
    Memory Rot (SpC)
    Planar Bubble (PH) [fast time trait abuse]

    Most of these don't directly meddle with time, though.
    If a tree falls in a forest, the Druid will make sure you hear about it.

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    WolfInSheepsClothing

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    Default Re: The Chronomancer's Day Scheduler (Time Magic)

    The Transport epic spell seed allows manipulation of time & the timestream, a lot can be done with it when combined with some of the other seeds. Technically Genesis is a 9th level spell that allows manipulation of time as well since your plane can have a different time flow.

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    Default Re: The Chronomancer's Day Scheduler (Time Magic)

    1 question:

    Did you look in the old 2e "Chronomancer" supplement? There are some interesting spells in there, though I can't remember the names (so I'm not sure if you looked just by looking at the list).
    Quote Originally Posted by The Doctor
    People assume that time is a strict progression of cause-to-effect, but actually from a non-linear, non-subjective viewpoint - it's more like a big ball of wibbly wobbly... time-y wimey... stuff.
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    Default Re: The Chronomancer's Day Scheduler (Time Magic)

    Could you add brief descriptions. Google-fu can find the answers, but I'm lazy.

    You might also want to add:
    • Benign Transposition: Standard Action, switch places of any two willing allies, Spell Compendium.
    • Lion's Charge spell: Pounce. Druid 3/Ranger 2 spell, Spell Compendium.
    • Knight's Move spell: Cleric 3/Paladin 2 spell. Swift Action movement to any flanking position in range, Spell Compendium.
    • Alter Self/Polymorph: Grants a wide selection of bonus movement, movement types, Pounce, etc.


    I'm also very fond of the Flicker mystery (basically a wacky spell list limited entirely to the Shadow Caster), which is a Standard Action to activate but allows Immediate Action Dimension Door every round thereafter for caster level rounds.

    I think you need at least 5 levels of Shadow Caster to get it - though you might be able to pull it off with a Shadow Smith or Shadow Caster/Whatever/PrC. Does anyone understand Shadow Magic well enough to answer that question? I think it would be freaking awesome to have a gish that teleported around as an Immediate Action without having to rely on Contingency and Celerity.

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    Halfling in the Playground
     
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    Default Re: The Chronomancer's Day Scheduler (Time Magic)

    Quote Originally Posted by Person_Man View Post
    Could you add brief descriptions. Google-fu can find the answers, but I'm lazy.

    -snip-

    I think you need at least 5 levels of Shadow Caster to get it - though you might be able to pull it off with a Shadow Smith or Shadow Caster/Whatever/PrC. Does anyone understand Shadow Magic well enough to answer that question? I think it would be freaking awesome to have a gish that teleported around as an Immediate Action without having to rely on Contingency and Celerity.
    Descriptions? aaww... alright I'll try.

    I understand shadowcasting quite well actually. You'd need nine levels in the Shadowsmith to pick up Flicker. You're other two mysterious will be set however and they are: Voice of Shadow (which is ok), and Congress of Shadows (Which is pretty much just sending).
    Using Mouseferatu's Shadowcaster fixes will make it impossible to take with the Shadow Smith
    Shadowcaster casting progress will get it at 5th level, regardless of Fixes or not.
    And not to derail my own thread too much: The Vestige Tenebrous also grants you flicker if you are interested. That requires 7th level binding.
    Last edited by Zombieboots; 2010-09-02 at 07:30 PM.

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    Troll in the Playground
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    Default Re: The Chronomancer's Day Scheduler (Time Magic)

    Homebrew is ok maybe?
    Witty sig here nosey, aren't ya?

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    Default Re: The Chronomancer's Day Scheduler (Time Magic)

    Is that all the time we have for Temporal Spells?
    Am attempting to avoid shapechange and teleportation spells - not because they are untime related, but if a character wanted to specialize in teleporting spells he could just be a conjuration specialist. Beside Translocation is the easiest to flavour.

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    Dwarf in the Playground
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    Default Re: The Chronomancer's Day Scheduler (Time Magic)

    Dragon Magazine #350 has an article about chronomancy, with the following spells in it:

    1st level: Skillful Moment: 20 on next skill Check
    3rd level: Aging Touch: Deal 1 point of strength, constitution and dex damage
    4rd level: Temporal jolt: not stable time deals 1d6 dmg for 3 caster level and destroys items that are not magical
    Time shield: Spells around you have in effect only their half duration
    5th level: Temporal Repair: Dispels time affecting spells around you

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    Default Re: The Chronomancer's Day Scheduler (Time Magic)

    Quote Originally Posted by Chrizzt View Post
    Dragon Magazine #350 has an article about chronomancy, with the following spells in it:
    Those... are already there but thanks for the effort. Odd end spells like that are exactly what I'm looking for.

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    Ogre in the Playground
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    Default Re: The Chronomancer's Day Scheduler (Time Magic)

    Are you intending to make a Beguiler/Dread Necro-style homebrew?
    Quote Originally Posted by Deophaun View Post
    It doesn't so much as demean the celestial monkey's existence, so much as fulfill it. Without the ability to be summoned to set off traps, retrieve objects from dangerous situations, and all and all be a party's guinea pig, the Celestial Monkey would languish in obscurity in the MM and do nothing more legendary than eat celestial bananas.
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