====== Chronomancy ====== Students of the Chronomancy tradition learn to meddle with time. Understanding time’s mutability enables them to speed it up and slow it down, to steal moments from others, and to cause hiccoughs in people’s own timelines. Twisting time as they do sometimes produces unfortunate consequences, but to become a master of moments puts to rest any misgivings these casters might feel. ===== Talents ===== //**Borrow Against the Future:**// You can use this talent at the start of your turn. Increase the number of actions you can use during your turn by one. At the end of your turn, make a Will roll. On a failure, you become confused (luck ends). You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest. //**Peer into the Past:**// You can use an action to look back into the past. Make an Intellect roll. On a success, you, and you alone, see time in your vicinity flow in reverse for up to 1 hour. If you move more than 5 yards from where you cast this spell, the effect ends early. Each minute, you see events around you roll back 1 minute into the past, seeing creatures’ actions and events that recently occurred happen in reverse. For example, if you cast this spell in a room where a murder took place 10 minutes before, 10 minutes after you cast this spell, you would see the murder occur and then you would see the events leading up to the murder. On a failure, you cannot see more than 5 yards away. You can use this talent once. You regain the use of it after you rest. //**Sudden, Horrid Aging:**// You can use an action to briefly cause a creature to experience extreme aging. Target one creature within 5 yards. Make an Intellect roll against the target’s Strength. On a success, the target becomes weakened until the end of your next turn. On a critical success, the target also falls prone. Angels, demons, faeries, fiends, and spirits ignore this effect. At level 3, you can target two creatures. At level 7, you can target three creatures. //**Temporal Disjunction:**// You can use a reaction immediately after you are harmed to step out of time. You become removed from existence until the end of the round. While so removed, you take no turns and you perceive nothing. When the effect ends, make a luck roll. On a success, you return to existence in an empty space of your choice within 5 yards of the space you left. On a failure, the effect extends until the end of the next round. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest ===== Novice Spells ===== {{page>weird-wizard:spells:An_Extra_Moment&link&doindent}} {{page>weird-wizard:spells:Entangle_Timeline&link&doindent}} {{page>weird-wizard:spells:Entrap_In_A_Time_Loop&link&doindent}} {{page>weird-wizard:spells:Fold_Space&link&doindent}} {{page>weird-wizard:spells:Temporal_Distortion&link&doindent}} ===== Expert Spells ===== {{page>weird-wizard:spells:Create_Paradox&link&doindent}} {{page>weird-wizard:spells:Fling_Through_Time&link&doindent}} {{page>weird-wizard:spells:Inescapable_Past&link&doindent}} {{page>weird-wizard:spells:Momentary_Respite&link&doindent}} {{page>weird-wizard:spells:Slow_the_Clock&link&doindent}} {{page>weird-wizard:spells:Speed_the_Clock&link&doindent}} ===== Master Spells ===== {{page>weird-wizard:spells:Stop_Time&link&doindent}} {{page>weird-wizard:spells:Summon_Self&link&doindent}} {{page>weird-wizard:spells:Temporal_Surge&link&doindent}} {{page>weird-wizard:spells:Time_Bomb&link&doindent}} {{page>weird-wizard:spells:Time_Travel&link&doindent}} {{page>weird-wizard:spells:Time_s_March_Toward_Oblivion&link&doindent}}