School of Chronomancy

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Chronurgy Magic

Focusing on the manipulation of time, those who follow the Chronurgy tradition learn
to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis
energy, these mages can bend the flow of time as adroitly as a skilled musician plays
an instrument, lending themselves and their allies an advantage in the blink of an eye.

Dunamancy Spells

Chronurgy Magic lets you choose from an expanded list of spells when you learn a wizard spell.
The following spells are added to the wizard spell list for you.

Chronurgy Expanded Spells

Wizard Level Spells

1st Sapping Sting, Gift of Alacrity

3rd Fortune's Favor, Wristpocket

5th Pulse Wave

9th Temporal Shunt

13th Tether Essence

15th Reality Break

17th Time Ravage

Chronal Shift

Starting at 2nd level, you can magically exert limited control over the flow of time around a
creature. As a reaction, after you or a creature you can see within 30 feet of you makes an
attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make
this decision after you see whether the roll succeeds or fails. The target must use the result of
the second roll.

You can use this ability twice, and you regain any expended uses when you finish a long rest.

Temporal Awareness
Starting at 2nd level, you can add your Intelligence modifier to your initiative rolls.

Momentary Stasis

Starting at 6th level, as an action, you can magically force a Large or smaller creature you can
see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless
the saving throw is a success, the creature is encased in a field of magical energy until the end
of your next turn or until the creature takes any damage. While encased in this way, the creature
is incapacitated and has a speed of 0.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of
once). You regain all expended uses when you finish a long rest.

Arcane Abeyance

Beginning at 10th level, when you cast a spell using a spell slot of 4th level or lower, you can
condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and
held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is
immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it
vanishes in a flash of light, and the spell is lost.

A creature holding the bead can use its action to release the spell within, whereupon the bead
disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature
who released it as the caster for all other purposes.

Once you create a bead with this feature, you can't do so again until you finish a short or long
rest.

Convergent Future

Starting at 14th level, you can peer through possible futures and magically pull one of them into
events around you, ensuring a particular outcome. When you or a creature you can see within 60
feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to
ignore the die roll and decide whether the number rolled is the minimum needed to succeed or
one less than that number (your choice).

When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can
you remove a level of exhaustion gained in this way.
Sapping Sting
Necromancy cantrip

Casting Time: 1 action


Range: 30 feet
Components: V, S
Duration: Instantaneous

You sap the vitality of one creature you can see in range. The target must succeed on a
Constitution saving throw or take 1d4 necrotic damage and fall prone.

At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th
level (3d4), and 17th level (4d4).

Spell Lists. Chronurgy Wizard, Graviturgy Wizard

Gift of Alacrity
1st-level divination

Casting Time: 1 minute


Range: Touch
Components: V, S
Duration: 8 hours

You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.

Spell Lists. Chronurgy Wizard


Fortune's Favor
2nd-level divination

Casting Time: 1 minute


Range: Touch
Components: V, S, M (a white pearl worth at least 100 gp, which the spell consumes)
Duration: 1 hour

You impart latent luck to yourself or one willing creature you can see within range. When the
chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it
can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use.
Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell
on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the
attacker rolled.

If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after
advantage or disadvantage has been applied to the original roll.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can
target one additional creature for each slot level above 2nd.

Spell Lists. Chronurgy Wizard, Graviturgy Wizard

Wristpocket
2nd-level conjuration (ritual)

Casting Time: 1 action


Range: Self
Components: S
Duration: Concentration, up to 1 hour

You flick your wrist, causing one object in your hand to vanish. The object, which only you can
be holding and can weigh no more than 5 pounds, is transported to an extradimensional space,
where it remains for the duration.

Until the spell ends, you can use your action to summon the object to your free hand, and you
can use your action to return the object to the extradimensional space. An object still in the
pocket plane when the spell ends appears in your space, at your feet.

Spell Lists. Chronurgy Wizard, Graviturgy Wizard


Pulse Wave
3rd-level evocation

Casting Time: 1 action


Range: Self
Components: V, S
Duration: Instantaneous

You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls
or pushes creatures and objects. Each creature in that cone must make a Constitution saving
throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a
successful one, and every creature that fails the save is either pulled 15 feet toward you or
pushed 15 feet away from you, depending on the choice you made for the spell.

In addition, unsecured objects that are completely within the cone are likewise pulled or pushed
15 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage
increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above
3rd.

Spell Lists. Chronurgy Wizard, Graviturgy Wizard

Temporal Shunt
5th-level transmutation

Casting Time: 1 reaction, taken when a creature you can see makes an attack roll or starts to
cast a spell
Range: 120 feet
Components: V, S
Duration: 1 round

You target the triggering creature, which must succeed on a Wisdom saving throw or vanish,
being thrown to another point in time and causing the attack to miss or the spell to be wasted.
At the start of its next turn, the target reappears where it was or in the closest unoccupied
space. The target doesn't remember you casting the spell or being affected by it.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can
target one additional creature for each slot level above 5th. All targets must be within 30 feet of
each other.
Tether Essence
7th-level necromancy

Casting Time: 1 action


Range: 60 feet
Components: V, S, M (a spool of platinum cord worth at least 250 gp, which the spell
consumes)
Duration: Concentration, up to 1 hour

Two creatures you can see within range must make a Constitution saving throw, with
disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If
either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked
for the duration, regardless of the distance between them. When damage is dealt to one of them,
the same damage is dealt to the other one. If hit points are restored to one of them, the same
number of hit points are restored to the other one. If either of the tethered creatures is reduced
to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both.

Reality Break
8th-level conjuration

Casting Time: 1 action


Range: 60 feet
Components: V, S, M (a crystal prism)
Duration: Concentration, up to 1 minute

You shatter the barriers between realities and timelines, thrusting a creature into turmoil and
madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the
spell ends. The affected target must also roll a d10 at the start of each of its turns; the number
rolled determines what happens to the target, as shown on the Reality Break Effects table.

At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending
the spell on itself on a success.

Reality Break Effects

d10 Effect

Vision of the Far Realm. The target takes 6d12 psychic damage, and it is stunned
1-2
until the end of the turn.
Rending Rift. The target must make a Dexterity saving throw, taking 8d12 force
3-5
damage on a failed save, or half as much damage on a successful one.

Wormhole. The target is teleported, along with everything it is wearing and carrying,


6-8 up to 30 feet to an unoccupied space of your choice that you can see. The target also
takes 10d12 force damage and is knocked prone.

9- Chill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until
10 the end of the turn.

Time Ravage
9th-level necromancy

Casting Time: 1 action


Range: 90 feet
Components: V, S, M (an hourglass filled with diamond dust worth at least 5,000 gp, which the
spell consumes)
Duration: Instantaneous

You target a creature you can see within range, putting its physical form through the devastation
of rapid aging. The target must make a Constitution saving throw, taking 10d12 necrotic damage
on a failed save, or half as much damage on a successful one. If the save fails, the target also
ages to the point where it has only 30 days left before it dies of old age. In this aged state, the
target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed
is halved. Only the Wish spell or Greater Restoration cast with a 9th-level spell slot can end
these effects and restore the target to its previous age.

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