0 ratings0% found this document useful (0 votes) 86 views98 pagesADnD DMGR10 Chronomancer 2nd Edition
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Chronomancer
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Introduction...
Where This Belongs in Your Campaign 3
How to Use This Book .....- 3
Chapter 1: Chronomancers
‘A Note About the Demi
ane of Time ...4
Requirements and Restrictions 4
Experience and Advancement eg
Benefits and Penalties ......csscessnseeeenT,
7
8
Attitude and Lifestyle
Chronomancer Ki
Guide faisedoseeieng 8
Historian . neetecinioorsiere
SeCr essevereveeseserenee 10
Traveler .......- 12
Chronomancer Subclasses 13
Temporal Champion ...ces.cceo--el3
‘Temporal Raider .
Chapter 2: The Big Picture.
Beyond Time
‘The Building Blocks
Linear Existence
Physical Traces
‘Temporal Prime
End of the Line...
Inside the Timestrec
Chapter 3: The Road To Adventure
Slipping into the Scene
At the Starting Gate... :
More on Timestream Formations ......23
Which Way Is Up? 23
Getting About .... 25
Mapping the Realm 26
Traveling an Objective Mile .......01..27
‘Temporal Shortcuts ... 27
Changing History.
Hazardous Duty. .
Creatures
Combat ...
Natural Hazards .
Off the Beaten Path .
Encounters...ssssss00
Chapter 4: Chronomancy ....
‘Nonweapon Proficiencies
Spells oo...
Outtitting the Chronomancer
Equipment... ;
Items and Artifacts
Chapter 5: Protectors of the Realm
Who They Are .
What They Do
How They Do It
‘The Birth of Chronomancy
‘Action and Organization
‘A Word of Caution
Chapter 6: A New Source of Magic .....
Where It Comes From
‘The School of Chronomancy
Spell Descri
Items and Artifacts :
Normal Magic on Temporal Prime
Guideline #1
juideline #2...
celine #3
The Working of Magical Items.
Magic Resistance of
‘Temporal Creatures... 74
Chapter 7: Fantasy Futures.
Building a Future ....
Future Fantasy
Magic.......
‘Technology.
Fantasy Tech..
Creature Evolution
Creationism
Made To Order
Distant Past
Present
Future
Far Future
Appendix: Official AD&D® Worlds
Monstrous Comrenpium® Appendix...
ml
2» Table of ContentsIntroduction
Moving delicately along the fringes of the
magical worlds are the members of an elite
and secretive school. These myst
ures guard the basis of their abilities with
paranoid fervor, especially from other wiz-
ards. What little is known of them is learned
mainly in rumors and legends hinting at a
startling truth: Theirs is the mastery of time.
Past, present, and future are all merely differ-
ent lands within thelr realm. They call them
selves chronomancers.
Ina magical world, few things are entirel
impossible. Still, only a small core of intel-
lectuals puts great stock in these legends. In
their opinion, not only do chronomancers
exist, but these eerie mages are privy toa life
unlike any known before. Much evidence has
been gathered and weighed, but most people
simply cannot (or will not) conceive of a wi
ard with power over the natural order of
events.
Few areas can match the potential for raw
power associated with time travel: the chance
to experience the far future, the ability to
influence the past. Even in a fantastic setting,
there would be those infatuated with holding
sway over time.
Enter the chronomancers, elite wizards
with the ability to influence temporal forces.
Practicing and developing their unorthodox
art, these wizards have turned their backs on
traditional destiny to forge new lives for
themselves and countless others. Chrono
mancers can wind back the clock or send it
spinning ahead, expanding the horizons of
your game world and blazing a path to adven-
tures never before imagined.
Where This Belongs
In Your Campaign
Temporal Prime (the dimension of time)
and chronomancers can fit into an existing
AD&D® game world at whatever level the
Dungeon Master chooses. This information
can be used as background for minor adven-
tures that might involve time travel, or the
DM can embrace these concepts and turn the
characters loose on an unwary (well, maybe a
little wary) time-space continuum
Besides expanding an existing world by
allowing access to its past and future, the dis-
covery of Temporal Prime makes an unex-
plored realm available, complete with new
creatures and new puzzles to investigate. The
existence of this dimension also gives rise to
new character types, a new school of magic,
and exciting new magical items for the char-
acters to discover and enjoy.
How to Use This Book
This book is broken up into two large sec-
tions. The first section consists of Chapters
One through Four. These detail everything
about chronomancers and their spells that a
chronomancer player should know.
The rest of the book contains material for
the Dungeon Master’s eyes only. No players
should read this part of the book, as it fea-
tures all sorts of material that is best discov-
ered in the course of play.
Players who are not planning to play a
chronomancer should not read this book at
all. The world at large knows little about
these wizards, and it is easier for the players
to realistically portray their characters if the
players are as much in the dark about chrono-
mancy as their characters.
‘As the Dungeon Master, read through this
book carefully before considering what sort of
a role you want chronomancers to play in
your campaign. If you feel that chronomancer
player characters would unbalance your cam-
paign, then disallow them in play. You can
still use the material presented herein as a
background for your campaign, but that
doesn’t mean that the heroes have to know
anything that you don’t choose to reveal to
them in play.
introduction * 3be Ni a.9
Pe rule
I cannot prove the existence of this demiplane
yet, this dimension of Time, merely the possibility
of its existence. [ have gathered information con-
cerning the known planes and their relationship
with each other, and nothing contradicts this con-
cept. In fact, many of the laws and theories con-
cerning the elemental planes help to directly
support the possibility of a temporal plane that
exists farther in than the elementals, a dimen-
sional plane that acts as a cornerstone of reality as
‘we know it.
And what exists may be exploited. If power can
bbe drawn from the elements, what kind of magic
could be made possible by tapping a dimension? If
the raw essence of time could be manipulated
according to the will of a mortal humanoid, what
limits would there be? The potential for reward
slacks highly against an equal potential for devas-
tation. Practitioners would have to be kept to a
minority, a dedicated few who could work this
temporal force for the betterment of all life. What
kind of person could accept such responsibility
without turning toward selfish interests? Could
the overall morality of a group of such humanoids
be enough of a dricing force to set them to policing
their own kind? Perhaps it's best such arguntents
remain in the venue of theory.
Excerpt from Kandalon’s Theories on Time
Chronomancers draw power for their mys-
tical ability directly from the energy created
by the momentum of time. The lifeline of
every living thing forms a current in time-
space, and the intertwining currents create
the timestream. The flow of one timestream
covers a reality, and in vortices (a mild form
of time turbulences) several timestreams can
flow closely and allow passage from one real-
ity to another. Vortices range in size and haz~
ards depending upon how many timestreams
flow through them. Temporal Prime is the di-
mension in which timestreams can be viewed.
A chronomancer can slip between reality and
‘Temporal Prime through the use of spells,
items, or permanent portals.
——
4 + Chapter One
A Note About the
“Demiplane of Time”
Few previously published AD&D" game
materials have dealt with the issue of time
travel to any extent. Those that have done so
refer to a place called the “demiplane of
time.” While it is understandable that an out-
sider might conceive of the dimension of
‘Temporal Prime as some kind of demiplane, it
is in fact nothing of the sort.
‘The phrase “clemiplane of time” is simply a
misnomer for something that is difficult for
any but a chronomancer to fully comprehend.
It’s understandable that outsiders, trying to
fit Temporal Prime into their own necessarily
limited theories of how the universe is con-
structed, would make this mistake. Here,
however, it is corrected.
For this reason, creatures like the “time
demielemental” have been given more ap-
propriate names, as has the dimension that
spawned them. All of this becomes clearer
with further study of chronomancy.
Requirements and Restrictions
As a wizard from an elite school, the chro-
nomancer has some unusual requirements
and restrictions. Any of them can be modified
with Dungeon Master discretion, of course,
but it is strongly recommended that this be
done only under special circumstances.
Ability Scores. Two ability scores govern
the chronomancer: Intelligence and Wisdom.
A chronomancer must have a minimum Intel-
ligence of 17 to understand the abstract theo-
ries on which his mystical art is based. A
minimum Wisdom of 16 is required as well, to
ensure the wizard has the foresight for under-
standing the implications of using chrono-
mancy, and the discipline to use it responsibly.
It is unlikely that a character without these
minimums would ever find an apprenticeship
with a chronomancer.Racial Restrictions. The school of chrono-
many is beyond most demihumans, limiting
the allowed races to humans, elves, and half-
elves. The innate magic resistance of dwarves,
gnomes, and halflings prevents them from
channeling the mystical energies properly
There may be other races that could build a
decent case for learning chronomancy, but
chronomancers are secretive enough among,
their own kind and are not about to extend
trust to such races. Chronomancer families of
humans, elves, and half-elves are known.
Weapons and Armor. Like most wizards,
the chronomancer may use the dagger, staff,
dart, blowgun, knife, or sling. Dual-classing,
allows for the learning of different we
but this is the exception, not the rule.
Chronomancers are not allowed to wear
armor of any type unless itis elven chain mail
and the chronomancer is an elf or half-elf
Dual-classing cannot change this fact, and
Dungeon Masters are cautioned against al-
lowing a kit that permits otherwise
Racial Level Limits. The standard raci
level limits for wizards apply to chrono
mancers, Dwarves, g1 halflings
cannot be chronomancers. Elves are limited to
15th level, half-elves are limited to 12th level
and humans have no level limits
Alignment. Secrecy and paranoia are
infused i early stages
to ensure the secrets of this school are kept as,
quiet as possible. For this reason, a chaotic
alignment is not allowed. A chronomancer of
lawful or neutral alignment would not be able
to trust a chaotic apprentice
not take on such a student. A chronoman
who has turned chaotic aver time may begin
toallow some secrets to slip, but paranoia has
an even tighter hold on that wizard, for other
10 the chronomancer at
and so wouldchronomancers often attempt to “correct” any
such indiscretions that may come to their
attention. As such, a chronomancer is unlikel
to trust an apprentice of any alignment, muc
less a chaotic one.
Chronomancers who shift to a chaotic align-
ment do not suffer for it directly, Their actions
are watched more closely by others, though,
and what little help they could have expected
from other chronomancers would be long in
coming.
Dual- and Multiclasses. Humans can
become dual-classed chronomancers. If chro-
nomancy is their second course of study, the
minimum ability scores are raised to an Intel-
ligence of 18 and a Wisdom of 17.
Regular multiclassing is not possible, since
chronomancy automatically requires special-
ization. Two subclasses of the chronomancer,
however, are available to human, elf, and
half-elf characters. These are detailed on
pages 13-16.
Experience and Advancement
How a chronomancer advances in his cho-
sen field is nearly identical to any other wi
ard specialist. The mechanics remain the
same, but the rates at which experience and
levels are earned differ a bit
Individual Experience Awards
As noted on Table 1, chronomancers earn
their experience in a slightly different way
than other wizards, Due to the relative com-
plexity of chronomancy spells, more experi
ence is earned for casting them, yet only
group experience is earned for casting non
chronomancy spells. Note that, due to the rig-
ors of their studies, chronomancers never
receive a 10% bonus on experience for having,
high ability scores in their prime requisites,
$< Ge
Chapter One
Table 1: Chronomancer Experience
Action Award
Chronomancy spell cast
to overcome foe or
problems (60 XP/spell level
Chronomancy spell suc-
cessfully researched 600 XP/spell level
Making a potion or scroll XP value
(Creating a permanent
magical tem XP value
Level Advancement
Chronomancers advance ata slightly slower
pace than normal wizards (see Table 2). This
is due to the complicated relationship be-
tween Temporal Prime and reality that chro-
nomancers must apply to their studies.
Level Experience Points Hit Dice (d4)
1 0 1
2 3,000 2
5 6,000 3
4 12,000 4
5 24,000 5
6 48,000 6
7 72,000 7
8 105,000 8
9 160,000 9
10 285,000 10
i 425,000 10+1
12 850,000 1042
13, 1,235,000 1043
u 1,610,000 10+4
15 1,985,000 1045
16 2,370,000 1046
7 2,755,000 1047
18 3,140,000 1048
19 3,525,000 10+9
20 3,910,000 10+10Benefits and Penalties
‘The chronomancer is an elite specialist and,
as such, follows many of the rules concerning
specialist benefits and hindrances. Even so,
there are some rules unique to them.
Chronomancer spell progression follows
the normal wizard pattern, with the exception
that the chronomancer gets one extra spell per
spell level gained. The bonus spell must be
from the school of chronomancy. This allows
a Ist-level chronomancer to memorize two
spells as opposed to one. However, chrono-
mancers are not permitted to use spells from
three opposition schools: abjuration, conjura-
tion/summoning, and necromancy. The chro-
nomancer may not memorize these types of
spells, cast them from scrolls, or use any item
that is completely based in one of these mag-
ies (such as a wand of conjuration).
The bonuses and penalties for a chrono-
mancer learning spells is slightly different
from normal. The chronomancer receives a
+10 bonus when trying to learn a chrono-
mancy spell, but is penalized by -25 when
learning a spell outside this school. When
chronomancer attains a new spell level, he
automatically receives one new chronomantic
spell (no roll required). The differences here
are due to the complexity of chronomantic
spells and the source of their power. These
complications occupy more of the chrono-
mancer’s time than regular specialization
would. Also, the chronomancer must keep
straight the differences between casting spells,
in reality and their effects on Temporal Prime.
At first this may seem harsh, but not when it
is understood that no other types of wizards
can cast chronomantic spells.
Since only chronomancers can cast spells,
from the school of chronomancy, the usual
saving-throw bonus chronomancers would
receive against their own school is canceled.
Any nonchronomaneer hit by a chronomantic
spell still saves at a -1 penalty, though.
At 5th level, the chronomancer becomes
immune to the effects of slow and haste spells
(note that the new 3rd-level spell Articus’s
melee manager is not a haste spell). On the
down side, the magical bases of the opposi-
tion schools are so alien to chronomancers
that they receive a -2 penalty to their save if
the caster is a specialist of one such school
Attitude and Lifestyle
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 num-
bers of them take this one step further by hid-
ing the fact that they are even a wizard. Some
believe that their operations would be hin-
dered should chronomancy become wide-
spread knowledge. Others wish to retain their
elite status. Still others fear how the ignorant
masses might react. For these reasons and any
number of others, secrecy is deeply ingrained
into chronomancers at an early stage of their
training and fostered throughout the rest of
their lives. It is a puzzle that some chrono-
mancers can even trust an apprentice enough
to pass on their mystical knowledge.
Because of their guarded ways, chrono-
mancers do not attract followers, and hire-
lings are reluctant to work for them for any
length of time. Chronomancers may build a
keep and gain the benefit of taxing local peas-
antry if they wish, but most opt for a solitary
fortress far from people. The one respite of
their solitary existence is that, somewhere
between 12th and 16th level, an apprentice
seeks out the chronomancer. This apprentice
has reasoned out that the chronomancer is not
a regular wizard and has usually pieced to-
gether what it is the chronomancer does. The
apprentice is assumed to have the necessary
minimums in Intelligence and Wisdom to
begin study in the art of chronomaney. He or
she is likely to be a relative,
Chronomancers + 7Chronomancer Kits
Character kits are entirely optional, and
players should wait to choose one until after
generating the character. If the character
chooses to drop a kit, all special advantages
and disadvantages are immediately lost.
Nonweapon proficiencies that were granted
as a bonus for taking the kit are not lost, but
the next proficiency slots the character ears
must go to pay back the bonus
Each kit is easily adapted into most cam-
paigns, but the Dungeon Master should watch
out for poor matches. A character who prefers,
to hoard knowledge has no business taking
the F Ifa character’s actions run
contrary to his kit for a sufficient length of
time (Dungeon Master's call), the kit is con-
sidered to be dropped.
Guide
suides are similar to Travelers (see page
12) in that they are meddlesome. They use
their powers to seek out weak points in the
natural order of events and change them as
they see fit. In their defense, however, Guides
usually possess a righteous belief in a certain
plan for the world, and when they act they
lieve they are bettering reality. Most Guides
are benevolent, fighting against evil, but some
are destructive, since their plans may run
against the welfare of most beings.
‘Chronomancy and time traveling are nat-
ural tools for Guides. Since they are wiser
than the normal person, they believe they
have the right to second-guess history. Guides
often come from a well-schooled, upper-class
background. This forms the basis for their
superior attitudes.
Requirements: Guides must have a mini-
mum Wisdom of 17.
Role: In their natural times, Guides are
often accepted members of intellectual circles.
This is where they acquire and hone a good
many of their ideas on what to change, and
they frequently return to judge the difference
with their colleagues. Most see them as schol-
ars with theoretical models, but no more.
Guides prefer this, since it helps them get
more honest answers and keep a low profile.
When time traveling, Guides are methodi-
cal. Before approaching an important event,
they reconnoiter before and after it. If new
information is turned up that could influence
their plans, they return home to consider new
plans before attempting the change. Guides
know that they receive only one shot at alter-
ing any event, and they are determined to
make the most of it.
When the event to be changed is near, the
Guide engineers a bold and powerful stroke.
The direction in which they plan to strike is
never apparent until the final seconds, since
they are aware that other chronomancers are
almost certainly watching,
Weapon Proficiencies: Many Guides make
their changes by judicial application of a
weapon at the appropriate time (not always
fatally!). Their first weapon must be a staff
(for its better damage potential) or a sling (for
its range). They are limited to standard wiz-
ardly weapons for later choices.
Nonweapon Proficiencies: Required: Fu-
ture History or Ancient History. Recommended:
(Chronomancer) Future Languages; (Priest)
Religion; (Wizard) Ancient Languages, Read-
ing/ Waiting, Spelleaft
Equipment: Guides take advantage of the
fact that those traveling in the timestream are
immune to alterations. Before they make any
changes to the timestream, Guides must pur-
chase excellent histories concerning the event
and its ramifications. Then they take these
books with them so that the books are not
changed. When they return, they purchase
new books so they can judge their accom-
plishments by more than their memories. A
Guide thus eventually owns one of the largest,
most inaccurate libraries in existence.
——Se SSE eee
8 + Chapter OneSpecial Benefits: Guides have an advan-
tage when planning an event alteration. The
player is allowed to ask the Dungeon Master
for a piece of advice on any proposed alter
ation, assuming the Guide carefully considers
and researches the subject. The advice should
be more of a suggestion than an answer. After
all, there are so many variables involved.
Special Disadvantages: Due to the nature
of their mission, Guides are often hounded by
other chronomancers who wish to undo the
“crimes” the Guide has committed against
the timestream. Guides can expect visits from,
the Guardians and other independent chrono-
mancers on a regular basis unless they take
great pains to disguise their nature. Once they
are revealed, they are surely doomed.
Wealth: Since Guides are often something
less than thrifty concerning their research
materials, they receive only (Id4+1) x 8 gold
pieces to purchase initial equipment
‘ila a
Fl
Historian
This chronomancer is a scholar deeply
infatuated with the past. Learning and accu-
rately recording historical events drives the
wizard to study hard and develop skills that
allow him to become a fine recorder of his-
tory. Most Historians never let on that they
are wizards, and even if they should happen
to, they are more likely to describe themselves
as “diviners of past events.”
Historians are adamant about not changing
the past and are always careful when time
traveling. They prefer subtlety and intrigue to
combat, but always fight to protect them-
selves or the continuity of the timestream
Historians can be found almost anywhere,
but most seem to come from the upper class,
where they first found their love for histories.
Large urban areas are popular with this type,
due to the convenience of libraries, museums,
Chronomancers * 9and a larger percentage of important people
to observe. Historians are good at learning a
great deal about others while revealing litte.
Requirements: A Wisdom of 17.
Role: A Historian is normally an accepted
member of society and has a local reputation
for a superior knowledge of the past. Whether
at home or traveling, the wizard can easily
find work (for a cover or just for the money)
asa scribe, sage, or adviser.
General adventuring is good for this type
only when it leads to an area of interest or if
information on the past is likely to turn up.
Time travel is looked upon as an excellent tool
for learning, and companions who exercise
some discretion while in another time are
usually welcome. Future travel is rare, but the
Historian might arrange it as an occasional
favor to the others in the party, and some-
times there may be a particular insight that
can be achieved only by looking at an event
from further awa}
Weapon Proficiencies: Dagger, knife, and
staff. A Historian may convert weapon profi-
ciencies into nonweapon proficiencies. If all
three weapons are learned, the conversion is
automatic thereafter.
Nonweapon Prot Required: Read-
ing/Writing. Recommended: (General) Modern
Languages, Etiquette; (Chronomancer) An-
cient History, Ancient Languages, Disguise,
Local History.
Equipment: A Historian must purchase
pens, ink, and parchment with his starting,
‘money and should never be without them for
the rest of the game.
Special Benefits: The Historian can usually
find anally ina learned person, receiving a +2
on reaction checks with such people when
discussing intellectual matters. Those who
react favorably offer shelter and food to the
Historian and any companions. If the Histo-
rian is attempting to sway someone of learn-
ing from his normal duties, citing historical
cases to back his reasoning, the subject of the
10 + Chapter One
attempt must make a morale check at a -1 to
avoid being convinced of the Historian’s cor-
rectness in the matter at hand.
Special Disadvantages: The Historian is a
reluctant time traveler. Just by being in the
past, he risks causing some sort of change to
the history that he wants to study. Historians
refuse to interfere with the natural order of
things under any circumstances. Also, due to
a preference of books over fighting instru-
ments, the Historian makes physical attacks
as if one level lower than he really is,
Wealth: A Historian starts with 100 gp,
plus the wizard’s normal (1d4+1) x 10 gp.
This is from research work and minor papers
on history completed as an apprentice.
Most wealth acquired while in a different
time is used while there, in keeping with
making few disturbances. Decent sums are
usually made on the history books the Histo-
rian writes during spare moments. These can
be considered part of the wizards training.
Seer
Seers are most interested in future events:
prediction, prophecies, and shaping. Though
these chronomancers are extremely public,
they hide their true nature by posing as nor-
mal wizards. If their ability to meddle with
time were discovered, their prophecies would
appear to be promises instead, and this could
affect the outcome of their “predictions.”
The predictions of these secretive wizards
are usually based upon actual experience.
They have no qualms about influencing time
if they are fairly sure about succeeding, but
they are usually content to simply observe the
future and report it in the past, however
obliquely. Speaking too specifically of the
future could cause events to transpire differ
ently, fouling any prophecy made about them.
Seers prefer an obscure background, and
most cannot be traced further back than their
first public predictions, Urban areas are popu-lar with them, especially those facing troubles
with war, succession, or any major problem
among the ruling class.
Requirements: The character must have a
Charisma of 14 or better to become a Seer.
Role: Society averts its gaze from the Seer,
fearful of what he may know. Seers’ reputa-
tions often precede them. Commoners know
of them through largely false legends, but
most of noble birth have accurate accounts of
the Seers’ “past” and treat them accordingly.
Seers are rarely looked down upon for fear
that they might deny their services or, worse,
spread secret knowledge to enemies.
Unlike Guides, who are content to make
changes in the past and quietly reap the bene-
fits in the future, Seers like to study the future
so that they will be noticed in the past. They
always seem to put in an appearance at awk-
ward moments. They speak in riddles and
half-truths that can be twisted to mean any
number of things. Rarely is this chronomancer
type seen entering or leaving the area, a minor
theatrical ploy to help increase the mysticism.
Also, its not unusual for the Seer to have cer-
tain props (like erystal balls) which have no
use except as window dressing.
Once a new time is reached, Seers usually
travel extensively through reality, finding
new areas in which to practice their handi-
work. Seers love the glamour a prophecy can
bring them, and they often go out of their way
to promote themselves through demonstra
tions of power. No matter how public th
lives, though, they jealously guard the source
of their powers.
Seers prefer to travel far back in time, then
proceed forward slowly, capitalizing on their
growing reputation for accuracy as well as
tumors of immortality. If a Seer fails drasti
cally, he may attempt fo correct the blunder or
simply jump forward far enough that the one
mistake has (hopefully) been forgotten.
Weapon Proficiencies: The Seer is required
to take the staff as his initial weapon choice.
Later choices are limited to the normal wiz~
ardly weapons.
Nonweapon Proficiencies: Required: Pro-
phecy. Recommended: (Chronomancer) F
ture History, Future Languages, Time Sen:
(Priest) Religion; (Warrior) Gaming, Weapon-
smithing; (Wizard) Reading/Writing,
Equipment: A Seer must purchase an item.
during initial outfitting that could be in-
cluded in a prophecy. A sword or dagger of
unusual decoration or design would be a
good choice, but more colorful items could be
chosen for esoteric purposes (try having the
character work a brass hourglass into a good
prophecy). This item must be kept in brand-
new condition, or it detracts credibility from
any prophecy.
The balance of the character's starting
money may be spent or saved as desired. Any
major prophecies the character makes should
always include a magical item assigned a spe-
cial purpose. This item is usually the respon-
sibility of the Seer to acquire and introduce to
s ties,
its: If a Seer has a string of
accurate predictions, especially involving an
influential person, a reputation for infallibil-
ity precedes him. This grants a +3 reaction
adjustment with any important individuals,
since they can find use for such a person and
fear upsetting the Seer, Positions in royal
courts are not uncommon for seers of out-
standing ability.
Special Disadvantages: If the Seer has had
a string of failures or one extremely bad fail-
ure, the Seer has a —5 reaction adjustment
from people who have heard of him. People
hate a con artist, and that is what they assume
the Seer to be.
Wealth: A Seer starts out adventuring with
(1d6+1) 10 gold pieces, This excellent chance
for a higher starting level of wealth is mostly
owed to the possible sideline income from
“fortune telling” in the Seer’s apprenticeship
days.
Chronomancers * 14Traveler
Travelers are most akin to the standard
adventuring wizard in that they have no set
goal but to learn and advance in their chosen
profession. All aspects of chronomancy and
‘Temporal Prime fascinate this character type.
Most known chronomancers are Travelers, as
they take no pains to hide their status as a
wizard and sometimes go to great lengths,
even flaunting their ability to manipulate
time, to be sure people remember them. Even
so, they guard the mechanics of their magic as
well as any other chronomancer, ensuring
that they remain unique among wizards.
Travelers visit other times like most adven-
turers visit the local ruins. They tend to look
‘out for number one, being very self-important
and always watching the scene unfolding
around them to figure how it might best bene-
fit them. Like most chronomancers, Travelers
tend to head for the action. This character can
be found near important events or people—
rarely in hiding,
Requirements: Any chronomancer can be
a Traveler.
Role: Travelers are normally considered
the “black sheep” of chronomancy, since they
tend to cause trouble, purposefully or inad-
vertently, wherever they go. They have no set
goal or rules that they live by, but they like to
be involved in important events. Most people
give them the respect due a wizard, but their
meddling can cause their welcome to be worn
thin rather quickly.
Travelers love being on the road, whether
on Temporal Prime or dawdling about in the
past or future. Their travels usually begin as a
set of random hops to different time frames,
and they rarely stay in reality for longer than
necessary before time traveling again. Even-
tually they find some type of chronal puzzle
or inconsistency and begin tracking it. This
leads to more time hopping, but now with a
purpose.
Weapon Proficiencies: Initially, Travelers
are required to take either the knife or dagger.
Later, they may choose any sort of weapon
that they wish, within the normal wizard
restraints
‘Nonweapon Proficiencies: Required: None.
Recommended: (Chronomancer) Disguise,
Future History, Future Languages, Local His-
tory; (Thief) Reading Lips, Tumbling; (Wiz-
ard) Ancient History, Ancient Languages,
Reading/Writing, Spelicraft.
Equipment: Due to the predicaments in
which Travelers often find themselves, it is
recommended that several knives or daggers
be bought and secreted about their persons.
There are no other requirements,
Special Benefits: The Traveler spends so
much time learning about chronomancy and
practicing it that the usual problems most
chronomancers suffer when dealing with
temporal forces are lessened or done away
with altogether. In effect, when any kind of
Wisdom check for something related to time
traveling is required, the Traveler gains a +1
bonus. This would apply, for instance, toa
character covered with strands (see page 34)
trying to return to reality
Special Disadvantages: Due to their self-
promoting nature, Travelers tend to attract a
Jot of attention. This can work against them in
several ways. If Guardians determine that
their presence is harmful to the timestream,
they are easy to find. Also, powerful people in
nearly every age are bound to covet a Trav-
cler’s powers, whether they wish to alter the
past or to ensure a particular vision of the
future. These people are not likely mince
‘words about getting what they want.
There is nothing that Travelers can really
do about this problem. Their overwhelming
attraction to the spotlight eventually causes
them to seek the notoriety from which they
then suffer.
Wealth: Travelers receive the standard wiz-
ard’s wealth of (Id4+1) x 10 gp.(Chronomancer Subclasses
As the chronomancer school is a special
one, demihumans are not allowed to multi-
class with it, but chronomancy is an elite
school. A character able to meet the chrono-
mancer’s ability score prerequisites would
have the potential to excel in many areas,
Branching out into other fields cuts into a
chronomancer’s spellcasting abilities, but
only slightly compared to the potential gain.
‘Two subclasses exist for chronomancers,
one with warrior qualities and one with rogue
qualities. A member of these subclasses may
il take the character kits from the preceding
section.
The characters who follow these subclasses
are assumed to be devoting almost all of their
time to studying and learning. Dungeon Mas-
ters should closely watch any characters who
choose one of the subclasses. A lapse in proper
study habits on their part (at least in circum-
stances under their control) means the loss of
one half of the experience points gained since
their last level increase.
Common Ground
Elves, half-elves, and humans (who cannot
be dual-classed) can opt for a subclass. These
subclasses have a few guidelines in common
when dealing with restrictions and level lim-
its. Unless a change is specified here or under
the subclass heading, the original chrono-
mancer guidelines apply.
Restrictions: Armor can be worn according
to the chronomancer’s secondary class (war-
rior or thief), but unless the armor is elven
chain worn by an elf or half-elf, the character
may not cast spells. Weapons may also be
chosen according to the secondary class, but
spellcasting may not be accomplished while
any nonwizard weapon is in hand.
Racial Level Limits: Demihumans who
choose to follow a subclass are limited by the
racial level limits for the secondary class. A
halt-elf is therefore limited to a 14th-level
‘Temporal Champion (chronomancer/war-
rior) or a 12th-level Temporal Raider (chrono-
mancer/rogue). An elf is limited to the 12th
level, regardless of subclass
Temporal Champion
The Temporal Champion is a combination
of chronomancer and warrior, originally
based on characters that time traveled to
engage in combats in other times or against
legendary or future opponents. The subclass
has changed in the years it has been known,
and while it still demands great discipline,
the driving force is not necessarily combat.
Some still search for the ultimate battle or the
“promised” fight. Others are now stressing
their chronomantic heritage and applying
their fighting skills in service to their intellec-
tual pursuits. Many find reasons on both
sides of their nature that motivate them to
follow this path.
Besides the normal Intelligence and Wis-
dom minimums, a Temporal Champion also,
requires a minimum Strength of 15 and a
Constitution of 14. Champions attack using
fighter attack tables, but cannot specialize in
particular weapons or use the multiple attack
bonus. Although they do not get the Constit
tion or Strength bonuses of the warrior class,
‘Temporal Champions may attract followers
as per normal warrior rules.
Changes to the normal experience awards
for warriors are listed on Table 3. Table 1, con-
cerning chronomancer awards, also applies to
the Temporal Champion. As with regular
chronomancers, the character never receives
the 10% bonus to experience points for having
high ability scores.
ee
Chronomancers * 13Spell-level progression proceeds at a pace
equivalent to the normal chronomancer, but
fewer spells are available to memorize. Table
14 » Chapter One
Table 3: hampton 5 details the rate of spell progression but does
ledMded Eipertenve not include the bonus spell every chrono-
mancer receives with access to a new spell
‘Action XP Value level. The Temporal Champion gains the
Per hit die of creature other specialist benefits and hindrances of the
defeated 10 XP/hit die chronomancer, with one exception. The +10
Per hit die of temporal bonus when attempting to learn a chrono-
creature defeated 25.XP/hit die mancy spell is eliminated.
Champions proges between levelsmore | abie 3 Temporal Champlin
slowly than normal chronomancers, and their
Hit Dice are on the low side of an average | Wizard Spell Level
between the Hit Dice of the two classes. Con- level 12345678 9
sult Table 4 for level advancement and Hit 1 1_———
Dice. They make saving throws as wizards. 2 f=
- rr
Table 4; Temporal Champion 4 21—-—--~—--—-—
Experience Levels § 211------
Level Experience Points Hit Dice (d6) 7 2211-—-—-———
1 0 1 8 te ed
2 4,000 2 9 222241—--—-=
3 8,000 3 10 2222 1—-—-——
4 16,000 4 n 22222————
5 30,000 5 12 222221-—-—
6 60,000 6 13 3$33221—-——
7 120,000, 7 i 3332211-——
8 200,000 8 15 $333 311-—-—
9 350,000 9 16 333392 11—
10 700,000 942 17 $3383 3221—
W 1,000,000 944 18 333332211
12 1,500,000 946 19 333332221
13, 2,000,000 948 20 3333 3 2221
4 2,500,000 9410
15 3,000,000 9412
16 4,000,000 9414 Temieovel aise
17 4,500,000 9416 ‘The Temporal Raider is a combination of
18 5,000,000 9418 chronomancer and rogue. The Raider began.
19 5,500,000, 9420 with greedy chronomancers wanting to steal
20 6,000,000 9422 things in other times. Unskilled, these chrono-
mancers soon recognized the need for rogue
abilities. They slowly acquired the necessary
skills, until the Raider is now equally at home
ina thieves’ guild or a wizard’s library.A number of Temporal Raiders still prac-
tice their skills in the pursuit of acqui
wealth. Others simply use their rogue abilities
asa secondary means of achieving their
(often) more honorable ends.
Besides the normal minimums a chrono-
mancer must have in Intelligence and Wis-
dom, a Temporal Raider requires a minimum
Dexterity of 14 and a Charisma of 13. Raiders
get the thief’s attack rolls, ability to backstab,
and use thieves’ cant, and the normal restric-
tions a thief has for building a stronghold and
attracting followers apply to the Raider. Most
importantly, the Raider has the use of thiev-
ing skills, although the base levels of these
skills differ from a thief’s as described later.
Individual experience awards are modified
slightly from the usual thief awards. Consult
Table 6 for guidelines on Temporal Raider
awards. Table 1, concerning chronomancer
experience, still applies. As with other chrono-
mancers, Raiders never receive a 101% bonus
to experience for their ability scores.
| Table 6: Temporal Raider
Individual Experience
Action
Use of a special ability
Treasure obtained
through thievery
Use ofa special ability
to further chrono-
mancer goal
XP Value
100 XP/success
2XP/gp
0 XP/success
Temporal Raiders progress between levels
ata slower pace than the standard chrono-
‘mancer, but not nearly as slowly as the Tem-
poral Champion. Consult Table 7 for the
Temporal Raider’s level advancement and
Hit Dice. The Hit Dice are on the low side of
the average between the chronomancer and
rogue classes. In fact, the Raider’s Hit Dice
are treated the same as any other chrono-
mancer’s would be. Raiders save as wizards
Table 7: Temporal Raider
Experience Levels
Level Experience Points Hit Dice (d4)
1 0 Z
2 3,500 2
3 7,000 3
4 14,000 4
5 28,000 5
6 55,000 6
7 110,000 7
8 220,000 8
9 400,000 9
10 840,000 10
an 1,280,000 10+1
12 1,720,000 10+3
2B 160,000 1044
4 600,000 1046
15 3,040,000 10+7
16 3,480,000, 109
7 3,920,000 10#10
18 4,360,000 10H12
19 4,800,000, 10413
20 5,240,000 10+15,
‘The Temporal Raider’s spell level pro-
gression proceeds at a pace equivalent to
the normal chronomancer, but fewer spells,
are available to memorization. Again, the
penalty is not quite as harsh as with the Tem-
poral Champion.
Table 8 details the rate of the Temporal
Raider’s spell progression, but it does not in~
clude the bonus spell every chronomancer re~
ceives when access to a new spell level is
gained. The Temporal Raider gains the other
specialist benefits and hindrances of the
chronomancer with one exception. The +10
bonus when attempting to learn a chrono-
mancy spell is eliminated. Just as with the
‘Temporal Champion, though, this does not
affect the chronomancer’s ability to automati-
cally learn one chronomancer spell with each
new level of a
Chronomancers © 15be Terre ed
| Table 8: Temporal Raider
Spell Progression
| Wizard Spell Level
Level 23456789
16
7
18,
19
20
pee eeenueNneH|
i Rois ii |
Raider thieving skills differ only in their
base scores (see Table 9) and modifying points.
allotted. A Raider begins with only 40 points
(instead of 60) to distribute among the scores
and every level gains only another 20 points
{instead of 30)
Table 9: Raider Skill Base Scores
Skill Base Score
Pick Pockets
| Open Locks
Find /Remove Traps
Move Silently
Hide in Shadows
Detect Noise
Climb Walls
Read Languages
16 + Chapter OneBia ita Cet
kis done.
This day have I accomplished something worth
‘my decades of study, experimentation, and failure;
Htouched a new dimension and walked on a new
world. The momentum of time not only can be
‘manipulated, but observed, measured, and moved
through. There is a higher state of existence, or a
more basic one, depending on viewpoint, and 1
ssessor of its secrets
—The final entry in
The First Journal of Kandalon
‘Temporal Prime is a pseudo-reality that
permeates every plane of existence among the
alternate realities. There, time exists in a phys-
ical state that can be looked at, measured, and
moved through. It is from Temporal Prime
that a chronomancer draws mystical energy,
and itis by traveling Temporal Prime that one
may journey to the past or future.
‘Temporal Prime has been referred to as one
of the innermost planes, beyond even the ele-
mental planes. There is a certain measure of
truth to this, since time is a basic component
of every plane of all known realities, as impor-
tant as length, width, and depth. This notion
is not quite accurate, though.
Alll planes of known realities are reflections
cast by the existence of linear spirits and sub-
stances within the dimensional plane of Tem-
poral Prime. The elemental planes are the first
reflection, that of linear substance. The outer
planes are the last reflection, that of linear
spirit. And the basic Prime Material plane of
reality that balances between them is a merger
of substance and spirit: life
Although the planes of existence stem from
the dimensional planes, and the proper view-
point for explanations might be from this
direction, it is the specific interaction of linear
creatures with Temporal Prime that this book
is most concerned with. To make matters a:
clear as possible, the following information i
presented from the viewpoint of such crea-
tures when possible.
CHAPTER
Beyond Time
Temporal Prime would not be the only
imensional plane, of course. Beyond it would
be length, width, and depth. The concept of
these planes escapes the grasp of the human
mind, and it is unlikely that life or matter as
we know it could exist there.
So from where do life and matter spring?
Are there dimensional planes nestled between
depth and time that contain the building
blocks of matter? What about magic or physi
cal laws such as gravity? If deities created the
multiverses, are they made of these blocks, or
did they make the blocks? Where does the
DM call a stop? The answer is: Wherever he
wants. Players who wish to spend time inves
tigating these questions can be swayed by the
simple statement, “It is beyond the ken of
understanding, and likely fatal if tampered
with.”
The Building Blocks
To truly understand Temporal Prime, one
must first understand linear existence and the
way in which linear organisms are repre-
sented in this pseudo-reality.
Linear Existence
Born at point A and dying at point Z, living,
organisms experience every point in between
as a separate event. Shrink the points down to
the smallest observable unit, and still no two
points ever occur simultaneously.
Now consider an inanimate object, such as
a rock, which does not observe its environ
ment. It may be eroded by the weather, moved
by a passing animal, and fall into a stream.
with other rocks and help divert the stream's
course. These events can be established as dif-
ferent points in the rock’s existence. There
fore, an inanimate object also interacts with
its environment in a linear fashion.
The Big Picture + 17This creates the basis for motion. Any form
at rest with its environment still progresses
through linear time. If looked at from the re-
verse view, time flows past the form in a sin-
gle direction. This motion is one current in the
stream of time,
A timestream is developed from an endless
number of these currents, some stronger than
others, and the way these currents interact
with each other. The main difference between
living and inanimate forms is that life deliber-
ately acts upon its environment, while lifeless
matter is acted upon. A plant has a limited
form of intelligence that drives it to extend
roots and seek nutrients in the soil. A creature
operates on instinct and cunning, other times
with logic and reason, to decide where to
hunt, how to hunt, and what to hunt. In either
case, an event has occurred and time is altered
downstream. Possibly, in the case of the crea-
ture that just hunted down a less intelligent
creature for food, time has been altered for
more than one lifeform. This ability to make
decisions and influence other lifeforms, other
currents, makes living organisms important
variables in time-space.
Ata higher level, consider a humanoid
creature born at point A who becomes power-
ful. At point V, this humanoid dies, but the
current does not immediately dissipate.
Through others with whom this being has left
an impression, the humanoid’s influence is
still felt—a hand reaching from beyond the
grave to interact with the living, The current,
and therefore time, has momentum that
drives it beyond the humanoid’s death.
At point Z, the current dissipates. The
direct influence of the humanoid is no longer
felt (the dissipation takes longer with those
who make stronger impressions), but its dri-
ving force has added strength to those about
it The momentum has not been lost but spread
among nearby currents. The stream’s overall
momentum builds toward infinity in this
way, downstream currents shaped by the
18 + Chapter Two
upstream ones. This temporal force is what
people call destiny. It does not remove free
will from any creature, but it resists radical
changes to the flow of time-space. If the child
of a peasant wished to follow a political life,
that child would encounter heavy resistance.
Tr might seem to come from those nearby, but
it is the driving force of time, its momentum,
that is the underlying cause.
Motion, current, momentum—these are the
basics of the linear temporal existence of most
lifeforms, laws that govern the planes of real-
ity, as does gravity. These basics also shape
the physical existence of Temporal Prime.
Physical Traces
With a basic idea as to the mechanics of
interaction between time and linear organ-
isms, the next step is understanding the rep-
resentation of linear life on Temporal Prime.
As any lifeform moves through reality, the
temporal current sweeping around it marks a
physical trail on Temporal Prime. This is simi-
lar toa worm burrowing through the earth;
however, the entire wormhole is present from
start to finish, and the worm moves along it.
The worm has had free choice of which turns,
to make, but on Temporal Prime, all of these
decisions exist at once, so the trail looks com-
pletely formed. These trails are known as life
lines, and their characteristics approximate
the importance of that lifeform to time-space.
Lifelines appear as cablelike lengths from a
quarter-inch to several inches thick. Thickness
represents the elevation of the lifeform above
others, separating general groups by their
potential for greater influence, Humanoids
and the more intelligent or dangerous crea-
tures, for example, leave some of the thickest
lifelines, while the lines of domestic animals
are thin. Plant life leaves the thinnest lines of
all. In fact, these lines usually have no sub-
stance to them. Called ghostlines, they are dis-
tinguished by a hazy edge and can be passedthrough without disrupting them. It takes a
very important plant, such as one that pre-
vents a person from starving, to have a line of
substance. There are no documented cases of
a humanoid having a ghostline until after
death. The ghostline exists for as long as the
humanoid’s momentum affects others. It
grows thinner as the momentum spreads its
driving force to nearby lifelines, finally disap-
pearing as all its momentum is transferred.
Lifelines range from a normal pale silver,
almost translucent, to a rare bright silver. This,
indicates the importance of the individual
organism at that particular time. A common
peasant might have a pale lifeline for most of
her life, but it can run bright silver at certain
points. She might think up a better design for
a harness or walk within 20 feet of the em-
peror. The new harness might never be
invented, or she might not say anything of
consequence to the emperor, but the potential
still exists, even if not acted upon. By contrast,
\g would probably have a brighter line
entire life, since the slightest event could
inspire him to great changes. By definition, a
person who travels Temporal Prime is impor-
tant to time-space—because of the changes
they could make—and always has a thick,
bright silver line.
Chronomancers use these telltale signs to
know where the action is.
Temporal Prime
Temporal Prime appears as an infinite
expanse of black space with an infinite num~
ber of timestreams flowing through it. The
timestreams a creature can perceive are sepa-
rated by vast distances partially filled with a
thick, bluish gray mist-smoke.
Viewed from afar, if the mist-smoke wasn’t
obscuring the observer's view, a timestream,
would appear as a pale silver cord, or perhaps
arriver, stretching from one horizon to another
in a basically straight course. Each plane of all
possible realities is represented on Temporal
Prime by a separate timestream that, upon
moving closer, is seen to be a collection of
intertwined silverish lines—the lifelines of the
that plane’s residents. A timestream repre-
sents the course of history for that plane from
hypothetical beginning to speculative end.
A chronomancer’s perception is locked into
whatever plane he was on before entering
Temporal Prime, so the timestream of this
plane, and the alternate versions of this plane,
are all that can be seen. This accounts for the
vast areas found between timestreams, space
in which the timestreams of other planes are
flowing but cannot be seen.
If, for example, a chronomancer entered
‘Temporal Prime from the plane of Elemental
Fire, every timestream he could perceive
would be an alternate version of Elemental
Fire. If he were to travel back to reality, some-
how move over to the third plane of the Abyss,
and re-enter Temporal Prime, each time
stream he can now perceive is an alternate
third plane of the Abyss. This phenomenon is
due to several factors, such as the different
rate at which time flows within different
planes, but it is a natural limitation of the
humanoid mind,
Conceivably, the chronomancer could find
a way to open the timestreams of other planes
directly, but the difference in temporal current
would be dangerous. Also, if he somehow
made all timestreams visible, the chrono-
mancer would only see masses of lifelines
and would not be able to tell where one real-
ity/plane ended and another began.
End of the Line
If the chronomancer managed to travel
back or ahead far enough, an end to the life
lines would be found. These ends correspond
toa time before life appeared on the world
and a time after all life disappears from the
world, Neither is an end to the timestream.
The Big Picture + 19Linear substance does not leave a physical
trace on Temporal Prime, but it still exists.
Within the timestream, the mist-smoke still
travels in thinner, more turbulent patterns,
while in the true void, it condenses and flows
together much more smoothly. Travel within
the boundaries of the timestream past the life-
lines is exactly the same. The characters can
still slip into reality, though the conditions
may be unsuitable for humanoid life.
Inside the Timestream
A chronomancer in Temporal Prime ap-
pears near the middle of the timestream, ap-
parently floating in midair, surrounded by a
vast wilderness of lifelines. Some lines run
straight with no major twists, while some
writhe as living things in reality interact with
each other, but all lifelines run in roughly the
same direction. They could be left to right,
back to front, or up to down, depending on
the viewer's orientation, but the lines are
always running from the past to the future.
A birth can be detected by a second lifeline
splitting from the original, and a death by the
gradual fading of the line into a ghostline and
then nothing. The lifelines of people involved
in intense interactions (a husband and wife,
or a band of adventurers being devoured by a
black dragon) would intertwine so tightly
that one could not pass a hand between them.
The lifeline belonging to any organism that
slips to Temporal Prime stops at that instant,
and a trail of silvery mist follows it in the
same way as an astral tether. The tether is not
permanent, but any given portion does not
fade until the owner is at least two days of
normal travel distant. When the lifeform slips
back to reality, the tether completely fades,
and the lifeline on Temporal Prime continues
from the point entered. On a plot of time, it
appears that the lifeline has a large gap in it
More of this is covered in detail in the follow-
ing chapter.
es
Chapt
Some areas in the timestream have few or
no lines, and some areas are impassable due to
the event tangle of thousands of lifelines. The
location of the lifeform in reality often dictates
which lifelines are close. Normally there is
room enough between lines for a person to
pass easily. Even in areas corresponding to
crowded cities, the lifelines do not normally
impede passage. Event tangles are usually
small, only a few dozen lines, easily passed
quickly by, but they can grow large enough to
impede progress for several days or prevent a
chronomancer from reaching the nexus.
An event tangle usually occurs by at least
one bright silver line (and probably more)
tying large numbers of others together, but it
could also begin with something as simple as
anatural disaster. Fither way, the event equates
toa focal point of time-space affecting any-
where from dozens to thousands of lifeforms.
The deciding battle of a war, the assassination
of a monarch, and councils between coun-
tries, large cities, or very powerful wizards
might be possible event tangles.
A light, bluish gray mist-smoke exists
among the lifelines—the same substance
found in the voids between timestreams. This
a representation of the momentum of time,
it being so great it has begun to intrude in a
physical sense, Within the timestream, it alter-
nates between thin sheets and wispy tendrils
drifting in the direction of the future as if
blown by an unfelt wind. Regardless of a
character's speed of travel, the mist-smoke
always drifts slightly faster. Within the mist-
smoke are small threads of matter known as
strands. These vary in length from one to six
inches, and are usually invisible. Those that
can be seen appear as small white threads,
and their effect is discussed later.
Many features of Temporal Prime have not
been discussed in detail or at all. Most of
them can be classified as disruptions to the
normal flow of time, and their explanations
are best withheld until later.Several small forays into this new world leave
‘me with questions and new directions for study
that overwhelm what little I learn. Hours spent
twithin the same fragment of what I believe to be a
dimensional plane are yielding few results.
‘My plan is for a prolonged stay in this pseudo:
reality. Lhave assembled the equipment I may need
tokeep myself safe and aware of my route of travel
Perhaps I may learn more of the larger picture and
might begir pnly the
slightest of which I have penetrated.
to understand its secrets,
Opening lines of
The Second Journal of Kandalon
Anyone traveling Temporal Prime must
understand that there is much unknown
about it. Questions arise. How did Temporal
Prime come about? Where did the creatures
come from? How can linear beings exist out
side of their natural time-space? Good ques-
tions, but if the chronomancers know, they
aren't telling.
Many general aspects, and even some spe-
cifies, are common knowledge among those
who study the phenomena of Temporal Prime:
how to get there and back, the effect of grav-
ity, how to travel through time, the hazards of
this pseudo-reality. These are details which
are easily discovered through a bit of testing
by anyone traveling Temporal Prime
Travel to Temporal Prime has been referred
to.as expanding on
the planes of existence are reflections of this
pseudo-reality, Temporal Prime must always
be present within any plane, but at a level too
basic for linear creatures to comprehend. In
e's consciousness. Sincetheory, instead of traveling to reach Temporal
Prime,a character remains at rest and expands
his Wisdom to overlay the reality about him-
self with Temporal Prime. In effect, he men-
tally forms Temporal Prime around himself,
Timeslip is the normal method of reaching
‘Temporal Prime, but unless you are a chrono-
mancer or know one, it is hard to come by.
Chronomancers guard their secrets well,
often to the point that it is amazing that they
manage to ever trust an apprentice.
Tinvslip is relatively weak, only a 2nd-level
spell, which suggests that the barrier between
reality and Temporal Prime is extremely thin.
The spell manipulates the Wisdom of the
recipient, making the caster more conscious of
the flow of time. Itis less like opening a door-
way, and more a matter of shifting into a state
of higher temporal activity or becoming less
linear. If the highest state of temporal activity
could be reached by a creature, it would exist
much like a time dimensional (see page 94), its
consciousness extending through time.
Create slipgate does establish a doorlike
channel between reality and Temporal Prime,
meaning that stepping across the threshold
triggers a timeslip effect. Limited wish can
duplicate these effects, and wish should open
a channel to the pseudo-reality, but only
used by a chronomancer. Other spells make
temporary contact with Temporal Prime, but
only these that have been mentioned can
actually get characters there and back.
Ifa magical item’s effect is similar to any of
the spells mentioned above, it should allow
travel between reality and Temporal Prime.
Lisker’s portal key is the best known of such
items. The weir of Kandalon and certain of the
‘weir’ gems also allow such travel, There have
been rumors that at least one amulet of the
planes has a setting for Temporal Prime, but it
is unlikely, since travel between planes differs
from slipping into Temporal Prime.
‘The temporal dog (see page 90) can slip
between Temporal Prime and reality, but only
22 + Chapter Three
the time dimensional (see page 94) can trans-
port another being with it, and getting it to
cooperate can be difficult. If the characters
were inside an extra-dimensional space, such
as a portable hole, fastened to a temporal dog,
they would find themselves transported to
the timestreams attached to that pocket di-
mension—not too useful.
The final way of traveling to Temporal
Prime is the timestorm (see pages 36-37).
Where a timestorm springs up, the chance
that it takes “riders,” and where “riders” are
deposited on Temporal Prime are up to the
winds of fate (or the DM). These storms are
impossible to predict, and they are a one-way
ticket, They do not occur on Temporal Prime.
At the Starting Gate
When you slip to Temporal Prime the first
time, youi always seem to be near the middle
of the timestream—never dead center, but
close. Reasons for this vary, but the truest is
that when a creature is able to reach that
higher level of temporal activity, it overlays
reality with Temporal Prime. In a creature's
mind, the center of the world is never too far
away from it. That and the basic will to sur-
vive, the belief that its life is the most pre-
cious, focuses everything around itself
This doesn’t work perfectly, though. Other
creatures slip to Temporal Prime, also for
their first time, forming the timestream
around themselves. A median range occurs
that places all slipped creatures close to the
same range from middie. Interestingly
enough, if an observer on Temporal Prime
watches a new creature slip in, the time-
stream does not rearrange itself to place the
creature toward the middle. The dimension
has apparently already adjusted the time
stream to account for the various slips. A few
lifelines can be seen to move—the lines the
creature would have affected if it had
remained in reality.More on Timestream Formation
Careful deliberation on the mechanics
behind the timestream turns up some discrep-
ancies. Ifthe timestream exists outside of lin-
‘ear time, why don’t the characters meet them-
selves in Temporal Prime? Also, if linear time
exists at a single point, eventually a chrono-
mancer would be timeslipping to or from
every point in a world. How does the time-
stream arrange for the characters to appear
neat the middle of the timestream?
It comes back to temporal activity. While
the timestream may exist outside of linear
time, the character does not. If the character
became nonlinear, he would effectively be a
time dimensional, and it’s unlikely that he
could again interact with the known world
So, time still exists on Temporal Prime.
With that in mind, it is understandable that,
atany stant, only a certain number of
slips occur—very few, when the total number
of chronomancers is considered. The tir
stream interacts along this limited form of
time and shifts very subtly, beyond human
detection, to ensure the slips take place closer
to center. Though lifelines appear to run a
straight course, they actually angle just enough
to travel from the middle of the timestream
ut to the edge and back again. If a character
could stand outsice of linear time completely
(a5 a dimensional), the lifelines would be
seething in the timestream to keep the slip
page from reality toward the center.
Which Way Is Up?
‘Temporal Prime is adaptable to the individ-
ual, as much of it is governed by perception.
Time, air, gravity, distance—all of these nor-
mally fixed physical conditions are depen-
dent on the observer. Technically, none of
these except time exist on Temporal Prime.
Time Differential. Time exists here in
forms never before imagined. This can cause
some uncertainty about spell durations, how
a character ages, and so on. Remember that
any visitors here are still a part of the reality
to which they belong; they are merely at a
higher state of temporal activity. A round still
seems like a round. Spell durations are treated
the same, unless noted otherwise in Chapter
6, as are potions and magical item effects.
Sleep is still required at normal intervals, as
are food and water, and these indicate how
much time has passed subjectively.
The amount of game world (“real”) time
that passes, however, is quite different. Being
less linear while on Temporal Prime, charac-
{ers can accomplish more than those in reality.
The differential is about four to one. For every
round that passes in reality, four pass on
Temporal Prime. This is one of the greatest
benefits of being on Temporal Prime. A chro-
nomancer could slip from reality in the mid-
dle of a battle, spend four rounds on Temporal
Prime fixing himself up (three rounds of
drinking healing potions, one round to slip
back), and return to reality to find only one.
combat round has been missed,
So why can’t the chronomancer study the
lifelines and slip back to reality directly after
leaving? Even though the traveler’s lifeline
ended at the instant he slipped from reality, it
continues to grow while the chronomancer
spends time on Temporal Prime. This is re-
ferred to as a shadow line, and it’s created by
the ties between the chronomancer’s body
and his home plane.
This raises a better question. Why can’t the
chronomancer slip back in time before he left
and have two of himself ata time? The mater-
ial on pages 36-37 focuses on just that, but for
now, there is a simple answer. Existing at the
same time as yourself, a procedure called dou-
bling a lifeline, is not possible for all intents
and purposes. DMs should expect some whin-
ing from players over this, but should pay
no mind.
Air, A creature can breathe on Temporal
The Road to Adventure * 23Prime. Fires can be lit. Aren’t these indications
of air? Not exactly: It is thought that the medi-
um needed for breathing is present through
the creature's link to its reality. In this way,
water breathers, oxygen breathers, and non-
breathers could all live together on Temporal
Prime. Likewise, the materials needed to build
a fire, since they must be brought from reality,
retain a link that allows the process to work.
Other chemical reactions that require an at-
mospheric element work similarly.
This effect fades with exposure to Temporal
Prime. It is the only condition that operates in
this way, and this can cause hardship.
Flammable materials become harder to
ignite the longer they're on Temporal Prime.
If there for 10 subjective days per pound of
material, they cannot be ignited. If taken back
toa plane of reality, the materials burn, but if
brought back to Temporal Prime before an-
other 10 days (per pound) have passed, they
are still nonflammable.
‘A creature that remains on Temporal Prime
for longer than six months discovers that
breathing is no longer necessary. If it returns
to reality, a-1 is applied to its Constitution for
one week. If a full month is spent in reality
before slipping back to Temporal Prime, the
condition does not repeat for another six
months. Otherwise, the condition worsens.
After another six months, breathing is lost as
an autonomic function. The first round the
creature spends in atmosphere, it is helpless
while struggling for breath. For the next turn,
it can do little but defend itself and work on
breathing. A ~4 penalty is applied to the crea-
ture’s Constitution. One point is recovered
every month spent in atmosphere. Unless the
fall four months are spent in atmosphere, the
condition relapses immediately.
Gravity and Direction. There are no north,
south, east, west on Temporal Prime, since it
lacks the normal references. Instead, there are
upstream, downstream, and cross-stream—
directions referenced to the lifelines and the
24 + Chapter Three
flow of the mist-smoke. Cross-stream is a bit
vague, since it covers such a wide variety of
directions, but a sensible group of adventur-
ers can sort it out by staring downstream and
establishing a high, low, left, and right.
‘A creature that slips to Temporal Prime
feels as if normal gravity is acting upon it. Its
hair (fur, feathers, and so on) lies flat. Weight
seems to rest upon it, Everything seems nor-
mal, except for the mist-smoke sky filled with
lifelines. About then, it notices that there is no
ground beneath that interesting skyscape.
Gravity relies strongly on a creature's per-
ception. Again, it falls back to the fact that the
creature is still bound by the physical laws of its
home plane. Whatever normal gravity would
be for this creature (standard, weightlessness,
or the neutral buoyancy of most water crea-
tures), that is what this creature perceives.
There is no changing the strength of the
gravitational field, but “down” may be any
direction wished. Changing orientation does.
not mean falling. The creature simply spins
slowly until its feet are pointing in the correct,
direction. The high, low, left, and right assign-
ments could become meaningless if much of
this reorientation is done, but it takes a small
amount of concentration, so there should be
no accidental changes in gravity. Besides, the
trail of silver mist all linear creatures leave on.
Temporal Prime can be used to reestablish a
proper orientation should an accident occur.
Gravity applies to each creature on an indi-
vidual basis and extends to anything carried.
An item picked up becomes a part of that
creature's field, and weight is acquired ac-
cordingly. An item dropped and then picked
up by a creature with a different gravitational
strength becomes heavier or lighter as the
case warrants. Two creatures that contact each
other weigh according to their own physical
laws concerning personal weight, and the
other’s laws when being acted upon.
An example: Creature A weighs 50 pounds
on its normal plane. Creature B, which comesfrom a reality where gravity is twice as strong,
weighs 100 pounds. In a struggle, they lock
embraces and try to lift each other. Creature A
still weighs 50 pounds, and its opponent
seems to Weigh 50 pounds as well. Creature B
weighs 100 pounds, and to it, Creature A also
weighs 100 pounds because B's stronger grav-
ity is affecting it. In the end, it all balances out,
since being from a stronger gravity makes
creature B twice as strong.
Distance. There are two ways to measure
distance on Temporal Prime, and it is neces-
sary that both be understood. One is subjec-
tive—the measure of feet, yards, and miles
with respect to the creature. The other is ob-
jective—a preliminary topic that leads into
time travel
Subjective distances on Temporal Prime do
not change. A yard is still a yard. If another
creature appears to be 10 yards away, for all
intents and purposes, it is. Subjective distance
is used for combat range, area of spell effe
and dimensions of an item or creature.
Objective distance can be a difficult con-
cept. It defines distance within the timestream
with respect to the plane it corresponds to. If
traveling among the lifelines, upstream or
downstream, objective distance equates to
how many days, months, or years are passing,
within reality: A character who travels along-
side a single lifeline for a day might slip back
to reality and find that he is six months into
the future, but he is in the same building from
which he left, This is because the lifeline be-
longed to the innkeeper who never left the
place. Or, if the lifeline being followed be-
longed to a traveling merchant, it is still six
months into the future, but the character
might be halfway around the world.
IF traveling cross-stream, objective distance
is the measure of true miles passing in reality.
The benefit here is not quite as clear. A char-
acter could leave reality at noon, travel eross-
stream for four days on Temporal Prime, slip
back to reality and find that only one day has
passed (remember the four-to-one differen-
tial) and he has traveled approximately 100
miles. This is not the instantaneous effect of a
teleport, and is not nearly as accurate, since the
character has no real idea where his path may
lead to, but it’s not a bad effect for the use of a
couple 2nd-level spells.
Visibility. Visibility on Temporal Prime is
limited by the mist-smoke to 60 feet inside a
timestream, falling to 30 feet in the voids.
Getting About
As covered in the previous section, subjec-
tive distance seems to function normally.
When a character paces off 10 yards from
another character, they are 10 yards apart
when considering combat, spell range, and so
on. But there was also mention of a lack of
solid ground and the problem with gravity
being an independent sensation. How, then,
does a character walk at all? And what hap-
pens to a dropped item?
Movement. How characters move is af-
fected by their perception. The character
knows that 10 paces should carry a person so
far, and that running covers that distance so
mutch faster. The character’s mind is provid-
ing the force needed to move forward. Does it
look like walking? Yes. Does it feel like walk-
ing? Yes. Do the muscles get tired? Yes.
So can characters mentally propel them-
selves forward and not pretend to walk at all,
like on the astral plane? No. Their minds are
still linked with reality and must behave
under the proper laws. Consequently, swim-
ming behaves the same way, since the force of
buoyancy surrounds a waterbome creature,
but flying does not. Flight depends on the
force of aerodynamics in defiance of gravity,
not propulsion against a solid. Winged crea-
tures must walk
Inertia. On Temporal Prime, inertia is a
stored force, not an active one. This means is
that, once a thrown or mechanically launched
The Road to Adventure * 25object leaves contact with its hurler, itis
frozen in place. Drop a stone from arm's
length, and it hangs there, seemingly weight-
less, until another creature takes hold of it,
and weight and inertia return. Shoot an arrow
or throw a dagger, and it freezes as soon as it
loses contact with the bow or hand.
Now remember, the force is stored, not
lost. If another creature were to touch one of
these fired arrows or thrown knives, the
stored inertia kicks in once again, and the
arrow pulls out of his grasp. As soon as the
item loses contact, it freezes again. If the
creature was stupid enough to touch the pro-
jectile while standing in front of it, it would
penetrate, doing normal damage. This effect
pretty much nullifies ranged combat on Tem-
poral Prime, but a few of these inertia~
charged weapons make passable booby
traps. Also, any such frozen item that is
brought back into reality immediately ex-
pends its inertia and continues on its way
unhindered.
Note: It must be a creature, not plant life,
that contacts the object. Also, creatures native
to Temporal Prime do not trigger the latent
inertia, since their own physical laws work
differently.
Mapping the Realm
The driving interest behind the study of
chronomancy is time travel, the ability to visit
the past or future, the wielding of power over
the natural course of events. What else holds
as much potential for personal gain and ex-
pands the horizons of every world in exis-
tence?Traveling an Objective Mile
‘Travel through Temporal Prime is accom-
plished through the power of the mind, and
subjective distances are unchanged. Objective
distance, however, is related directly to the
Wisdom of the creature. When a creature
moves downstream, it travels into the future.
But doa dozen paces equal one minute or one
day of time passed in reality? If the creature
travels cross-stream, does each pace equal one
yard or one mile?
‘The answer to both questions depends on
the state of temporal activity the creature has
reached—how less linear it has become. A
‘creature with a high Wiscom reaches a higher
state and can encompass more of Temporal
Prime. In effect, itis increasing the objective
distance covered per day of travel.
To figure out objective distance for one
day's travel upstream or downstream, square
the Wisdom of the creature. This is how many
days pass in reality. For example, if the crea-
ture possesses a Wisdom of 10, one day of
downstream travel places the creature 100
days into the future, This is all in addition to
the normal four-to-one time differential, so it
could be said that, for the downstream travel-
ing creature in the example, 100 days plus six
hours passed! in reality
By comparison, cross-stream travel is not
quite so generous. Wisdom is still the decid-
ing ability score, but the number of true miles
covered is limited by the laws of Temporal
Prime. The main limit is that the timestream
has a set diameter, while the plane it repre-
sents is infinite. Also, as objective distance
shrinks in the cross-stream direction, the
physical obstacles of the lifelines begin to
interfere with travel. Consult Table 10 for the
cross-stream objective distance modifier. Take
the modifier and multiply it by the creatute’s,
normal movement rate. A creature with a
Wisdom of 10 and a movement rate of 12
would have a modified movement rate of 18.
This does not take the four-to-one time differ-
ential into account, so after a normal day's
travel (in this case, around 36 miles), only six
hours have passed in reality.
Table 10: Travel Modifiers
Wisdom Distance Modifier
14 1.00
59 125
10415 1.50
16-23 175
2a 2.00
Spells or magical items that increase move-
ment only work if they affect the need for rest.
(This rule does not nullify a spell like Articus’s
‘melee manager, since it affects the mind, not the.
body.) A typical day of travel calls for 10
hours of movement, allowing for rest stops
and meals. This allows double the creature's
movement rate in miles per day. A forced
march can increase this to 2.5 times the move-
ment rate, but then physical exhaustion can
become a problem. A potion of vitality would
cure this difficulty. After all modifiers have
been applied, the creature with a movement
rate of 12 and a Wisdom of 10 would be able
to make 45 forced-march miles per day (again,
not counting for the time differential).
Note that groups move at the rate of the
slowest member of the group.
Temporal Shortcuts
‘Turbulence is the result of an unnatural dis-
turbance in the timestream. The physical indi-
cations vary, but there is always a heavy
disruption in the mist-smoke of Temporal
Prime. Possible effects are alternating dense
and thin pockets, whirlpooling, color changes,
and, in the most severe cases, a temporary
reversal of flow. All of these directly represent
a disruption to the momentum of time. If
Road to Adventure + 27properly read, turbulence can indicate the
location, severity, and type of disturbance.
Roll 1d20 and consult Table 11 to determine
the types of turbulence encountered.
Table 11; Turbulence Sources
Roll Source
110 Vortex
ul Maelstrom
144 ‘Timestorm
15418, Spell effect
19-20 Change in history
Vortex. Follow any turbulence to its source,
and the chances are good that its cause is a
vortex. These phenomena look like whirlpools
of energy and the mist-smoke of Temporal
Prime. The energy flashes in a spiraling de-
scent from top to tip, several bolts always pre-
sent within the vortex, and bolts entering and
leaving every few seconds. Mist-smoke trails
down the funnel much slower, and most of it
escapes before reaching the bottom. The mist-
smoke usually keeps the whirlpool moving
and veers off in the small spinning tendrils,
characteristic of vortices.
A vortex connects to one or more other
points in the timestream, allowing days,
weeks, or even years to be covered in just a
few hours. All a traveler has to do to utilize
this convenient bypass is follow the spiral
along the wall (travel within a vortex is lim-
ited to the sides) from top to spout. This helps
the creature synchronize with the change in
time’s momentum so it can pass through the
spout. If the vortex connects to more than one
point, the flashes of energy and trails of mist-
smoke overlap in Id4 confusing spirals. Each
piral corresponds to another point the vortex
connects to. A Wisdom check must be made
to be able to follow a particular path, and a~1
penalty is applied for each additional spiral in
the vortex
28 * Chapter Three
After passing through, the creature is in the
bottom of another vortex, which could be
located anywhere within the timestream. The
creature may leave by traveling straight up
the side (no spiraling is necessary). Moving
downward sends the creature back to the vor-
tex it just left, or in the case of a vortex with
multiple spirals, throws the creature to a ran-
dom point of contact.
To determine randomly how far the vor-
tices span, roll 14100. The result is the num-
ber of days between any two points. If the
result is 95-98, roll again and consider the
span to be in months. If the first result was
99-00, or the second result a 95-00, roll again
and consider the span to be in years. Vortices
can also be within a few days of each other
and span large distances cross-stream.
Vortices range in size from 10-60 yards
across and deep according to how long they've
been around. This also affects the distance
they span and how many connections they
have. A four-point vortex, or a vortex which
spans years, is extremely large and very old.
Vortices are numerous and can be found nes-
tled within the lifelines at irregular interval
‘The minimum distance between them is about
three days’ travel; the maximum is about two
weeks apart. Vortices are relatively stable,
which means they can be mapped out, giving,
the chronomancer a rough map through time
and reality, but they can also be created and
closed, so the map is not always accurate.
Maelstrom. A maelstrom is a large net-
work of vortices that connect on a specific
timestream to each other as well as to those of
different planes of existence and other worlds.
A maelstrom looks like a giant storm brewed.
from the mist-smoke, with large vortices (the
60-yard type) fighting for dominance, and
smaller vortices branching off from these. The
turbulence can range for several days’ worth
of subjective distance, and lifelines bend
sharply to avoid this obstacle.
Anywhere from four to seven (1d4+3) largevortices are present in a maelstrom. Called
anchor vortices, these all have four spiral pat-
terns, and a few have smaller vortices spiral-
ing out inside walls. Consult Table 12 to
determine these vortices’ connections. For all
large vortices, apply the ~3 penalty to Wis
dom for multiple spiral patterns, regardless of
the number of connections. The smaller vor-
tices are standard types, the only difference
being an extra -1 penalty to Wisdom checks
due to their positioning inside another vortex.
Roll The Vortex’s Connections
1s Four-point vortex, all same time-
stream
6-10 int vortex with a span of
1-12 Two-point vortex to another
plane, same world
1344 — One-point vortex to another
plane, different world (nearby).
16-18 One-point vortex to another
world, different crystal sphere.*
|19-20 Two-point vortex to another
| world, different crystal sphere.*
While maelstroms have never been closed
(whether by design or on their own), the vor-
tices within them sometimes change
tions (25% likely with each visit). Often
likely with each visit), the number of vo
shrinks until a maelstrom has only the mini
mum of four. The changes are thought to come
from direct manipulation of t Istrom by
time dimensionals or Guardians (see page 59)
Timestorms, Spell Effects, and Changes in
History. These types of disruptions are dealt
with in the appropriate sections (timestorms:
pages 36-37; spell effects: Chapter 6). Hlistori-
cal ch re discussed as follows.
*See the SrELijaMnare® boxed setChanging History
Some of the biggest DM headaches from
time traveling are the problems a change in
history brings. What happens to the memo-
ries? How quickly do the changes proceed
forward? What is the effect on Temporal
Prime? Most of these questions are left to the
judgment of the Dungeon Master, since it is
hard to place set rules on all possible tamper-
ings with time. By following the basic guide-
lines of the momentum of time, however,
much of this chore is covered.
Mechanics of a Paradox
Any change to the natural order of events
produces turbulence on Temporal Prime. This
turbulence usually begins at the point of the
event and spreads downstream in a cone-
shaped field of mist-smoke disruption as the
change’s area of effect spreads to include
more creatures. Limited patches of upstream
turbulence are common, since changing the
natural order of events is one of the most
severe disruptions to the momentum of time.
‘The subjective dimensions of the affected area
and the length of subjective time for which
the turbulence exists depend on the magni-
tude of the change. A sleeper change, in which a
piece of information or an action is inserted
into the natural order with no effect until a
later date, is slightly different. The turbulence
pattern here is a long, thin ribbon that blos-
som into a major disruption at the activation
point.
The momentum of time resists any radical
change and attempts to smooth out the trou-
ble as soon as possible. It rearranges the lives
of certain individuals to account for the change
without major restructuring. Lifelines, which
are usually set in place, writhe and shift
slowly as the creatures they represent are
molded into the new history. The overall
effect is usually a drastic change to short-term
history but little change, if any, to long-term
history. It’s a gradual process, but eventually
everything works out.
By appearing in the past or future, a char-
acter automatically causes a slight turbulence
that lasts for as long as he remains. The trav-
eler’s potential to change events puts thi
time period into a state of flux, and the longer
the traveler remains, the more likely he is to
cause a dramatic change. The turbulence pat-
tern is widespread until the chronomancer
applies his influence.
f the chronomancer performs a minor
change in this time period (say, preventing
the robbery of the town treasury), the turbu-
lence might extend for a few months’ worth
of distance on Temporal Prime. The area sur-
rounding the lifelines of all affected people
would be in a state of readjustment. Slowly,
starting at the event point and moving down-
stream, the turbulence would clear, and the
timestream would appear normal.
For a minor change, the time it takes for
turbulence to clear is roughly one fourth the
objective distance affected. If two months of
actual time (the downstream objective dis-
tance) were affected, two weeks would pass
ne before the turbulence
If the event was much more prominent
preventing the assassination of a great
ruler), it would Set up a chain of events that
would rearrange lifelines and create turbu-
ence for years. This is more than an extended
version of the above scenario, since such
activity is not always advantageous for the
chronomancer.
Dealing with the Paradox
A chronomaneer can change history with
ease, but the effect of the change is doubtful.
‘The chronomancer cannot always predict the
exact nature of the changes, since the wizard
and the momentum of time are probably
working toward two separate ends.
ess
30 + Chapter Three