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Chronomancy Spells
Fast-Forward/Reverse Purge
Chronomancy cantrip Chronomancy cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 10 feet Range: 30 feet
Components: V, S Components: S, M (chamomile petals)
Duration: Up to 1 hour Duration: Instantaneous
Classes: Artificer, Druid, Sorcerer, Warlock, Wizard Classes: Cleric, Wizard
You manipulate the flow of time in a small area, rapidly You quicken the pace of a target’s recovery, causing a
altering the age of objects in the area as you choose. malady afflicting it to pass faster that it would otherwise.
Select any number of non-magical objects of size small or Choose a humanoid that you can see within range. That
smaller in a 5 foot cube within range. Choose fast- creature can immediately make a saving throw against an
forward/reverse as the area’s effect. effect that allows it to make saving throws on each of its
Fast-Forward: Ink dries, water boils, and candles burn turns.
down to stubs from this simple manipulation. You speed Alternatively, the creature can make saving throw
up time for the objects, causing them to experience 10 against a disease that is afflicting it. Any creature that
minutes for every minute spent casting the spell. makes a saving throw against a disease in this way is
Reverse: Rotting apples freshen, torn documents are unaffected by further castings of this spell until they finish
mended, and shattered vases become whole from this a long rest.
simple manipulation. You reverse the aging process for
the objects, causing them to appear as they did 10 Undo Harm
minutes ago for every minute spent casting the spell.
In Chronomancy cantrip
either case, this spell does not affect any object’s physical Casting Time: 1 action
location in space, and nothing outside of this area is Range: Touch
affected. Components: V, S, M (ginger root and kale leaves)
As a bonus action, you can switch between the Fast- Duration: Instantaneous
Forward and Reverse effects within a single casting of this Classes: Cleric, Druid
spell.
You reverse time around a fresh wound, healing some of
the damage. A creature you touch regains up to 1d4 hit
points, but no higher than the amount of damage that
they took since their last turn.
The spell’s healing increases by 1d4 when you reach 5th
level (2d4), 11th level (3d4), and 17th level (4d4).
Déjà vu Time Capsule
1st-level chronomancy 1st-level chronomancy
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self
Components: V, S, M (a small silver mirror) Components: S
Duration: Instantaneous Duration: Instantaneous
Classes: Bard, Wizard Classes: Bard, Sorcerer, Wizard
You briefly rewind the thoughts a creature of your choice You collapse your hands around an object, causing it to
that you can see within range. The target must succeed on vanish from your present time. The object, which only you
a Wisdom saving throw or have its mind stutter backwards can be holding and can weigh no more than 5 pounds, is
in time. On the creature’s next turn, they must take the magically transported some amount of time into the
same action they took on their previous turn. If the future that you choose, up to 7 days.
creature is unable to take that action again, it instead When the time expires, the object reappears in the exact
takes no action. location it was when you cast the spell. If the space is
For example, if a creature under the effects of this spell occupied by a creature or object, the target object instead
made a weapon attack with a maul on their last turn, they appears in the closest unoccupied space.
must do so again this turn, though they may choose a At Higher Levels: When you cast this spell using a spell
different target. slot of 5th level or higher, you choose a time up to 100
years into the future.
Expeditious Retreat
1st-level chronomancy Grist
Casting Time: 1 bonus action 2nd-level chronomancy
Range: Self Casting Time: 1 action
Components: V, S Range: Touch
Duration: Concentration, Up to 10 minutes Components: V, S
Classes: Artificer, Sorcerer, Warlock, Wizard Duration: Instantaneous
Classes: Artificer, Druid, Wizard
This spell allows you to move at an incredible pace. When
you cast this spell, and then as a bonus action on each of You touch a nonmagical object, which must be contained
your turns until the spell ends, you can take the Dash entirely within a 5-foot cube, and revert it into its raw
action. materials. For example, an iron sword with a wooden
handle targeted by this spell may transform into chunks of
Halt iron ore and chips of wood. The exact composition of the
1st-level chronomancy converted material is determined by the DM.
Casting Time: 1 reaction, which you take when you see a If you target an object being held or carried by an
creature within 30 feet of you move willingly unwilling creature, that creature must make a Dexterity
Range: 60 feet saving throw. On a success, the spell fails.
Components: V
Duration: Instantaneous Hurry/Delay
Classes: Sorcerer, Wizard 2nd-level chronomancy
A moderate magical force slows time around a creature Casting Time: 1 action
that you can see within range. That creature must succeed Range: 60 feet
on a Wisdom saving throw or have its speed reduced to 0 Components: V, S
until the end of the turn. Duration: Instantaneous
Classes: Sorcerer, Wizard
Longstrider You briefly speed up or slow time for a creature (other
1st-level chronomancy than you) of your choice that you can see within range. An
Casting Time: 1 action unwilling creature must make a Wisdom saving throw. On
Range: Touch a success, the spell has no effect. Choose one of the
Components: V, S, M (a pinch of dirt) following effects:
Duration: 1 hour Hurry: The creature is moved to an initiative slot of your
Classes: Artificer, Bard, Druid, Ranger, Wizard choice that more closely follows your current turn and has
advantage on the next attack roll, ability check, or saving
You touch a creature. The target’s speed increases by 10 throw it makes before the start of your next turn.
feet until the spell ends.
Delay: The creature is moved to an initiative slot of your
At Higher Levels: When you cast this spell using a spell choice that more distantly follows your current turn and
slot of 2nd level or higher, you can target one additional has disadvantage on the next attack roll, ability check, or
creature for each slot level above 1st. saving throw it makes before the start of your next turn.
Modify Age Time's Arrow
2nd-level chronomancy (ritual) 3rd-level chronomancy
Casting Time: 8 hours Casting Time: 1 reaction, which you take when you see a
Range: Touch creature hit or miss with a ranged weapon or spell
Components: V, S, M (gold dust worth at least 200gp, attack
which the spell consumes) Range: 120 feet
Duration: Instantaneous Components: S
Classes: Druid Duration: Instantaneous
Classes: Ranger, Sorcerer, Wizard
You perform an intricate ritual on another creature,
reducing or increasing (your choice) its apparent age by up You freeze a projectile that you can see within range mid-
to 3d10 years. A creature's appearance cannot be reduced flight in attempt to alter its trajectory. If the projectile
below the age of maturity or above the life expectancy for would otherwise hit, it instead becomes suspended in
its race via this spell. Also, this effect does not extend the midair 5 feet from its original target. If it would otherwise
creature’s lifespan. miss, the DM determines the location of the now frozen
projectile.
Haste Within the same reaction, you can reposition the frozen
3rd-level chronomancy projectile to hit a target of your choice, provided they are
Casting Time: 1 action within the weapon or spell’s range from the projectile’s
Range: 30 feet new location. Alternatively, you can cause the projectile to
Components: V, S, M (a shaving of licorice root) drop to the ground harmlessly, fizzling, if it’s a spell or
Duration: Concentration, Up to 1 minute magical weapon.
Classes: Artificer, Sorcerer, Wizard
Curse of Aging
Choose a willing creature that you can see within range. 4th-level chronomancy
Until the spell ends, the target’s speed is doubled, it gains
Casting Time: 1 action
a +2 bonus to AC, it has advantage on Dexterity saving
Range: Touch
throws, and it gains an additional action on each of its
Components: V, S, M (a turtle shell)
turns. That action can be used only to take the Attack (one
Duration: Instantaneous
weapon attack only), Dash, Disengage, Hide, or Use an
Classes: Druid, Warlock
Object action.
When the spell ends, the target can’t move or take A creature you touch must succeed on a Wisdom saving
actions until after its next turn, as a wave of lethargy throw or become cursed indefinitely. While under the
sweeps over it. influence of this curse, the target ages at twice their
normal rate, becoming two days older for every day that
Slow passes. In addition, they have disadvantage on all Strength
3rd-level chronomancy checks and saving throws. A Remove Curse spell ends this
Casting Time: 1 action effect.
Range: 120 feet
Components: V, S, M (a drop of molasses)
Duration: Concentration, Up to 1 minute
Classes: Sorcerer, Wizard
You alter time around up to six creatures of your choice in
a 40-foot cube within range. Each target must succeed on
a Wisdom saving throw or be affected by this spell for the
duration.
An affected target’s speed is halved, it takes a −2 penalty
to AC and Dexterity saving throws, and it can’t use
reactions. On its turn, it can use either an action or a
bonus action, not both. Regardless of the creature’s
abilities or magic items, it can’t make more than one melee
or ranged attack during its turn.
If the creature attempts to cast a spell with a casting
time of 1 action, roll a d20. On an 11 or higher, the spell
doesn’t take effect until the creature’s next turn, and the
creature must use its action on that turn to complete the
spell. If it can’t, the spell is wasted.
A creature affected by this spell makes another Wisdom
saving throw at the end of its turn. On a successful save,
the effect ends for it.
The target retains all of its game statistics except its base
movement speed and hit points, which are changed to 10
feet and the target’s Constitution modifier + the target’s
level, respectively. It retains its alignment and personality.
It cannot take any actions, bonus actions or reactions,
cannot cast spells, and cannot communicate, except by
crying (a person using the spell Comprehend Languages or
similar abilities can interpret such crying to gain a rough
understanding of the baby’s emotional state). While under
the effects of this spell the target’s only movement option
is to crawl. The target’s gear is unaffected by this spell; it
will likely fall off the target due to being vastly oversized.
When it reverts to its normal form, the creature returns
to the number of hit points it had before it transformed. If
it reverts as a result of dropping to 0 hit points, any excess
damage carries over to its normal form. As long as the
excess damage doesn’t reduce the creature’s normal form
to 0 hit points, it isn’t knocked unconscious.
At Higher Levels: If you cast this spell using a spell slot
of 6th level or higher and maintain your concentration on
this spell for the entire possible duration, the target makes
another Wisdom saving throw. On a success, the effects
end. On a failure, the target remains in its childlike form
until the effect is ended by a Remove Curse spell.
Additionally, if the target drops to 0 hit points, it does not
revert to its original age and begins making death saving
throws as normal.
Handling Chronomancy as a DM
No time passes for other creatures, while you take 1d4 + 1 Page 5: Time Mage, by Chunyu Wang
turns in a row, during which you can use actions and move Page 7: Void-Dragon Elder, by Dan Dillon
as normal.
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