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School of Magic:

Chronomancy

MAGIC TRICKS AND SPELLS FOR DRAGONBANE

Spells:
DOUBLETAKE REPRIEVE
Tricks: REWIND LOOP
FORTUNE FAVORS OUT OF TIME CHRONOMENTAL
DEJA VU
AGE GAP ANOMALY SLOW DOWN
FAST FORWARD SPEED UP
PARADOX STOP

Title page artwork by Grey Gnome Games. Used with Permission.


This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB. This Supplement was created
under Fria Ligan AB’s Dragonbane Third Party Supplement License
INTRODUCTION

Why, hello there!

Chronomancy and time magic has been one of my favorite schools to


tinker with for decades. Since I first played the Time Mage job in Final
Fantasy V on the SNES, the idea of manipulating time in RPGs has
fascinated me. Taking that fascination and applying it to ‘Dragonbane’
was a no-brainer for me.

The idea behind the Chronomancy School of Magic is for it to mostly


provide support for the party. You’ll be concentrating on helping allies
and hindering enemies more than dealing damage as with Elementalism.

Additionally, the card-like design of the PDF is meant to be easy to read


and navigate on mobile devices. And because there’s only one spell per
page, it should print nicely when you select the 4 pages per sheet option.

Enjoy!
Magic Tricks

FORTUNE FAVORS

You cause one creature to redraw their initiative card. They must use
the new card. This trick can only be used once per round and never on
the same target.

DEJA VU

You cause someone to have the strange feeling that they've been in this
exact situation before. They get a bane on their next AWARENESS
roll. This can not be used on the same target more than once per
stretch.

DETERMINE AGE

You know precisely how old something or someone is.


DOUBLETAKE

✦ Rank: 1
✦ Prerequisite: CHRONOMANCY
✦ Requirement: Word, gesture, focus (hourglass)
✦ Casting Time: Action
✦ Range: Personal
✦ Duration: Round

You can break through the barrier between the present and the
past to reexamine the events of the previous 10 seconds. You can’t
change what happened, but you can learn from the experience.
Until your next turn, you may use this newfound insight to give any
roll a boon or a bane. (Doing so does not require an Action.)

Types of rolls may include attack rolls or individual skill tests. You
may not give a bane or boon to the same skill multiple times with
this spell, regardless of who is making it.
REWIND

✦ Rank: 2
✦ Prerequisite: DOUBLETAKE
✦ Requirement: Word, gesture, ingredient (sand)
✦ Casting Time: Reaction
✦ Range: 30m
✦ Duration: Instant

The river of time flows backward for you, but only briefly. You
may cast this spell after any roll near you. All dice must be
rerolled, cannot be pushed, and the new results used. If the new
result is a Dragon, this spell costs no WP.
OUT OF TIME

✦ Rank: 3
✦ Prerequisite: REWIND
✦ Requirement: Word, gesture, ingredient (3 crystal shards)
✦ Casting Time: Action
✦ Range: 10m
✦ Duration: Round

You hold fate between your fingers and bring it to bear against
your enemies. You concentrate a moment in time between your
palms and push it through someone or something. In a blink, they
disappear, banished until time catches up with them. They
reappear in 10 seconds (or at the end of their next turn) and take
1d10 damage from the stress of temporal displacement. Each
power level increases the time banished by 10s and damage by an
additional d10.

While banished and adrift in time, the target cannot see, hear,
speak, take actions, move, or be the target of spells or abilities.
They can neither gain nor lose HP or WP when in this state.

This spell cannot be used against the same target more than once
per combat.
REPRIEVE

✦ Rank: 1
✦ Prerequisite: CHRONOMANCY
✦ Requirement: Word, gesture, focus (hourglass)
✦ Casting Time: Action
✦ Range: 10m
✦ Duration: Concentration

Whenever a creature you can see takes damage, you may slow the
passing of time and cause that damage to be delayed until your
concentration is broken. The damage is then applied immediately.
LOOP

✦ Rank: 2
✦ Prerequisite: REPRIEVE
✦ Requirement: Word, gesture, ingredient (sand)
✦ Casting Time: Action
✦ Range: 10m
✦ Duration: Round

You focus on events that just happened and are able to briefly
merge the past and present. Instead of rolling against
CHRONOMANCY, make an opposed WILLPOWER roll against a
single target. This roll cannot be pushed. If you win, the target’s
next turn is an exact copy of their previous turn. For the looped
turn, all resources expended are restored and can only be used
again in the exact same way. This applies only to the looped
creature.

If they moved, they warp back to their starting location. All


damage dealt, received, and healed during the repeated turn
stacks with the original turn. Same for any conditions or other
effects. A friendly creature may choose to let you loop their turns
rather than oppose your roll. In that case, you still must roll
against your CHRONOMANCY skill to cast this spell.
CHRONOMENTAL

✦ Rank: 3
✦ Prerequisite: LOOP
✦ Requirement: Word, gesture, ingredient (3 crystal shards)
✦ Casting Time: Action
✦ Range: 10m
✦ Duration: Stretch

This spell summons an elemental made of the essence of time. The


elemental looks like a vortex shaped like an hourglass. It counts as
a monster in combat, follows its creator’s commands (free action),
and can act independently with its own initiative, but must stay
within sight of the mage.

MOVEMENT: 10
HP: 5 per power level
WEAPONS: Sands of Time. Hits automatically in melee combat
(but can be dodged) and inflicts D6 damage per power level.
Armor has no effect.
CHRONAL AURA: Any creatures within 4m of the chronomental
may draw two cards at the start of a combat round and choose the
one to keep. This ability can only trigger once per round.
ANOMALY

✦ Rank: 1
✦ Prerequisite: CHRONOMANCY
✦ Requirement: Word, gesture, focus (hourglass)
✦ Casting Time: Action
✦ Range: 20 meters
✦ Duration: Duration

You can control an object or creature's journey through time


itself. You can wipe years from someone's body or bend them with
age. For each power level, you can choose to add or remove one
year's worth of aging from a creature or object.

This process is mentally and physically taxing for for both the
caster and the target, and both become Exhausted, Dazed, and
Scared immediately, regardless of the direction time flows.
FAST FORWARD

✦ Rank: 2
✦ Prerequisite: ANOMALY
✦ Requirement: Word, gesture, ingredient (sand)
✦ Casting Time: Action
✦ Range: Personal
✦ Duration: Instant

You become momentarily infused with chronomantic energy. At


power level 1, take one additional turn, but lose 1/3 current HP
when it ends. At power level 2, take 2 additional turns but lose
2/3 current HP afterward. At power level 3, take 3 additional
turns but lose all hit points when they end.

You cannot rally if you have lost HP from this spell. Hit points lost
this way can only be regained by taking a shift rest.
PARADOX

✦ Rank: 3
✦ Prerequisite: FAST FORWARD
✦ Requirement: Word, gesture, ingredient (3 crystal shards)
✦ Casting Time: Action
✦ Range: 20 meters (cone)
✦ Duration: Instant

You temporarily displace an object or creature from the current


timestream, and they exist in both the past, the present, and the
future simultaneously. When used is on a creature, they take 2D8
damage per power level.

Those who survive the experience of existing in multiple places of


the timestream gain a heightened sense of themselves and the
world around them.

At power level 1, this spell gives them a boon to all AWARENESS


rolls until their next shift rest. For power level 2, they also get a
boon to MYTHS & LEGENDS, and power level 3 gives a boon to
EVADE rolls, too.
SLOW DOWN

✦ Rank: 1
✦ Prerequisite: CHRONOMANCY
✦ Requirement: Word, gesture, ingredient (1 crystal shard)
✦ Casting Time: Action
✦ Range: 4 meters (sphere)
✦ Duration: Concentration

You dam up time within an immobile sphere at a location you can


see and slow it to a crawl. For the duration, 1 stretch inside the
sphere is 1 shift outside. No benefits from shift or stretch resting
occur while inside the sphere. There sphere is immobile.
SPEED UP

✦ Rank: 2
✦ Prerequisite: SLOW DOWN
✦ Requirement: Word, gesture, ingredient (2 crystal shards)
✦ Casting Time: Action
✦ Range: 4 meters (sphere)
✦ Duration: Concentration

You create an immobile sphere where time moves rapidly at a


location you can see. For the duration, 1 shift inside the sphere
inside the sphere is 1 stretch outside. No benefits from shift or
stretch resting occur inside the sphere.
STOP

✦ Rank: 3
✦ Prerequisite: SPEED UP and (CHRONOMENTAL, OUT OF
TIME, or PARADOX)
✦ Requirement: Word, gesture, ingredient (3 crystal shards)
✦ Casting Time: Action
✦ Range: 4 meters (sphere)
✦ Duration: CONCENTRATION

You create an immobile sphere in which time comes to a complete


halt. Anyone inside is unaware they are frozen, while the world
outside continues at normal pace. Nothing can move into or out of
the sphere, no damage can be dealt or received by anyone inside
the sphere, and all effects with a duration are paused immediately
and resume when the caster's concentration is broken.
OTHER WORK & UPDATES

If you’d like to check out my other work, you can find my 5e


content at the Dungeon Master’s Guild.

My non-D&D work can be found primarily at DriveThruRPG.

If you’d like to stay up to date on my upcoming releases, sign


up for my email list at bjkeeton.com!

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