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OPTIONAL GAME ACCESSORY

Chronomancer
Credits
Design: Loren Coleman
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Development and Editing: Matt Forbeck
Additional Assistance: Jim Butler, Andria Hayday,
Bruce Heard, Steve Miller, Roger Moore,
Jon Pickens, Skip Williams, and David Wise
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Graphic Design: Stephen Daniele and Paul Hanchette


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Cover Art: Alan Pollack


Interior Art: Thomas Baxa, Adrian Bourne, Terry Dykstra, Jim HoUoway, Mark Nelson
Typography: Angelika Lokotz
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Production: Paul Hanchette

ADVANCED DUNGEONS & DRAGONS, AD&D, AL-QADIM, BLACKMOOR, DARK SUN, DRAGONLANCE, FORGOTTEN REALMS, GREYHAWK,
HOLLOW WORLD, MYSTARA, RAVENLOFT, RED STEEL, and SPELLJAMMER are registered trademarks owned by TSR, Inc.
BIRTHRIGHT, COUNCIL OF WYRMS, ENCYCLOPEDIA MAGICA, PLANESCAPE, and the TSR logo are trademarks owned by TSR, Inc.
All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc.

Random House and its affiliate companies have worldwide distribution rights in the book trade for English-language products of TSR, Inc.
Distributed to the book and hobby trade in the United Kingdom by TSR Ltd.
Distributed to the toy and hobby trade by regional distributors.

©1995 TSR, Inc. All rights reserved.


This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use
of the materials or artwork contained herein is prohibited without the express written permission of TSR, Inc.
Printed in the United States of America.

TSR, Inc. TSR Ltd.


201 Sheridan Springs Rd. 120 Church End
Lake Geneva Cherry Hinton
WI43147 Cambridge CB1 3LB
USA United Kingdom

ISBN 0-7869-0325-2 1st Printing, August 1995 9506XXX1501


le of Contents

Introduction 3 Chapter 4: Chronomancy 39


Where This Belongs in Your Campaign .. .3 Nonweapon Proficiencies 39
How to Use This Book 3 Spells 41
Outfitting the Chronomancer 55
Chapter 1: Chronomancers 4 Equipment 55
A Note About the Demi-Plane of Time .. .4 Items and Artifacts 56
Requirements and Restrictions 4
Experience and Advancement 6 Chapter 5: Protectors of the Realm 59
Benefits and Penalties 7 Who They Are 59
Attitude and Lifestyle 7 What They Do 59
Chronomancer Kits 8 How They Do It 59
Guide 8 The Birth of Chronomancy 60
Historian 9 Action and Organization 60
Seer 10 A Word of Caution 62
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Traveler 12
Chronomancer Subclasses 13 Chapter 6: A New Source of Magic 64
Temporal Champion 13 Where It Comes From 64
Temporal Raider 14 The School of Chronomancy 64
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Spell Descriptions 64
Chapter 2: The Big Picture 17 Items and Artifacts 66
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Beyond Time 17 Normal Magic on Temporal Prime 67


The Building Blocks 17 Guideline #1 67
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Linear Existence 17 Guideline #2 68


Physical Traces 18 Guideline #3 71
Temporal Prime 19 The Working of Magical Items 73
End of the Line 19 Magic Resistance of
Inside the Timestream 20 Temporal Creatures 74

Chapter 3: The Road To Adventure 21 Chapter 7: Fantasy Futures 75


Slipping into the Scene 21 Building a Future 75
At the Starting Gate 22 Future Fantasy 77
More on Timestream Formations 23 Magic 77
Which Way Is Up? 23 Technology 77
Getting About 25 Fantasy Tech 78
Mapping the Realm 26 Creature Evolution 82
Traveling an Objective Mile 27 Creationism 82
Temporal Shortcuts 27 Made To Order 82
Changing History 30 Distant Past 82
Hazardous Duty 32 Present 83
Creatures 32 Future 84
Combat 33 Far Future 85
Natural Hazards 33
Off the Beaten Path 37 Appendix: Official AD&D® Worlds 87
Encounters 38 MONSTROUS COMPENDIUM® Appendix 90

2 • Table of Contents
Moving delicately along the fringes of the can be used as background for minor adven-
magical worlds are the members of an elite tures that might involve time travel, or the
and secretive school. These mysterious fig- DM can embrace these concepts and turn the
ures guard the basis of their abilities with characters loose on an unwary (well, maybe a
paranoid fervor, especially from other wiz- little wary) time-space continuum.
ards. What little is known of them is learned Besides expanding an existing world by
mainly in rumors and legends hinting at a allowing access to its past and future, the dis-
startling truth: Theirs is the mastery of time. covery of Temporal Prime makes an unex-
Past, present, and future are all merely differ- plored realm available, complete with new
ent lands within their realm. They call them- creatures and new puzzles to investigate. The
selves chronomancers. existence of this dimension also gives rise to
In a magical world, few things are entirely new character types, a new school of magic,
impossible. Still, only a small core of intel- and exciting new magical items for the char-
lectuals puts great stock in these legends. In acters to discover and enjoy.
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their opinion, not only do chronomancers
exist, but these eerie mages are privy to a life How to Use This Book
unlike any known before. Much evidence has
been gathered and weighed, but most people This book is broken up into two large sec-
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simply cannot (or will not) conceive of a wiz- tions. The first section consists of Chapters
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ard with power over the natural order of One through Four. These detail everything
events. about chronomancers and their spells that a
Few areas can match the potential for raw chronomancer player should know.
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power associated with time travel: the chance The rest of the book contains material for
to experience the far future, the ability to the Dungeon Master's eyes only. No players
influence the past. Even in a fantastic setting, should read this part of the book, as it fea-
there would be those infatuated with holding tures all sorts of material that is best discov-
sway over time. ered in the course of play.
Enter the chronomancers, elite wizards Players who are not planning to play a
with the ability to influence temporal forces. chronomancer should not read this book at
Practicing and developing their unorthodox all. The world at large knows little about
art, these wizards have turned their backs on these wizards, and it is easier for the players
traditional destiny to forge new lives for to realistically portray their characters if the
themselves and countless others. Chrono- players are as much in the dark about chrono-
mancers can wind back the clock or send it mancy as their characters.
spinning ahead, expanding the horizons of As the Dungeon Master, read through this
your game world and blazing a path to adven- book carefully before considering what sort of
tures never before imagined. a role you want chronomancers to play in
your campaign. If you feel that chronomancer
Where This Belongs player characters would unbalance your cam-
In Your Campaign paign, then disallow them in play. You can
still use the material presented herein as a
Temporal Prime (the dimension of time) background for your campaign, but that
and chronomancers can fit into an existing doesn't mean that the heroes have to know
AD&D® game world at whatever level the anything that you don't choose to reveal to
Dungeon Master chooses. This information them in play

Introduction
I cannot prove the existence of this demiplane A Note About the
yet, this dimension of Time, merely the possibility "Demiplane of Time"
of its existence. I have gathered information con-
cerning the known planes and their relationship Few previously published AD&D® game
with each other, and nothing contradicts this con- materials have dealt with the issue of time
cept. In fact, many of the laws and theories con- travel to any extent. Those that have done so
cerning the elemental planes help to directly refer to a place called the "demiplane of
support the possibility of a temporal plane that time." While it is understandable that an out-
exists farther in than the elementals, a dimen- sider might conceive of the dimension of
sional plane that acts as a cornerstone of reality as Temporal Prime as some kind of demiplane, it
we know it. is in fact nothing of the sort.
And what exists may be exploited. If power can The phrase "demiplane of time" is simply a
be drawn from the elements, what kind of magic misnomer for something that is difficult for
could be made possible by tapping a dimension? If any but a chronomancer to fully comprehend.
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the raw essence of time could be manipulated It's understandable that outsiders, trying to
according to the will of a mortal humanoid, what fit Temporal Prime into their own necessarily
limits would there be? The potential for reward limited theories of how the universe is con-
stacks highly against an equal potential for devas- structed, would make this mistake. Here,
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tation. Practitioners would have to be kept to a however, it is corrected.


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minority, a dedicated few who could work this For this reason, creatures like the "time
temporal force for the betterment of all life. What demielemental" have been given more ap-
kind of person could accept such responsibility propriate names, as has the dimension that
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without turning toward selfish interests? Could spawned them. All of this becomes clearer
the overall morality of a group of such humanoids with further study of chronomancy.
be enough of a driving force to set them to policing
their own kind? Perhaps it's best such arguments Requirements and Restrictions
remain in the venue of theory.
—Excerpt from Kandalon's Theories on Time As a wizard from an elite school, the chro-
nomancer has some unusual requirements
Chronomancers draw power for their mys- and restrictions. Any of them can be modified
tical ability directly from the energy created with Dungeon Master discretion, of course,
by the momentum of time. The lifeline of but it is strongly recommended that this be
every living thing forms a current in time- done only under special circumstances.
space, and the intertwining currents create Ability Scores. Two ability scores govern
the timestream. The flow of one timestream the chronomancer: Intelligence and Wisdom.
covers a reality, and in vortices (a mild form A chronomancer must have a minimum Intel-
of time turbulences) several timestreams can ligence of 17 to understand the abstract theo-
flow closely and allow passage from one real- ries on which his mystical art is based. A
ity to another. Vortices range in size and haz- minimum Wisdom of 16 is required as well, to
ards depending upon how many timestreams ensure the wizard has the foresight for under-
flow through them. Temporal Prime is the di- standing the implications of using chrono-
mension in which timestreams can be viewed. mancy, and the discipline to use it responsibly.
A chronomancer can slip between reality and It is unlikely that a character without these
Temporal Prime through the use of spells, minimums would ever find an apprenticeship
items, or permanent portals. with a chronomancer.

4 • Chapter One
Racial Restrictions. The school of chrono- Dual-classing cannot change this fact, and
mancy is beyond most demihumans, limiting Dungeon Masters are cautioned against al-
the allowed races to humans, elves, and half- lowing a kit that permits otherwise.
elves. The innate magic resistance of dwarves, Racial Level Limits. The standard racial
gnomes, and halflings prevents them from level limits for wizards apply to chrono-
channeling the mystical energies properly. mancers. Dwarves, gnomes, and halflings
There may be other races that could build a cannot be chronomancers. Elves are limited to
decent case for learning chrono mancy, but 15th level, half-elves are limited to 12th level,
chronomancers are secretive enough among and humans have no level limits.
their own kind and are not about to extend Alignment. Secrecy and paranoia are
trust to such races. Chronomancer families of infused into the chronomancer at early stages
humans, elves, and half-elves are known. to ensure the secrets of this school are kept as
Weapons and Armor. Like most wizards, quiet as possible. For this reason, a chaotic
the chronomancer may use the dagger, staff, alignment is not allowed. A chronomancer of
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dart, blowgun, knife, or sling. Dual-classing lawful or neutral alignment would not be able
allows for the learning of different weapons, to trust a chaotic apprentice, and so would
but this is the exception, not the rule. not take on such a student. A chronomancer
Chronomancers are not allowed to wear who has turned chaotic over time may begin
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armor of any type unless it is elven chain mail to allow some secrets to slip, but paranoia has
an even tighter hold on that wizard, for other
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and the chronomancer is an elf or half-elf.


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Chronomancers • 5
chronomancers often attempt to "correct" any Table 1: Chronomancer Experience
such indiscretions that may come to their
attention. As such, a chronomancer is unlikely Action Award
to trust an apprentice of any alignment, much Chronomancy spell cast
less a chaotic one. to overcome foe or
Chronomancers who shift to a chaotic align- problems 60 XP/spell level
ment do not suffer for it directly. Their actions Chronomancy spell suc-
are watched more closely by others, though, cessfully researched 600 XP/spell level
and what little help they could have expected Making a potion or scroll XP value
from other chronomancers would be long in Creating a permanent
coming. magical item XP value
Dual- and Multiclasses. Humans can
become dual-classed chronomancers. If chro-
nomancy is their second course of study, the level ArivAnrement
minimum ability scores are raised to an Intel-
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ligence of 18 and a Wisdom of 17. Chronomancers advance at a slightly slower
Regular multiclassing is not possible, since pace than normal wizards (see Table 2). This
chronomancy automatically requires special- is due to the complicated relationship be-
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ization. Two subclasses of the chronomancer, tween Temporal Prime and reality that chro-
however, are available to human, elf, and nomancers must apply to their studies.
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half-elf characters. These are detailed on


pages 13-16. Table Z: Chronomancer
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Experience Levels
Experience and Advancement
Level Experience Points Hit Dice (d4)
How a chronomancer advances in his cho- 1 0 1
sen field is nearly identical to any other wiz- 2 3,000 2
ard specialist. The mechanics remain the 3 6,000 3
same, but the rates at which experience and 4 12,000 4
levels are earned differ a bit. 5 24,000 5
6 48,000 6
Individual Experience Awards 7 72,000 7
8 105,000 8
As noted on Table 1, chronomancers earn 9 160,000 9
their experience in a slightly different way 10 285,000 10
than other wizards. Due to the relative com- 11 425,000 10+1
plexity of chronomancy spells, more experi- 12 850,000 10+2
ence is earned for casting them, yet only 13 1,235,000 10+3
group experience is earned for casting non- 14 1,610,000 10+4
chronomancy spells. Note that, due to the rig- 15 1,985,000 10+5
ors of their studies, chronomancers never 16 2,370,000 10+6
receive a 10% bonus on experience for having 17 2,755,000 10+7
high ability scores in their prime requisites. 18 3,140,000 10+8
19 3,525,000 10+9
20 3,910,000 10+10

6 • Chapter One

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