Temporal Spells


Temporal Spells


Spell Colleges: The spellcasters have devoted at least part of their lives to the magical arts. At the beginning of the game, it is assumed that they have a certain number of spells already learned that they don't have to pay for. I recommend the D.M. give each magic user a certain amount of credit to spend on spells. For Elves and Mages, I recommend 150 gc (Gold Coins), and for Wizards, Seers, and Chronomancers I recommend 450 gc. They may then cast any spell in their repertoire as many times as their manna will allow them to. Spell costs are indicated beside the manna rating of each spell. All spells in this college with footnotes were created by Karnov.

Level 1: 50gc
(4 Manna Points)
Dark Matter (1)
Causes a magical darkness in a 6 square radius. No normal light works in this darkness. Spell lasts for 3 turns. While in the dark you cannot search or used ranged spells or weapons. Any character attacked gets one extra combat die in defense.

Flashback (2)
By casting this spell, the spellcaster or any one hero the spellcaster chooses can replay their entire turn. All results of the hero's first turn are cancelled. You can cast this after any hero's turn. Casting this spell does not count as your action for the turn.

Haste (3)
The caster may cast this spell on any one character he can "see". The recipient may then take 2 turns for the next 1D6+1 turns. After the spell expires the character is winded and may not attack for one turn. While winded the character may also only defend with 2 defend die.

Parallel Realities
This spell may be cast on any Hero, Including yourself. This spell causes the target of the spell to harmonize with copies of themselves in alternative dimensions, such that their motions all appear in a blur as all the different versions of the Hero all move simultaneously. This creates a blurring effect that gives the Hero two extra combat die in defense until they take one Body Point of damage.

Photonic Emission
This spell causes a small burst of magical light to burst from the spellcaster's fingers and hit any one monster they can "see". The light will inflict 2 Body Points of damage. The victim then rolls 2D6, and for each 5 or 6 rolled, the damage is reduced by 1 Body Point.

Probable Attack
This spell may be cast on any one weapon. For 1d6 turns that weapon defies the laws of Probability and the wielder of the weapon gets one reroll of any shields rolled while attacking with that specific weapon.

Slow (4)
You may cast this spell on any character you can "see". It will slow them down to 1 turn every 2 rounds. The spell may be resisted by rolling 1d6 for each of the targets Mind Points. If two 6's are rolled the spell is broken. Spell lasts for 4 turns.

Stardust
This spell will create a glittering of stardust, and may be cast on any one weapon. This stardust will up the combat strength of the weapon by one combat die, and will light up a radius of 3 spaces. Lasts 1D6 rounds.

Time Wall
This spell may be cast on any Hero, including yourself. It creates a wall of slowed time around the target of the spell. This spell doubles the Hero's defenses against any spell or directional attack coming in their direction for 1d6 turns. Lightning is the one exception, as it essentially moves at the speed of light.

Unknow Wounds
This spell may be cast on any one Hero, including yourself, and causes that Hero's body to Chronoshift back in time, restoring up to 4 lost body points, but will not give a hero more than his starting number.

Level 2: 100 gc
(8 Manna Points)

Balefire
(4 Manna Points per Body Point of target) This spell will utterly destroy 1 target, chronoshifting them into oblivion. This spell also has a bizarre side effect. For every 4 Manna Points required to destroy a target, it undoes any action performed for one additional turn by the target, including any damage taken from weapons or spells. (4 MP=1 turn; 8MP=2 turns; etc.)
This spell is inspired by Robert Jordan and dedicated to Dawna Mitchell. Thanks Cece!!

Devolve
This spell devolves any one monster the spellcaster can "see", transforming them into a weaker version of the same monster. A devolved monster loses one Body Point, as well as 1 Combat Die in both attack and defense (will not lower any spec lower than 1). This spell can also be used to automatically reverse the effect of the "Warp" spell on one target. Has no effect on Undead, Elementals, Chaos Forces, or Drow.

Dimensional Shunt
This spell may be cast at any time and if cast on Zargon's turn does not count as the caster's action for the turn. This spell allows the caster to shunt one offensive spell cast at them into an alternative reality, effectively negating the spell. The spell has one liability. There is a 10% chance that when they use this spell, a caster in an alternative reality shunts an identical spell at them.

Gamma Ray (5)
Causes radiation poisoning to the target. Target loses 1 attack die and 1 Body Point until cured or dead. Spell may be defended by rolling 1D6 per present Body Points. By rolling a total of at least 16 the spell is defended.

Presight
The Chronomancer may view the room from the eyes of a "Future Self", thus revealing everything in the room without activating the monsters inside.

Reverse Projectile
This spell may be cast at any time and if cast on Zargon's turn it does not count as the caster's action for the turn. The spell may be cast on any Hero including yourself. The Hero is surrounded by a reversion field that causes any directional attack or spell that targets the Hero to reverse direction and bounce back on the attacker. Lightening is the only spell immune to this effect.

Temporal Wrinkle
This spell may be cast on any other spellcaster in the Chronomancer's party. This spell will cause the spellcaster to slip through a temporal wrinkle the next time they cast a spell. this allows the spellcaster to cast the same spell twice in one turn. (Directional spells need not be cast at the same character.)

Stop (6)
You may cast this spell on any character you can "see". Stopped characters can do nothing. Spell may be resisted by rolling 1d6 for each of the targets Mind Points, if a 2 6's are rolled spell is broken. Spell lasts for 4 turns.

Stop Time (7)
This spell may be cast at any time and does NOT have to be cast on the spellcaster's turn. The caster of this spell stops time for everyone else on the board and allows the caster to immediately take a turn. After the caster takes their turn time resumes as normal.

Level 3: 200 gc
(12 Manna Points)

Meteor (8)
The caster summons a large rock from space to hit one target the caster can "see" with 8 Attack Dice. Cannot be defended.

Meteor Shower (9)
Similar to Meteor. The caster summons up 1d4 smaller rocks from space to hit any target(s) you can "see". Each rock summoned will do 3 Body Points of damage, and may be made to hit one target or separate targets. Targets defend by rolling 3D6 per rock defended. For each 6 rolled, the damage is reduced by 1 Body Point.

Phase Shift
This spell may be cast on any one bladed weapon or arrow, and causes the item to go slightly out of phase with reality. These phase-shifted weapons go right through armor, and any damage rolled is automatically taken. When the spell is cast, the Chronomancer must roll 2D6: 2-3) Weapon phases out of existence. 4-8) Spell successful. 9-12) Weapon material too dense. Spell fails. May not be cast on Vorpal Weapons.

Temporal Casualty Loop (10)
At any time during the game you may use this spell to undo everything that happened back to the beginning of your last turn. (Remember, when you cast this spell, you haven't yet :-> ).

Wormhole (11)
The caster of this spell may specify any target, including himself, to move to any other space on the board (If he appears in solid rock, he is trapped forever). If the character is not willing to go, they may resist the spell by rolling a 8 on 1D8, one die per Mind Point.

Level 4: 400 gc
16 Manna Points
Big Bang (12)

All characters, including yourself, on the board are hit with 4 Attack dice of damage, undefendable (rolled separately).

Dimensional Door (13)
The caster may make a portal to another dimension in any space he can see. Anything on that space is immediately taken to a sanctuary (side board) where a portal exists on that side. Portal remains open for 10 turns. Anything in the sanctuary remains there until removed.

Flux
This spell puts one target into a state of temporal flux. The target then rolls 3 Combat Die, and for each skull rolled, they lose 1 Body Point. If 3 skulls are rolled, the target disintegrates, killing them.

Repulsion Field
This spell allows the Chronomancer to surround him/herself with a force field which will raise the caster's Defend by 3 combat die. The field will also repel any directional weapon or spell (including lightening). Lasts 2D4 rounds.

Level 5: 800 gc
(20 Manna Points)

Black Hole (14)
Makes a small hole in the center of the dungeon at the end of the every one of the casters turn's, it sucks in everything within 6 squares of it destroying it. Pulls everything else in the dungeon 1 squares closer. This spell lasts 1D6 turns before the hole closes again. Hole closes at the same rate it opens. (To simulate this everything getting 1 square closer, just make the Black hole 1 square square bigger. This spell could pretty much engulf the whole universe if not stopped.)

NovaStar
This spell draws on the primal power of stars and does 2D6 Body Points of damage to all characters in a 6 space radius. This spell will lower the caster to one Body Points, and requires 2 Body Points to cast. characters defend by rolling 1D6 per Body Point, and for each 6 rolled, the damage is reduced by 1 B.P. This spell Will Blow Open any regular doors in range, and characters behind barricades (closed doors, walls, etc.) roll 2D6 per Body Point.

Temporal Duplicity
The Chronomancer draws on their knowledge of time to summon a "Future Self" to join him/her in battle. This "new" Chronomancer is fresh for the fight, and has all of the original's tech specs and full Manna Points. The "future" Chronomancer may only stay in proximity with the original for 5 rounds before his/her presence starts to corrupt the time line and is forced to return.

Winds of Time
This spell may be cast on any one Dead Hero, and it will revive them. The Hero may reset their Body Points to one.

Footnotes

The first note I want to make before I start is that one of the changes that I have made to all of Karnov's originals is that I have upped the manna values by a power of 4. This is to make them comparable to my Wizard/Mage values. Also, whenever necessary, I have done some slight grammatical correction.

1. I re-worded the spell and did a little explanation as to what the exact effect of the spell would be.
2. This spell is different from the others. This one was originally part of Milton Bradley's Elf Quest pack ("Mage of the Mirror") which was recently re-released by Hasbro and Avalon Hill. This was originally an "Elf Spell", but I thought it fit better as a Chronomancer spell.
3. I have weakened this spell SIGNIFICANTLY. As it was it was massively overpowered.
4. A little rewording, no real difference.
5. I upped the defendability of this spell.
6. A little rewording, no real difference.
7. A little rewording, no real difference. I also have to acknowledge that this spell is functionally identical to the "Timestop" spell in Milton Bradley's Elf Quest pack ("Mage of the Mirror") which was recently re-released by Hasbro and Avalon Hill. I don't know if Karnov ever saw this spell, nor do I know whether or not he was inspired or influenced by the spell. Either way the similarity of the two cannot be disputed. Again, like the "Flashback" spell above, this works better as a Chronomancer spell.
8. A little rewording, no real difference.
9. I slightly altered the spell to allow the separate meteors to strike one target or multiple targets, and I changed the defend of the spell.
10. A little rewording, no real difference.
11. In light of this spell being used in an offensive way, I have created a defense against it.
12. No Change.
13. This spell I did a slight alteration on. I have on my side board a 4x4 room that the portal always opens to. My Chronomancer has this portal open to basically what he has made into a treasure chamber.
14. I upped the power (whew-wee), and the spell automatically stops and re-closes at end.

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