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.

In addition, spell casters who draw their power from Temporal magic (Chronomancer & Time Mage) gain a special ability called an "Immediate Reaction". Immediate Reactions are spells that manifest outside of time. What this means mechanically is that these spells may be cast at any time. All the caster needs is to have enough manna to cast the spells and they can cast them. It doens't matter if it's another player's turn. It doesn't matter if it's Zargon's turn. If you have an immediate reaction spell and you have enough manna you can just declare that you're casting the spell. The majority of the immediate reaction spells are designed to be cast on Zargon's turn, anyway. These are spells that directly attempt to counter something Zargon has just done or is about to do. The manna cost of these spells is just the same as other spells of their level, so you still have to consume the correct amount of manna in casting. This is important because peforming an immediate reaction does not affect your game at all unless you cast the immediate reaction spell on your turn.

Chrono Pulse
The caster emits a pulse of temporal energy at one monster they can see, dealing 1 Body Point of damage and halving its movement on its next turn. The monster defends by rolling 1D6; a 5 or 6 negates the effect.

Dark Matter (1)
Causes a magical darkness in a 6 square radius. No normal light works in this darkness, however magical light still works. The 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.

Dimensional Door (2)
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. The sanctuary can be accessed between games.

Flashback (3)
By casting this spell, the spell caster or any one hero the spell caster can “see” can replay their entire movement, ignoring traps/obstacles from the original move. You can cast this after any hero's turn. Casting this spell does not count as your action for the turn, but it does burn manna.

Fortune's Favor
This spell may be cast on yourself or any Hero you can “see”. The Hero’s actions blur with fortunate outcomes, granting 2 extra combat dice in either attack or defense or 1 extra combat die both.

Gravitational Lock
This spell may be cast on any monster you can "see". A gravitational field locks the monster in place, visible as a shimmering distortion that prevents them from moving. They may still attack and defend as normal. Monsters defend by rolling 1D6 per Mind Point, and on a roll of 6 they defend. Otherwise, the spell lasts for 1D4 turns.

Haste (4)
The caster may cast this spell on any one hero he can "see". This spell lasts for 3 turns, and the recipient may choose one of three effects, and they may change effects each turn. They may either: add 2 Combat Die to their Defend roll, add 2 Combat Die to their Attack roll, or double their movement. Once the spell is over the hero is winded for one turn and may not attack.

Parallel Realities
This spell may be cast on yourself or any Hero you can “see”.. 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.

Phase Shift
The caster bends space around one Hero they can see, allowing them to move through one wall or door to an adjacent empty square. The Hero may then perform an action as normal. If the square on the other side of the door or wall is solid, they are ejected back to their original square.

Photonic Emission
This spell causes a small burst of magical light to burst from the spell caster'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. In addition, the burst illuminates a 1-space radius for 1 turn, canceling darkness.

Probable Attack
This spell may be cast on any one weapon, but the caster has to touch the weapon. This means the caster has to be holding the weapon, or the weapon has to be in the hands of a hero that is adjacent to them. 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 (5)
You may cast this spell on any monster you can "see". The winds around them will slow to a crawl. Slowed monsters have their attack dice reduced by two, their attack die reduced by two, and cuts their movement in half. The spell lasts 1d4 turns unless resisted. Monsters roll 1d6 per Mind Point, and by rolling two 6’s the spell is resisted. The 6’s need not be rolled in the same turn.

Stardust
This spell will create a glittering of stardust, and may be cast on any one weapon. The caster has to physically touch the weapon in order to cast the spell. This means the caster has to be holding the weapon, or the weapon has to be in the hands of a hero that is adjacent to them. This stardust will up the combat strength of the weapon by one combat die, and will light up a radius of 3 spaces. The spell lasts 1D6 rounds.

Temporal Anchor
The caster marks one Hero they can see with a temporal anchor. If the Hero takes Body Point damage this turn, they roll 1D6; on a 5 or 6, one Body Point is restored at the start of their next turn.

Time Wall
This spell may be cast on yourself or any Hero you can “see”. It creates a wall of slowed time that fully hinders spells and ranged attacks, while slightly slowing melee strikes. Time Wall lasts 1d6 turns, and it doubles the target's defenses against any spell or directional attack coming in their direction. Lightning is the one exception, as it essentially moves at the speed of light. In addition, the target of the spell may roll one additional Combat Die in Defense against all melee attacks.

Undo Wounds
This spell may be cast on yourself or any one Hero you can “see”. It 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.

Balefire I
The caster unleashes a searing beam of temporal energy, chronoshifting a monster with one Body Point into oblivion. The monster’s last turn is erased, undoing all actions (e.g., restoring Hero Body Points, unsummoning monsters, resetting traps or doors, restoring consumed items, etc).

Chrono Barrage
The caster unleashes a rapid flurry of temporal bolts at one monster they can see, dealing 3 Body Points of damage. The monster resists by rolling 3D6; each 5 or 6 reduces damage by 1 Body Point. If the monster survives, its next attack is delayed, rolling only half its attack dice (rounded down, minimum 1) on its next turn.

Chrono Shield
The caster envelops one Hero they can see in a shimmering temporal field, granting +3 combat dice in defense for 1D4 turns. If the Hero takes 2 or more Body Points of damage in one attack, the shield collapses, but the damage is reduced by 1 Body Point.

Devolve
The caster rewinds a monster’s evolution, weakening one monster they can "see" into a lesser form. A devolved monster loses one Body Point, as well as 2 Combat Die in attack and 1 Combat Die in 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
As an immediate reaction, the caster shunts an offensive spell (direct damage or negative effect) targeting them into an alternate reality, negating it. Roll 1D10; on a 9 (~10%), a parallel caster shunts an identical spell back.

Gamma Ray(6)
The caster emits a radioactive burst at one monster they can see. Target loses 1 attack die and 1 Body Point until the spell is broken or the monster is dead. Spell may be defended by rolling 1D6 per present Body Points. By rolling a total of at least 16 the spell is defended. (A monster who drops below one attack die cannot attack.)

Presight
The Chronomancer peers through time, viewing a room’s contents from a future self’s perspective without opening the door or activating monsters. The door must be within line-of-sight.

Reverse Entropy
The caster reverses time’s flow for one Hero they can see, restoring up to 6 Body Points and removing all poison or debuff effects. The Hero cannot exceed their starting Body Points.

Reverse Projectile
As an immediate reaction to a directional ranged attack or spell (except lightning) targeting a Hero the caster can see, the caster reverses time’s flow, sending the attack back to its source. (Immediate reaction spells can be cast at any time. See the Chronomancer for details.)

Stop(7)
The caster freezes one monster they can see in a temporal stasis, preventing all actions for 3 turns. The targets may defend immediatley or on a future turn by rolling 1D6 per Mind Point, breaking free on a 6.

Stop Time(8)
This spell may be cast as an immediate reaction. The caster stops the flow of time for everyone else on the board and is allowed to immediately take a full turn. After the caster takes their turn time resumes as normal. (Immediate reaction spells can be cast at any time. See the Chronomancer for details.)

Temporal Shunt
The Chronomancer fires a ray of temporal energy at one monster they can "see", and swirling vortexes attempt to pull the monster forward through time. The monster must immediately roll 1D6 per Mind Point, and unless the monster immediately succeeds in rolling two sixes, they are removed from the game board and shifted. The monster vanishes and reappears at the end of the Chronomancer's next turn. Any Hero or Monster standing on the space where the victim reappears takes one Body Point of damage and is shifted one space in a random direction. During the monster's time jump it is essentially invulnerable.

Temporal Rift
The caster tears a rift in time across a 3-square line they can see, dealing 3 Body Points of damage to all occupants. Each victim rolls 3D6; each 5 or 6 reduces damage by 1 Body Point. The rift lingers for 1 turn, halving movement of any who enter or start their turn in it.

Temporal Wrinkle
The caster folds a temporal wrinkle around another spellcaster they can "see". The wrinkle will cause the spellcaster to slip through a temporal wrinkle the next time they cast a spell, allowing the spellcaster to cast the same spell twice in one turn. (Directional spells need not be cast at the same character, and this spell does not reduce the manna cost for casting two spells.)

Warp Summon
As an immediate reaction to a summon spell (Summon Undead, etc), the caster warps time’s strands, affecting each summoned monster individually. The caster rolls 1D6 for each monster. 1: The summoned monster is completely confused and takes no actions for one turn. After that they attack whatever is closest. 2-4: The summoned monster doesn't recognize friend from foe and immediately attacks whatever is closest. 5-6: The Warp Summon has no effect and the summoned monster attacks whomever the original spellcaster tells them to.

Balefire II
This is a placeholder.

Meteor (9)
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 (10)
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. May not be cast on Vorpal Weapons.

Temporal Casualty Loop (11)
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 (12)
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.

Big Bang (13)

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

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.

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 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. Also, after some thought, I have made it a much lower powered spell. Yes, it has a very cool effect, but it's effect on the game is effectively null.
3. 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.
4. I have weakened this spell SIGNIFICANTLY. As it was it was massively overpowered.
5. A little rewording, no real difference.
6. I upped the defendability of this spell.
7. A little rewording, no real difference.
8. 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.
9. A little rewording, no real difference.
10. 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.
11. A little rewording, no real difference.
12. In light of this spell being used in an offensive way, I have created a defense against it.
13. No Change.
14. I upped the power (whew-wee), and the spell automatically stops and re-closes at end.

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