Chronomancy: Difference between revisions

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==Dungeons & Dragons==
==Dungeons & Dragons==
Time magic has made rare and sporadic appearances through the history of [[Dungeons & Dragons]]. It first appeared in the form of an NPC class for [[Advanced Dungeons & Dragons]] 1st edition called the [[Doctor Who|Time Lord]]. Then 2nd edition debuted a [[splatbook]] called "Chronomancer", which gave players the ability to play a [[Wizard]] specialist focused on time manipulating magic. After this, time control slipped out of players' hands until [[Dungeons & Dragons 5th Edition]], where the "Chronurgist" is one of the [[Wizard]] subclasses based on [[Dunamancy]], focusing specifically on its time-manipulating aspects.
Time magic has made rare and sporadic appearances through the history of [[Dungeons & Dragons]]. It first appeared in the form of an NPC class for [[Advanced Dungeons & Dragons]] 1st edition called the [[Doctor Who|Time Lord]]. Then 2nd edition debuted a [[splatbook]] called "Chronomancer", which gave players the ability to play a [[Wizard]] specialist focused on time manipulating magic. In 3rd Edition, the spell [http://archive.wizards.com/default.asp?x=dnd/pg/20030409b Teleport Through Time] appeared in a web article on WotC's official website. Theoretically kept in check by requiring a very specific material component, it became spectacularly broken because it neglected to prohibit Eschew Material Components from bypassing that need. A handful of [[Psionic]] abilities comboed to allow a clever user to rewind time, which is detailed below. After this, time control slipped out of players' hands until [[Dungeons & Dragons 5th Edition]], where the "Chronurgist" is one of the [[Wizard]] subclasses based on [[Dunamancy]], focusing specifically on its time-manipulating aspects.
 
The spells Haste, Slow, and Time Stop have appeared in most editions. It can be argued these don't actually manipulate time so much as let the effected creature move really fast (or slow in Slow's case).
 
The "Psionic Save-Game" exploit in 3.5 combined the [[Psionic]] power Time Hop from ''XPH'' with the power Forced Dream from Magic of Eberron. Time Hop propelled the target forward in time, an action normally harmless to the timestream and functionally identical to the common Maze spell, while Forced Dream allowed the user to rewind time to the start of their turn. On its own this combo was a nice trick, but combined with a few other pieces the time between save and load could be extended to days.


==Rifts==
==Rifts==

Revision as of 18:35, 17 April 2020

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Chronomancy, in real world occultism, refers to divination specifically orientated around locating the best and worst times to do... well, pretty much anything. In actual fantasy settings, it refers to a subschool of magic focused on manipulating time in various ways. Whilst this is mostly a /v/ phenomena, due to the way players can really, realy fuck over a DM by exploiting this in gamebreaking ways on the tabletop, there are tabletop settings where it makes an appearance.

Anima

Arcane Exxet, the magic and supernatural sourcebook for Anima: Beyond Fantasy, features Time magic as an available subschool.

Dungeons & Dragons

Time magic has made rare and sporadic appearances through the history of Dungeons & Dragons. It first appeared in the form of an NPC class for Advanced Dungeons & Dragons 1st edition called the Time Lord. Then 2nd edition debuted a splatbook called "Chronomancer", which gave players the ability to play a Wizard specialist focused on time manipulating magic. In 3rd Edition, the spell Teleport Through Time appeared in a web article on WotC's official website. Theoretically kept in check by requiring a very specific material component, it became spectacularly broken because it neglected to prohibit Eschew Material Components from bypassing that need. A handful of Psionic abilities comboed to allow a clever user to rewind time, which is detailed below. After this, time control slipped out of players' hands until Dungeons & Dragons 5th Edition, where the "Chronurgist" is one of the Wizard subclasses based on Dunamancy, focusing specifically on its time-manipulating aspects.

The spells Haste, Slow, and Time Stop have appeared in most editions. It can be argued these don't actually manipulate time so much as let the effected creature move really fast (or slow in Slow's case).

The "Psionic Save-Game" exploit in 3.5 combined the Psionic power Time Hop from XPH with the power Forced Dream from Magic of Eberron. Time Hop propelled the target forward in time, an action normally harmless to the timestream and functionally identical to the common Maze spell, while Forced Dream allowed the user to rewind time to the start of their turn. On its own this combo was a nice trick, but combined with a few other pieces the time between save and load could be extended to days.

Rifts

Worldbook 3: England for Rifts features both Temporal Mage and Temporal Knight character classes.

Warhammer 40K

Necron Crypteks have a speciality called the Chronomancer, who uses Necron hyperscience to manipulate time.

White Wolf

In both Mage: The Ascension and Mage: The Awakening, Time is one of the ten "elements" from which magic can be made.

The rare and much maligned True Brujah bloodline from Vampire: The Masquerade can control time with the Temporis Discipline.

Wraiths may gain some control over the passage of time using the Pandemonium Arcanos in Wraith: The Oblivion.

Characters in Changeling: The Dreaming can control time using the Chronos Art.