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  Table of Contents 
  Chapter 1: Class Options .................................................................................................................................... 1 
  Chapter 2: Spells .................................................................................................................................................. 6 
   
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  Content may be reproduced in any form without written permission. 
  Chronomancy Update is published by Mage Hand Press under the Open Game License version 1.0a. Copyright 2016 Mage Hand Press. All Rights Reserved 
  
   
   
   
  Chapter 1: Class Options
  Arcane Traditions 
  The study of wizardry is ancient, stretching back to the 
  earliest mortal discoveries of magic. It is firmly established 
  in fantasy gaming worlds, with various traditions dedicated 
  to its complex study.  
       The most common arcane traditions in the multiverse 
  revolve around the schools of magic. Wizards through the 
  ages have cataloged thousands of spells, grouping them 
  into eight categories called schools. In some places, these 
  traditions are literally schools; a wizard might study at the 
  School of Illusion while another studies across town at the 
  School of Enchantment. In other institutions, the schools 
  are more like academic departments, with rival faculties 
  competing for students and funding. Even wizards who 
  train apprentices in the solitude of their own towers use the 
  division of magic into schools as a learning device, since 
  the spells of each school require mastery of different 
  techniques. 
  School of Chronomancy 
  The focus of the School of Chronomancy is harnessing the 
  energies of flowing time, and manipulating them to suit 
  your gain. It is a most dangerous tradition, as the practice 
  of slowing, reversing, or diverting the flow of time can 
  accidently tear novices to pieces, spreading them thinly 
  across millennia, or sometimes even drop them wholesale 
  into a new or old era, with no way of returning home. 
  Masters, however, walk the generations as planeswalkers 
  walk the cosmos. Experienced chronomancers can reliably 
  (and literally) end most conflicts before they even begin. 
   
   
   
   
   
   
   
   
   
   
  Chronomancy Savant 
  Beginning when you select this school at 2nd level, all 
  chronomancy spells are added to the wizard spell list for 
  you. Additionally, the the gold and time you must spend to 
  copy a chronomancy spell into your spellbook is halved. 
  Chronoshift 
  At 2nd level, when you cast a spell that has a casting time 
  of 1 action, you can change the casting time to 1 bonus 
  action for this casting. After you use this ability, you must 
  finish a short or long rest before using it again.  
  Alter Causality 
  Starting at 6th level, when you cast a spell that does not 
  affect any creatures as a result (e.g. the spell attack rolls 
  miss, or all creatures succeed their saving throws and suffer 
  no effects) you can alter the flow of time as a reaction so 
  that the spell never happened, and you regain the expended 
  spell slot. After you use this ability, you must finish a long 
  rest before using it again. 
  Quantum Lag 
  At 10th level, when you cast a spell, you can delay its 
  effect one to three turns. Before the spell is cast, you select 
  the duration, the target, and roll any relevant attack rolls. 
  Any effects on the spell's targets, including saving throws, 
  are resolved when the spell triggers. If any conditions 
  change between casting and effect of the spell that would 
  make the spell impossible – such as the target leaving the 
  spell’s maximum range before the spell goes off – the spell 
  fails.  After you use this ability, you must finish a short or 
  long rest before using it again. 
  Timewalker 
  Beginning at 14th level, you can borrow time from the 
  present as an action, and use it in the future. Select a 
  duration, either one round or two rounds. Time stops for 
  you for this duration and you may take no actions. When 
  this duration ends, no time passes for other creatures and 
  you may move and act normally for the chosen duration. 
  Time restores to normal if one of the actions you use during 
  this period, or any effects that you create during this period, 
  affects a creature other than you or an object being worn or 
  carried by someone other than you. In addition, the effect 
  ends if you move to a place more than 100 feet from the 
  location where you cast it. After you use this ability, you 
  must finish a long rest before using it again. 
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  Primal Path 
  Rage burns in every barbarian’s heart, a furnace that drives 
  him or her toward greatness. Different barbarians attribute 
  their rage to different sources, however. For some, it is an 
  internal reservoir where pain, grief, and anger are forged 
  into a fury hard as steel. Others see it as a spiritual blessing, 
  a gift of a totem animal. 
  Path Primeval 
  The most primitive of the savages, the prehistoric warrior 
  hails from the remote regions of the world, or the far 
  reaches of time, where dinosaurs still roam the world. Your 
  fury is truly primal, and your methods crude, but you may 
  stand tall atop the primordial food chain among the 
  strongest creature ever to have lived. 
  Primordial Fury 
  Beginning when you select this path at 3rd level, you 
  possess the antediluvian might necessary to pierce any foe's 
  defenses. While raging, your melee attacks ignore 
  resistance to bludgeoning, piercing, and slashing damage. 
  Illiterate Intuition 
  At 6th level, you have advantage on Animal Handling 
  checks and Persuasion checks with creatures that have no 
  language or share no language with you. 
  Robust Constitution 
  At 10th level, you have advantage on Constitution checks 
  against exhaustion and do not suffer levels of exhaustion 
  from a forced march. 
  Massive Weapon Fighting 
  By 14th level, you are experienced at hunting colossal 
  creatures with weapons of the same scale. 
       You can construct a massive weapon with 1 week of 
  work requiring twice the normal weapon's price in gold, or 
  you can commission one from a blacksmith for a 
  comparable price. You have proficiency in a massive 
  weapon if you have proficiency in its normal counterpart. 
       Massive weapons deal twice the number of damage dice 
  as their normal counterparts. When you score a critical hit 
  using a massive weapon against a creature, it must make a 
  Constitution saving throw (DC = 8 + your proficiency 
  bonus + your Strength modifier) or be stunned until the 
  beginning of your next turn. While you are raging, you may 
  attack with massive weapons normally. Otherwise, you 
  may only attack with a massive weapon once each turn. 
   
   
   
   
   
   
   
   
   
   
   
   
  Monastic Tradition 
  Three traditions of monastic pursuit are common in the 
  monasteries scattered across the multiverse. Most 
  monasteries practice one tradition exclusively, but a few 
  honor the many traditions and instruct each monk 
  according to his or her aptitude and interest. All traditions 
  rely on the same basic techniques, diverging as the student 
  grows more adept. Thus, a monk need choose a tradition 
  only upon reaching 3rd level. 
  Way of Eternal Watcher 
  You have been tasked directly by your deity to keep eternal 
  vigil over a powerful item or location. Agelessly and 
  without end, you stand guard over your appointed position, 
  sustained by your faith and by your deity's might. Many 
  Eternal Watchers appear as wizened old men, unnaturally 
  strong and skilled at martial arts, but others are suspended 
  in youth, never to age while they stand watch, 
  Eternal Bond 
  All Eternal Watchers are tasked with protection of an item 
  or place of great importance. Select or roll on the following 
  table to determine your Eternal Bond. You always know 
  the distance to and direction of your Eternal Bond, even if 
  you are on a different plane of existence. 
   
   
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  d8 
  Eternal Bond 
  1 
  An extraplanar gate to Hell itself 
  2 
  A reliquary containing the last physical 
  remnant of your deity 
  3 
  The long-lost first temple of your faith 
  4 
  An artifact sealing away vengeful Old Gods. 
  Its destruction foretells the end of days. 
  5 
  A massive scroll upon which is written the 
  Last Word of Creation 
  6 
  The Nexus of Time, a place through which 
  all history flows 
  7 
  The Tomb of Saints, where the restless 
  undead slumber in peace 
  8 
  An tome of immeasurable power 
   
   
  Timeless Body 
  When you choose this tradition at 3rd level, you no longer 
  age, cannot be magically aged, and do not die from old age 
  while your Eternal Bond is intact. In addition, you no 
  longer need food or water. If your bond is ever destroyed, 
  you shall be forsaken by your deity and will immediately 
  die. 
       At 15th level, when you gain the Timeless Body monk 
  feature, you instead increase your Strength and Constitution 
  scores by 2, to a maximum of 22. 
  Ageless Wisdom 
  At 3rd level, you gain proficiency in the History and 
  Religion skills, if you did not already have proficiency. 
  Additionally, you can add twice your proficiency bonus 
  when you make a check with either of these skills. 
   
   
   
   
   
   
   
   
   
   
   
   
  Unending Endurance 
  At 6th level, as a reaction when you take damage from an 
  attack, you can spend a ki point to reduce the damage by 
  1d12. 
  Zone of Meditation 
  Starting at 11th level, you can center yourself and meditate 
  on your vigil, for what seems like ages. When you do so, 
  you can concentrate for 1 minute and gain the benefits of 
  taking a short rest. After using this ability, you must 
  complete a long rest before using it again. 
  Unerring Strike 
  At 17th level, your centuries of training have allowed you 
  to perfect the ultimate fighting technique. When you Attack 
  with an unarmed strike, you can spend 2 ki points to 
  perform a perfect martial strike. Regardless of what you 
  roll, the attack is a critical hit. 
  Ranger Archetypes 
  The ideal of the ranger can have many expressions. 
  Paradox Hunter 
  As a paradox hunter, you are a member of an elite force 
  educated in chronomancy, trained to hunt those that should 
  not be. Nothing can stop you from finishing your mark - 
  not even death. 
  Retrocognitive Tracking 
  Beginning when you select this archetype at 3rd level, you 
  can track a creature by looking into the past. When you 
  make a Survival (Wisdom) to track a creature, the DC 
  increases by 5 for every three days since the creature has 
  passed, rather than each day. 
  Paradox Strike 
  At 3rd level, you can send attacks across timelines. When 
  you use the Attack action on your turn to make a weapon 
  attack, you can use a bonus action to make a second attack 
  against the target. The attack originates from the location 
  you were standing when you began your last turn. If the 
  target is out of range, there is no line of sight to the target 
  from this location, or other conditions make this attack 
  impossible, the attack misses. You don’t add your ability 
  modifier to the damage of this bonus attack, unless that 
  modifier is negative. 
  Time Magic 
  You also gain access to additional spells at 3rd, 5th, 9th, 
  13th, and 15th level. You are always able to cast these 
  spells, and they do not count against your number of ranger 
  spells known. 
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  Ranger Level 
  Spell 
  3rd 
  déjà vu 
  5th 
  time's arrow 
  9th 
  haste 
  13th 
  impressions of the past 
  15th 
  evasiveness 
  No Time to Bleed 
  By 7th level, you can delay damage to your body. When 
  you take damage from an attack, you can use your reaction 
  to instead take that damage at the end of your next turn. 
  Any conditions imposed by the attack are also delayed until 
  the time you take damage. 
  Precog’s Advantage 
  At 11th level, you can take a short glimpse into the future 
  to make decisions in combat. Once per turn when you make 
  an attack, you may instead make two attack rolls on two 
  separate creatures, then choose one. 
  Temporal Evasion 
  At 15th level as a reaction when you are attacked or are 
  targeted by a spell, you can defensively step forward in 
  time, vanishing completely. This attack or spell has no 
  effect on you. During the next round, you effectively do not 
  exist, and can't be perceived or targeted by effects. At the 
  beginning of your following turn, you reappear within 5 
  feet of where you vanished. After using this ability, you 
  must complete a short or long rest before using it again. 
  Otherworldly Patrons 
  The beings that serve as patrons for warlocks are mighty 
  inhabitants of other planes of existence—not gods, but 
  almost godlike in their power. Various patrons give their 
  warlocks access to different powers and invocations, and 
  expect significant favors in return. Some patrons collect 
  warlocks, doling out mystic knowledge relatively freely or 
  boasting of their ability to bind mortals to their will. Other 
  patrons bestow their power only grudgingly, and might 
  make a pact with only one warlock. Warlocks who  
  serve the same patron might view each other as  
  allies, siblings, or rivals. 
   
   
   
   
   
   
  The Future You 
  Your patron is you in a decades-distant future. Perhaps 
  your future self found an artifact of great power connecting 
  the him to the past, which he must now lead you to 
  discover, or perhaps he was taught the mystic arts by his 
  future self long ago, and you will have to continue this 
  cycle by teaching yourself someday. Your future self has 
  forgotten the fine details of some things, and outright 
  refuses to tell you about things you 'can't know yet,' but 
  nonetheless offers compelling insight and guidance. You're 
  not quite sure what he is planning for your future (and for 
  his past), but one is certain - he needs you alive. 
  Future You Spells 
  Spell Level 
  Spells 
  1st 
  shield, detect magic 
  2nd 
  augury, locate object 
  3rd 
  gaseous form , protection from energy 
  4th 
  death ward, divination 
  5th 
  legend lore, mislead 
  Future You Quirks 
  Strange effects linger after communicating with your future 
  self. You gain one of the following traits: 
  d6 
  Quirk 
  1 
  You often speak in the wrong tense. 
  2 
  You sometimes refer to a person you just met by 
  name, before they've introduced themselves. 
  3 
  You often refer to yourself in the plural. 
  4 
  In certain lighting, you look much older than you are. 
  5 
  Seeing certain people alive can instantly reduce you to 
  tears. 
  6 
  Your future fashion sense clashes completely with that 
  of today. 
   
   
   
   
   
   
   
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  It Happened Like This 
  Starting at 1st level, your discussions of the future with 
  yourself have given you some periphery knowledge about 
  how events played out. When you take a short or long rest, 
  your GM rolls a d20 in secret and records the number 
  rolled. Your GM can disclose the value, keep it a secret, or 
  lie about its value. You can replace any ability check you 
  make with this roll. You must choose to do so before the 
  roll and can only use this recorded value once. 
  I Could Do With Fewer Scars 
  At 6th level, your future self often warns you of particular 
  attacks to watch out for. When you are targeted by an 
  attack you can use your reaction to gain a +10 bonus to AC 
  against that attack. After using this ability, you must take a 
  short or long rest before doing so again. 
  Expect an Ambush 
  At 10th level, your future self always warns you about 
  potential ambushes. As a result, you cannot be surprised 
  while you are conscious and have advantage on initiative 
  rolls. 
  Grandfather Paradox 
  At 14th level, your knowledge of the future allows you to 
  exploit some of the rules of spacetime. As an action, you 
  can cause that creature to make an Intelligence saving 
  throw. On a failed save, you goad the creature into causing 
  a paradox. For 1d6 rounds the creature is incapacitated, 
  locked between two opposing states while the paradox sorts 
  itself out. The creature is unaffected on a successful save. 
  Once you use this feature, you can’t use it again until you 
  finish a long rest. 
  Pact Boon 
  Your otherworldly patron bestows a gift upon you for your 
  loyal service. 
  Pact of the Hourglass 
  You age at half the normal rate, becoming 1 day older for 
  each two days that pass, and you can accurately recall 
  anything you have ever seen or heard. Additionally, you 
  can sometimes recall events that have not yet occurred. 
  You can gain advantage on an attack roll, an ability check, 
  or a saving throw. After doing so, you can't use this ability 
  again until you complete a long rest. 
   
   
   
   
  Invocations 
  If an eldritch invocation has prerequisites, you must meet 
  them to learn it. You can learn the invocation at the same 
  time that you meet its prerequisites. 
  Clairvoyant Confusion 
  Prerequisite: Pact of the Hourglass feature 
  Your patron gives you the ability to show false futures to 
  your foes. As a bonus action, you can cause each creature 
  you choose within 15 feet to make a Wisdom saving throw. 
  On a failure, a creature perceives a possible future in which 
  you run past them, and attempts Opportunity Attacks on the 
  air, expending its reaction. After using this ability, you 
  cannot do so again until you take a short or long rest. 
  Him? I Remember Him… 
  Prerequisite: Pact of the Hourglass feature 
  You can gain advantage on an Intimidation (Charisma) or 
  Persuasion (Charisma) check. You may not do so again 
  until you take a long rest. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Chapter 2: Spells
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The following spell list contains of the spells that belong to 
  the sub-school of Chronomancy. An asterisk indicates new 
  spells (see below for spell descriptions). None of these new 
  spells are added to any class’ spell list, except where noted 
  in the class descriptions in this supplement. If a spell can 
  be cast as a ritual, the ritual tag appears within parentheses. 
   
   
   
   
  Spell Descriptions 
  All spells are presented in alphabetical order. 
   
  Action 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a shaving of liquorice root) 
  Duration: 1 round 
  Choose a willing creature that you can see within range. 
  During its next turn, the target gains an additional action. 
  That action can be used only to take the Attack (one 
  weapon attack only), Dash, Disengage, Hide, or Use an 
  Object action. 
  Burst of Speed 
  2nd-level transmutation 
  Casting Time: 1 bonus action 
  Range: 30 feet 
  Components: V, S, M (a shaving of liquorice root) 
  Duration: 1 round 
  Choose a willing creature that you can see within range. 
  Until the start of your next turn, the target's speed increases 
  by 20 feet and it gains a +2 bonus to AC. 
  Curse of Aging 
  4th-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Instantaneous 
  A creature you touch must succeed on a Wisdom saving 
  throw or become cursed indefinitely. While under the 
  influence of this curse, the target ages at twice their normal 
  rate, becoming two days older for every day that passes. In 
  addition, they have disadvantage on all Strength checks and 
  saving throws. 
       A remove curse spell ends this effect. 
   
  Cantrips (0 Level) 
  Manipulate Clockwork* 
  Moment to Think* 
  1st Level 
  Déjà Vu* 
  Enhance Reflexes* 
  Expeditious Retreat 
  Longstrider 
  Safiya’s Industrious Worker* 
  Slow Thinking* 
  2nd Level 
  Action* 
  Burst of Speed* 
  Delay* 
  Time's Arrow* 
  3rd Level 
  Haste 
  Restore Youth* (Ritual) 
  Slow 
  4th Level 
  Curse of Aging* 
  Curse of Youth* 
  Impressions of the Past* 
  Time Stop 
  Zone of Altered Time* 
   
  5th Level 
  Erase* 
  Evasiveness* 
  Temporal Reversion* 
  6th Level 
  Dislocation in Time* 
  Improved Haste* 
  Improved Slow* 
  7th Level 
  Lesser Time Stop* 
  Mass Haste* 
  Sequester 
  8th Level 
  Time Freeze* 
  9th Level 
  Mass Improved Haste* 
  Temporal Bubble* 
  Time Stop 
  Zone of Altered Time* 
   
  Chronomancy Spells 
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  Curse of Youth 
  4th-level transmutation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a child’s toy) 
  Duration: Concentration, up to 1 hour 
  This spell reverses time for a creature that you can see 
  within range until it becomes a helpless baby. An unwilling 
  creature must make a Wisdom saving throw to avoid the 
  effect. Shapechangers and creatures that do not experience 
  infancy automatically succeed on this saving throw. 
       If the target drops to 0 hit points, it reverts back to its 
  ‘normal’ age, and excess damage carries over to its normal 
  form. As long as the excess damage doesn’t reduce the 
  creature’s normal form to 0 hit points, it isn’t knocked 
  unconscious. 
       The target retains all of its game statistics except its base 
  movement speed and hit points, which are changed to 10 
  feet and half of the target's maximum, respectively. It 
  cannot take any actions, bonus actions or reactions, cannot 
  cast spells and cannot communicate, except by crying (a 
  person using the spell comprehend languages or similar 
  abilities can interpret such crying to gain a rough 
  understanding of the baby’s emotional state). While under 
  the effects of this spell, the target is prone and cannot stand 
  up without the help of an adult. 
       The target’s gear is unaffected by this spell; it will likely 
  fall off the target due to being vastly oversized. 
       At Higher Levels: If you cast this spell using a spell slot 
  of 6th level or higher and maintain your concentration on 
  this spell for the entire possible duration, the target makes 
  another Wisdom saving throw. On a failure, the target 
  remains as a baby until the effect is ended by a remove 
  curse spell. Additionally, if the target drops to 0 hit points, 
  it does not revert to ‘normal’ age, and begins making death 
  saves as normal. On a success, the effects end. 
  Déjà Vu 
  1st-level enchantment 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a small silver mirror) 
  Duration: Instantaneous 
   You briefly rewind the thoughts a creature of your choice 
  that you can see within range. The target must succeed on a 
  Wisdom saving throw. A creature that took no actions on 
  its previous turn automatically succeeds this saving throw. 
  On a failed save, the target on its next turn must repeat the 
  actions it performed in its previous turn. It can use its 
  reaction as normal; it is not forced to repeat a reaction it 
  made previously. If the situation has changed in such a way 
  that the subject can’t take the same actions again, the 
  subject stands still and takes no actions or bonus actions for 
  1 round. 
  Delay 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a small crystal) 
  Duration: Instantaneous 
  You briefly slow time for a creature of your choice that you 
  can see within range. The target must succeed on a Wisdom 
  saving throw or be moved to last place in the initiative 
  order from the beginning of the next round onwards. 
  Dislocation in Time 
  6th-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (any device capable of telling the 
  time) 
  Duration: Up to 10 minutes 
  You step out of the normal flow of time, and remain there 
  for the duration or until you use your action to dismiss the 
  spell. 
       While dislocated in time, you can see and be seen by 
  creatures and objects that remain in normal time, but 
  everything there looks grey to you. You appear blurred and 
  indistinct to them. 
       You ignore all objects and effects other than those that 
  you are wearing or that originate from within your person, 
  allowing you to move through objects you perceive on the 
  plane you originated from. Likewise, nothing you do can 
  have any effect on normal time. 
  Enhance Reflexes 
  1st-level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a drop of mercury) 
  Duration: Concentration, up to 10 minutes 
  Choose a willing creature that you can see within range. 
  Until the spell ends, the target has advantage on all 
  Dexterity checks. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, you can target one additional 
  creature for each slot level above 1st. 
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  Erase 
  5th-level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a quartz crystal worth at least 100 
  gp) 
  Duration: Instantaneous 
  You point your finger and fire a pale blue ray at a Small or 
  smaller nonmangical object that you can see within range. 
  Make a ranged spell attack against the target. On a hit, the 
  target is erased from time. 
       No trace remains of the erased object and the memory 
  any creature (except the caster) that knew of its existence is 
  altered to reflect the fact that the object never existed. If 
  anything else in the world would not make sense in the 
  absence of the object, history is re-written to explain it. The 
  GM determines the new version of events. Generally, this 
  spell makes the smallest possible change that would 
  provide a plausible explanation. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 8th level or higher, you can target a Medium object 
  or creature, including magical objects. On a hit, the creature 
  takes 10d10 force damage. If it is reduced to 0 hit points by 
  this damage, it is erased from time as described above, 
  along with anything it is wearing or carrying. 
  Evasiveness 
  5th-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, M (a scrap of silk) 
  Duration: Concentration, up to 1 hour 
  You touch a willing creature. Until the spell ends, the target 
  gains a superhuman ability to dodge attacks. The target’s 
  AC becomes 22, if it were lower, regardless of what kind of 
  armor it is wearing. 
       This spell puts enormous strain on the target’s body. 
  After the spell ends, the target gains one level of 
  exhaustion. 
  Impressions of the Past 
  4th-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (an hourglass and a glass eye worth 
  at least 100gp) 
  Duration: Concentration, up to 1 minute 
  You cast your senses back in time to perceive your current 
  location as it was at some point in the past, including any 
  events that were happening at that time. You must specify 
  the exact time you wish to see, which cannot be more than 
  100 years ago. When viewing the past, it appears dreamlike 
  and shadowy, but you are able to discern detail and hear 
  conversation as normal, and any special senses you possess 
  (such as darkvision) also work as normal. 
       While perceiving the past, you can look in any direction, 
  but you cannot move or speak and are 
  unable to sense your present surroundings. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 7th level or higher, you may share this spell with 
  one other creature that you touch. An unwilling target may 
  make a Wisdom saving throw to avoid being affected. In 
  addition, when you cast this spell using a spell slot of 8th 
  level or higher, you can choose to perceive a time up to 
  1,000 years ago. 
  Improved Haste 
  6th-level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a liquorice root) 
  Duration: Concentration, up to 1 minute 
  Choose a willing creature that you can see within range. 
  Until the spell ends, the target’s speed is tripled, it gains a 
  +3 bonus to AC, it has advantage on Dexterity saving 
  throws, and it gains an additional action on each of its 
  turns. That action can be used only to take the Attack (one 
  weapon attack only), Dash, Disengage, Hide, or Use an 
  Object action. 
  Improved Slow 
  6th-level transmutation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a bottle of molasses) 
  Duration: 1 minute 
  You alter time around up to six creatures of your choice in 
  a 40-foot cube within range. Each target must succeed on a 
  Wisdom saving throw or be affected by this spell for the 
  duration. 
       An affected target’s speed is reduced to a quarter of its 
  base speed, it takes a -3 penalty to AC and Dexterity saving 
  throws, and it can’t use reactions. On its turn, it can use 
  either an action or a bonus action, not both. Regardless of 
  the creature’s abilities or magic items, it can’t make more 
  than one melee or ranged attack during its turn. 
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       If the creature attempts to cast a spell with a casting time 
  of 1 action, roll a d20. On a 16 or higher, the spell doesn’t 
  take effect until the creature’s next turn, and the creature 
  must use its action on that turn to complete the spell. If it 
  can’t, the spell is wasted. If the creature uses nonmagical 
  wings to fly, it is unable to fly while under the influence of 
  this spell. If it is airborne when the spell is cast, it lands 
  safely at the start of its next turn. 
       A creature affected by this spell makes another Wisdom 
  saving throw at the end of its turn. On a successful save, the 
  effect ends for it. 
  Lesser Time Stop 
  7th-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V 
  Duration: Instantaneous 
  You briefly stop the flow of time for everyone but yourself. 
  No time passes for other creatures, while you take 2 turns 
  in a row, during which you can use actions and move as 
  normal. 
       This spell ends if one of the actions you use during this 
  period, or any effects that you create during this period, 
  affects a creature other than you or an object being worn or 
  carried by someone other than you. In addition, the spell 
  ends if you move to a place more than 300 feet from the 
  location where you cast it. 
  Manipulate Clockwork 
  Transmutation cantrip 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: 1 round 
  You effect a minor change in a Small or smaller clockwork 
  item within range that you can see. Examples of things you 
  could do include: 
  • Make the machine run faster or slower, up to double or 
  half of its normal speed. 
  • Change the time displayed on a mechanical clock. 
  • Flip a switch or change a setting. 
  • Start or stop the device. 
   You cannot damage or destroy a machine using this spell. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Mass Haste 
  7th-level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a shaving of liquorice root) 
  Duration: Concentration, up to 1 minute 
  Choose up to three willing creatures that you can see within 
  range. Until the spell ends, the targets' speeds are doubled, 
  they gain a +2 bonus to AC, have advantage on Dexterity 
  saving throws, and it gain an additional action on each of 
  their turns. That action can be used only to take the Attack 
  (one weapon attack only), Dash, Disengage, Hide, or Use 
  an Object action. 
       When the spell ends, the targets can’t move or take 
  actions until after their next turn, as a wave of lethargy 
  sweeps over them. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 8th level or higher, you can target one additional 
  creature for each slot level above 7th. 
  Mass Improved Haste 
  9th-level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a liquorice root) 
  Duration: Concentration, up to 1 minute 
  Choose up to three willing creatures that you can see within 
  range. Until the spell ends, the targets' speeds are tripled, 
  they gain a +3 bonus to AC, have advantage on Dexterity 
  saving throws, and it gain an additional action on each of 
  their turns. That action can be used only to take the Attack 
  (one weapon attack only), Dash, Disengage, Hide, or Use 
  an Object action. 
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  Moment to Think 
  Transmutation cantrip 
  Casting Time: 1 action 
  Range: Self 
  Components: V 
  Duration: 1 round 
  You briefly stop the flow of time for everyone but yourself. 
  When you cast this spell, your current turn ends and no 
  time passes for other creatures, while you take 1 free turn, 
  during which you can use actions and a bonus action as 
  normal. However, you cannot move from the location 
  where this spell was cast, nor can you affect any object 
  other than those worn or carried by you (as everything else 
  is frozen in time), make any kind of attack, or cast any 
  spells. If you let go of an item you were carrying, it also 
  becomes frozen in time. If you consume a potion during the 
  free turn, it has no effect (though it is consumed). Listed 
  below are a few examples of what you could do on your 
  free turn: 
  • Make an Intelligence check to remember information 
  about something. 
  • Make a Wisdom (Perception) check. 
  • Take the Hide action. 
  • Deploy a bag of caltrops. 
  • Draw or stow weapons and shields. 
  Restore Youth 
  3rd-level transmutation (ritual) 
  Casting Time: 8 hours 
  Range: Touch 
  Components: V, S, M (gold dust worth at least 500gp, 
  which the spell consumes) 
  Duration: Instantaneous 
  You perform a long, complex ritual on another creature, 
  reducing its apparent age by 3d10 years, to a minimum of 
  13 years. This effect does not extend the creature’s 
  lifespan. 
  Safiya’s Industrious Worker 
  1st-level transmutation 
  Casting Time: 10 minutes 
  Range: Touch 
  Components: V, S, M (a bar of iron) 
  Duration: 8 hours 
  You touch a willing creature. For the next 8 hours, they are 
  able to perform mundane tasks with exceptional speed. 
       Every hour spent crafting nonmagical items under the 
  influence of this spell provides 4 hours’ worth of output. 
  Therefore 20gp of items/progress can be made in an 8-hour 
  work day. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, you can target one additional 
  creature for each slot level above 1st. 
  Slow Thinking 
  1st-level transmutation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a drop of alcohol) 
  Duration: 1 minute 
  You slow down the thought processes of a creature of your 
  choice that you can see within range. The target must 
  succeed on a Constitution saving throw or have 
  disadvantage on all Intelligence checks and saving throws 
  for the duration. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, you can target one additional 
  creature for each slot level above 1st. 
  Temporal Bubble 
  9th-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a diamond hourglass filled with 
  tiny gemstones or pearl dust, worth at least 45,000gp) 
  Duration: Concentration, up to 1 hour 
  You create a transparent, spherical demiplane centered on 
  yourself with a radius of 10 feet. Time within this 
  demiplane passes significantly faster than time outside, 
  allowing you to experience 24 hours of time while those 
  outside only experience 1 hour. 
       No material can pass into or out of the demiplane, and 
  no spell or effect created on one side of it can affect the 
  other side. 
       If any creatures other than yourself and you familiar (if 
  you have one) would be caught within the area of this spell, 
  the spell fails. 
  Temporal Reversion 
  5th-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Instantaneous 
  The wounds of a creature you touch travel back in time to 
  before they were inflicted. The creature regains hit points 
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  equal to 7d4 + your spellcasting ability modifier. This 
  healing works as normal on undead and constructs. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 6th level or higher, the healing increases by 1d4 for 
  each slot level above 5th. 
  Time Freeze 
  8th-level transmutation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (an iron hourglass) 
  Duration: Instantaneous 
  Choose a creature that you can see within range. If the 
  target has 150 hit points or fewer, it is paralyzed and frozen 
  in time, unaware of its surroundings. Otherwise, the spell 
  has no effect. 
       The target must make a Wisdom saving throw at the end 
  of each of its turns. On a successful save, this paralysis 
  effect ends. 
  Time’s Arrow 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a pinch of sand from an hourglass) 
  Duration: 10 minutes 
  This spell enchants a physical missile, such as an arrow, 
  bolt or sling bullet so that it freezes in time and space. You 
  may reposition the missile as part of the action to cast the 
  spell, and the spell may be used on magical or otherwise 
  enchanted missiles. 
       The missile remains frozen in place until either a 
  creature passes within 60 feet in front of it, something 
  touches it, a strong wind blows upon it, the enchantment is  
   
   
   
   
   
   
   
   
   
   
  dispelled or the duration ends. At that point, the missile 
  moves suddenly, as if it was just fired or thrown. If a 
  creature is in the line of fire, the missile makes an attack 
  which adds your spell attack bonus to the attack roll, and 
  does the basic damage of whatever missile type was used 
  (missiles that vary by launcher use the highest possible 
  damage dice). 
  Zone of Altered Time 
  9th-level Transmutation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a pair of hourglasses, worth at least 
  100gp each) 
  Duration: 1 hour 
  You create a transparent magical zone where time flows 
  differently in a 50-foot cube centered on a point of your 
  choice within range. No material, spell or effect can pass 
  into or out of the zone unless it travels through another 
  plane of existence to do so (such as by using misty step, 
  etherealness or dimension door.) Choose one of the 
  following effects for the zone. 
       Dilated Time. Time passes slower inside the zone, so 
  that any creatures inside it experience 10 minutes for every 
  hour that passes outside. 
       Hyperbolic Time. Time passes faster inside the zone, 
  so that any creatures inside it experience 24 hours for every 
  hour that passes outside. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Credit: Ninja_Prawn 
  
   
   
   
  Art Credits 
  Pg 3. "Father Time" by Zerinity is licensed under the Creative Commons Attribution 3.0 License. To view a copy of this license, 
  visit http://creativecommons.org/licenses/by/3.0/ 
  Pg 9. "Warped Silver Clock- PNG File" by annamae22 is licensed under the Creative Commons Attribution 3.0 License. To view 
  a copy of this license, visit http://creativecommons.org/licenses/by/3.0/ 
  All other art is original work or available through the public domain. 
   
   
   
   
   
  License 
  This material is being released under the Open Gaming License. 
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  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; 
  Chronomancy Update Copyright 2016, Mage Hand Press; authors Michael Holik, Jaron Mortimer, Benjamin Richardson 
   
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