New domain: Chronomancy
- Snake's Swiftness
- Celerity, Lesser
- Time to Act*
- Celerity
- Time to Pause*
- Timeless Rest*
- Deja Vu*
- Celerity, Greater
- Time Stop
Time to Act
Transmutation [Chronomancy]Level: Sorcerer/Wizard 4, Bard 3, Chronomancy 3
Components: V
Casting Time: 1 round
Range: Personal
Target: You
Duration: Instantaneous
Time to act gives you the time to perform a single skill check. The skill check must be an actual action, you must have at least one rank in the skill; all necessary equipment must be on your person and ready to use. Skill checks that require extensive time or bulk materials cannot be used with this spell. The skill check cannot be a reaction to outside actions or the actions of others.
During the action, you cannot move from your current position but you can perform any other physical aspects of the skill use. You cannot make use of any spell, supernatural or even extraordinary ability-related skill check. You could, for example, use this spell to disable a trap you are kneeling next to or pick a lock. You could not use it to Read Lips, Balance, Jump or Tumble. You cannot even Hide unless already in a suitable place to do so.
While you perform the skill use, the world appears to stop about you. It could even be a Search check as long as the search does not require you to move. To others you seem to blur and then the action is complete.
Time to Pause
Transmutation [Chronomancy]Level: Sorcerer/Wizard 6, Bard 5, Chronomancy 5
Components: V
Casting Time: 1 round
Range: Personal
Target: You
Duration: Instantaneous
This spell is the same as time to act except it gives the caster sufficient time to take 10 on his check. He can still only make one skill check and the caster must still abide by all the restrictions of the lesser spell.
Timeless Rest
Transmutation [Chronomancy]Level: Sorcerer/Wizard 6, Chronomancy 6
Components: V, S
Casting Time: 1 action
Target: Creature touched
Duration Instantaneous
Saving Throw Will negates
Spell Resistance: Yes
This spell greatly accelerates time for a single creature. In an instant, the creature experiences a single day’s worth of rest and relaxation. The target receives all the benefits of a single day of rest, including hit point recovery, ability damage repair, etc.
As a by-product, the creature ages one full day. Spells and other external forces with a fixed duration do not experience the day but poisons, diseases and other internal forces progress as if a day had passed. If 24 hours was cast on a bleeding individual, for example, this spell would kill them.
For reasons not properly understood even by chronomancers, this spell does not allow a spellcaster to prepare spells after it is cast. Its original creator, a mysterious chronomancer whose name has been lost, is rumoured to still be working on a spell that will allow just this kind of freedom. So far, he has not succeeded.
Deja Vu
Transmutation [Chronomancy]Level: Sorcerer/Wizard 7, Chronomancy 7
Components: V, S
Casting Time: 1 action
Range: Close (7.5m + 1.5m / 2 levels)
Duration Instantaneous
Saving Throw Fortitude half
Spell Resistance: Yes
In an instant, the subject of this spell experiences the ravages of the previous round over again. Only forces that directly inflict hit point damage are experienced again. The character receives in an instant all the damage he received in the previous round. For example, if the character receives 20 points of fire damage after successfully saving from a fireball and 8 points from a dagger attack, he receives 20 points of fire damage and 8 points of dagger damage when this spell is cast.