Post by Head Moderator on Sept 6, 2012 17:29:33 GMT -5
"It is later than you think" -- Chinese Proverb
Chronomancy is the arcane study of time, often called temporal magic. The name itself is derived from the word chronos (meaning "time"). This school of magic is based on quantum physics, and certain scientific theories such as the String Theory. Chronomancy remains partly a mystery to even the most powerful of archmages, for it is far more than simply manipulating time with arcane magics, it is peeling away what lies beneath and beyond the world around them. This understanding is termed "The Awakening". Those unawakened practitioners who do not understand this, often unleash havoc upon the lands as they dabble in things they do not understand. Those who truly delve into the art of chronomancy remain changed forever by it's awesome power and responsibility.
A chronomancer must understand that the more they learn to wield temporal power, the higher the risks for themselves. A mistake can cost your life, or even your very existence. A chronomancer is affected by the paradox of time more and more as they grow in power. This brings quirks that set them apart from any other mage. One can almost always tell a chronomancer just from being around them, without ever being told what they are.
Delving within the barrier of time-space and manipulating the threads that hold temporal creation together can bring both positive and negative effects. The Temporal Plane holds creatures who seek out those who meddle with time, as well as creatures who live beyond the boundaries of time that can be pulled into the world around us, creating disaster.
Chronomancers understand that past and future co-exists with the present, and not only that but all possible pasts and futures as well on alternate timelines. The strings of time are woven together into an intricate tapestry only the most powerful can unravel.
The school of chronomancy is most closely linked to alteration, but it also contains divination spells (seeing into different parts of space/time), necromancy spells (death is a significant event in time), and enchantment/charm spells (changing how time is perceived).
The Temporal Plane
This is called various things, such as the continuum, the void-between, Temporal Prime; but no matter what name it goes by, it is where the strings of time coincide. Where all pasts and futures are woven together, all possibilities waiting to be discovered. Though it is the plane of time, there is no time there. Where there is no time, there is no distance as distance implies movement and movement implies time passing. It is an uncomfortable place, a place that can drive a creature to insanity. It takes time to get used to it, and as one realizes what exactly this void-between is, the awakening occurs within them as they realize the true meaning of time.
A chronomancer learns to step into the temporal plane completely, leaving reality behind. Through "rips" in the fabric of time, he can move anything he wishes between reality and the void-between. Normal magic cannot touch the continuum, nor can normal portals open and send creatures into it. The continuum isn't really even a place, it is a single point of all-time comprised solely of ideas, every possible idea there is. There is no distance in the continuum, no up, down, left, right. It is accessible from anywhere, at anytime. No barrier, magic or otherwise, can block a chronomancer's ability to traverse the continuum.
Paradox
Paradox is the force of will that holds reality together. It is what chronomancers come to understand that awakens them. The idea that reality is so fragile, that the world around them relies on the mind. Paradox has grown powerful with the creation of more and more intelligent creatures, who add to the fabric of time with their memories and thoughts. Forgetting is the bane of paradox, for when something is forgotten then it no longer exists. It no longer has an effect upon history if it is forgotten, it is literally ripped from the fabric of time. To be forgotten is to be completely destroyed. The world stands on the razor's edge of the chaos and possibility of the temporal plane (the continuum) on one side, and lawful paradox on the other preserving history and time. It is because of paradox that chronomancers can safely time travel without fear of wrecking existence, for if something is attempted to be changed that is supported by memory, then paradox protects the history.
The Chronomancer
A part of the awakened chronomancer has touched the continuum and he remains changed forever. A chronomancer is not inherently evil, nor are they purely good; there is more of a neutrality to a chronomancer's stance. They view the world as a balance between chaos and law. They are a secretive lot, feeling for one thing that the ravages of touching the continuum are too much for the average person to bear. There is one personality quirk in all chronomancers, and that is humility for he realizes the power of the paradox is far exceeding his own. This often leads to chronomancers taking careful thought before making any action; sometimes a chronomancer's plans can seem long-winded or overly cautious to others. Humility does not prevent ambition though, though even the most evil of chronomancers is usually a subtle opponent. Chronomancers also hold a different view of gods than most, feeling that a deity's source of power is through paradox.
A chronomancer is assumed to have been "awakened". For this reason, you must be at a higher level of experience, and knowledge than other magic schools. When you choose to be recognized as a chronomancer, for one-two weeks after gaining your registration you will experience the effects of having been awakened. This can show itself in various ways, usually heightened aggression and obsessive behavior. Some grow hateful of the world, thinking it has lied to them from birth. Most chronomancers find their own balance fairly quickly but some shatter completely, becoming demented and unable to continue in their studies.
Quirks/Flaws
Through constant use of temporal magic, a chronomancer develops quirks from his exposure to the continuum. Paradox wreaks havoc within the chronomancer, causing even the simplest use of chronomancy to stigmatize the chronomancer. When a chronomancer awakens, they automatically gain one quirk. As they continue their studies, they gain more quirks as time passes.
Roll 1d15
1- Lost Gaze
2- Shock
3- Stillness
4- Unnatural Aura
5- Shattered Mirror
6- Minor Phobia
7- Clock Failure
8- Temporal Disjunction
9- Amnesia
10- Insomnia
11- Bad Luck
12- Back Aging
13- Destiny Haunt
14- Ravage Body
15- Flicker
Lost Gaze: The chronomancer's eyes become lost to some moment in their memory, while lost the chronomancer is blind. This happens once a week to the chronomancer. This can last anywhere from 5-30 minutes of time.
Shock: The chronomancer's body has developed an odd electrical field that can be felt as a static shock by anyone that touches them.
Stillness: The chronomancer has developed the strange ability to sit or stand perfectly still when not involved in physical movement. The chronomancer has no idea he is doing it, and doesn't even seem to be breathing.
Unnatural Aura: The chronomancer has developed an odd aura that effects things in their immediate vicinity. The effects are all related to the passage of time. Things such as something going sour, flowers and plants blooming or withering, clockwork items stopping, things about to fall remaining in mid air until the chronomancer leaves.
Shattered Mirror: The chronomancer has the unfortunate quirk that any mirror within twenty feet shatters. Anyone within 5 feet of the mirror takes damage as the force of the shattering is so great.
Minor Phobia: The chronomancer through his twisted sense of perception develops a phobia of some sort, an irrational fear of some creature or object.
Clock Failure: Anything related to the passage of time, including clockwork clocks, sand in hourglasses, candles all are effected. Each time this quirk is taken the distance increases by a 5 feet radius.
Temporal Disjunction: The chronomancer finds it difficult to keep time, and is always 10-15 minutes late to any deadline set. Each time this quirk is taken, the time increases by 10 minutes that the chronomancer is late by.
Amnesia: The chronomancer loses a part of his memory. It is usually from 1 to 3 months in length and centered around an important event. This never affects skills, merely personal memories. Each time the quirk is taken, another memory is lost.
Insomnia: The chronomancer suffers from mild insomnia, finding it very hard to get a good night's rest. When this quirk is taken again, it develops into moderate insomnia. If it is taken again, it is major insomnia.
Bad Luck: The chronomancer has a bout of terrible luck. Each time this is taken, another bout of bad luck happens.
Back Aging: This quirk causes the chronomancer to age backwards very slowly. By the time he reaches old age, he has developed to the physical form of an adolescent. By the time a chronomancer is venerable he has taken on the body of a child. A chronomancer can age backwards all the way to an infant.
Destiny Haunt: The chronomancer attracts the attention of a destiny haunt. This creature will hound the chronomancer until it succeeds in destroying him or the haunt is destroyed.
Ravage Body: A chronomancers body suffers the ravages of time. This inflicts permanent damage to the vital organs. This cannot be healed by any known magics, it is permanent.
Flicker: The chronomancer has trouble stabilizing his form within the frame of reality, often blinking out of sight for no reason, and then reappearing in the same place.
Creatures of the Temporal Plane
Chronovoires- These time aberrations resemble various creatures, but because of the effects of paradox as it appears in our world, they are twisted and terrifying. They may be made up of various creatures, crafting itself into a horrifying amalgamation. These creatures very touch ages a creature 1d6 years. It is difficult to look upon chronovoires without feeling nauseated, they are so abhorrent.
Destiny Haunt- These are created when reality is twisted by a gross violation of fate. They appear as little more than a spark of lightning that refuses to fade. Destiny Haunts come into being two ways, one is through a chronomancer quirk, the other is when a character avoids death by pure luck or chance, cheating fate. They can leap about around the haunted, shock them,
Warp Ravager- Chronomancy is a difficult and dangerous practice. Sometimes, it's force is so great it fractures a chronomancer's sanity completely. The chronomancer develops such a hatred for reality that he becomes a beacon for chronovoires, and eventually when they are able to call one into the world they merge with the creature. The chronomancer dies, and is reanimates, twisted and warped by the chronovoire. Their bodies appear withered and rotted and their eyes glow brilliant gold. They use a Black Staff, which was created from energies when they died, as weapon. Each end of the staff has the ability to send a creature straight into the continuum once per day. They are immune to fire, acid, cold and electricity. As an undead they are immune to sleep, paralysis, poison, psionic effects, stunning and disease.
Chronomancy is the arcane study of time, often called temporal magic. The name itself is derived from the word chronos (meaning "time"). This school of magic is based on quantum physics, and certain scientific theories such as the String Theory. Chronomancy remains partly a mystery to even the most powerful of archmages, for it is far more than simply manipulating time with arcane magics, it is peeling away what lies beneath and beyond the world around them. This understanding is termed "The Awakening". Those unawakened practitioners who do not understand this, often unleash havoc upon the lands as they dabble in things they do not understand. Those who truly delve into the art of chronomancy remain changed forever by it's awesome power and responsibility.
A chronomancer must understand that the more they learn to wield temporal power, the higher the risks for themselves. A mistake can cost your life, or even your very existence. A chronomancer is affected by the paradox of time more and more as they grow in power. This brings quirks that set them apart from any other mage. One can almost always tell a chronomancer just from being around them, without ever being told what they are.
Delving within the barrier of time-space and manipulating the threads that hold temporal creation together can bring both positive and negative effects. The Temporal Plane holds creatures who seek out those who meddle with time, as well as creatures who live beyond the boundaries of time that can be pulled into the world around us, creating disaster.
Chronomancers understand that past and future co-exists with the present, and not only that but all possible pasts and futures as well on alternate timelines. The strings of time are woven together into an intricate tapestry only the most powerful can unravel.
The school of chronomancy is most closely linked to alteration, but it also contains divination spells (seeing into different parts of space/time), necromancy spells (death is a significant event in time), and enchantment/charm spells (changing how time is perceived).
The Temporal Plane
This is called various things, such as the continuum, the void-between, Temporal Prime; but no matter what name it goes by, it is where the strings of time coincide. Where all pasts and futures are woven together, all possibilities waiting to be discovered. Though it is the plane of time, there is no time there. Where there is no time, there is no distance as distance implies movement and movement implies time passing. It is an uncomfortable place, a place that can drive a creature to insanity. It takes time to get used to it, and as one realizes what exactly this void-between is, the awakening occurs within them as they realize the true meaning of time.
A chronomancer learns to step into the temporal plane completely, leaving reality behind. Through "rips" in the fabric of time, he can move anything he wishes between reality and the void-between. Normal magic cannot touch the continuum, nor can normal portals open and send creatures into it. The continuum isn't really even a place, it is a single point of all-time comprised solely of ideas, every possible idea there is. There is no distance in the continuum, no up, down, left, right. It is accessible from anywhere, at anytime. No barrier, magic or otherwise, can block a chronomancer's ability to traverse the continuum.
Paradox
Paradox is the force of will that holds reality together. It is what chronomancers come to understand that awakens them. The idea that reality is so fragile, that the world around them relies on the mind. Paradox has grown powerful with the creation of more and more intelligent creatures, who add to the fabric of time with their memories and thoughts. Forgetting is the bane of paradox, for when something is forgotten then it no longer exists. It no longer has an effect upon history if it is forgotten, it is literally ripped from the fabric of time. To be forgotten is to be completely destroyed. The world stands on the razor's edge of the chaos and possibility of the temporal plane (the continuum) on one side, and lawful paradox on the other preserving history and time. It is because of paradox that chronomancers can safely time travel without fear of wrecking existence, for if something is attempted to be changed that is supported by memory, then paradox protects the history.
The Chronomancer
A part of the awakened chronomancer has touched the continuum and he remains changed forever. A chronomancer is not inherently evil, nor are they purely good; there is more of a neutrality to a chronomancer's stance. They view the world as a balance between chaos and law. They are a secretive lot, feeling for one thing that the ravages of touching the continuum are too much for the average person to bear. There is one personality quirk in all chronomancers, and that is humility for he realizes the power of the paradox is far exceeding his own. This often leads to chronomancers taking careful thought before making any action; sometimes a chronomancer's plans can seem long-winded or overly cautious to others. Humility does not prevent ambition though, though even the most evil of chronomancers is usually a subtle opponent. Chronomancers also hold a different view of gods than most, feeling that a deity's source of power is through paradox.
A chronomancer is assumed to have been "awakened". For this reason, you must be at a higher level of experience, and knowledge than other magic schools. When you choose to be recognized as a chronomancer, for one-two weeks after gaining your registration you will experience the effects of having been awakened. This can show itself in various ways, usually heightened aggression and obsessive behavior. Some grow hateful of the world, thinking it has lied to them from birth. Most chronomancers find their own balance fairly quickly but some shatter completely, becoming demented and unable to continue in their studies.
Quirks/Flaws
Through constant use of temporal magic, a chronomancer develops quirks from his exposure to the continuum. Paradox wreaks havoc within the chronomancer, causing even the simplest use of chronomancy to stigmatize the chronomancer. When a chronomancer awakens, they automatically gain one quirk. As they continue their studies, they gain more quirks as time passes.
Roll 1d15
1- Lost Gaze
2- Shock
3- Stillness
4- Unnatural Aura
5- Shattered Mirror
6- Minor Phobia
7- Clock Failure
8- Temporal Disjunction
9- Amnesia
10- Insomnia
11- Bad Luck
12- Back Aging
13- Destiny Haunt
14- Ravage Body
15- Flicker
Lost Gaze: The chronomancer's eyes become lost to some moment in their memory, while lost the chronomancer is blind. This happens once a week to the chronomancer. This can last anywhere from 5-30 minutes of time.
Shock: The chronomancer's body has developed an odd electrical field that can be felt as a static shock by anyone that touches them.
Stillness: The chronomancer has developed the strange ability to sit or stand perfectly still when not involved in physical movement. The chronomancer has no idea he is doing it, and doesn't even seem to be breathing.
Unnatural Aura: The chronomancer has developed an odd aura that effects things in their immediate vicinity. The effects are all related to the passage of time. Things such as something going sour, flowers and plants blooming or withering, clockwork items stopping, things about to fall remaining in mid air until the chronomancer leaves.
Shattered Mirror: The chronomancer has the unfortunate quirk that any mirror within twenty feet shatters. Anyone within 5 feet of the mirror takes damage as the force of the shattering is so great.
Minor Phobia: The chronomancer through his twisted sense of perception develops a phobia of some sort, an irrational fear of some creature or object.
Clock Failure: Anything related to the passage of time, including clockwork clocks, sand in hourglasses, candles all are effected. Each time this quirk is taken the distance increases by a 5 feet radius.
Temporal Disjunction: The chronomancer finds it difficult to keep time, and is always 10-15 minutes late to any deadline set. Each time this quirk is taken, the time increases by 10 minutes that the chronomancer is late by.
Amnesia: The chronomancer loses a part of his memory. It is usually from 1 to 3 months in length and centered around an important event. This never affects skills, merely personal memories. Each time the quirk is taken, another memory is lost.
Insomnia: The chronomancer suffers from mild insomnia, finding it very hard to get a good night's rest. When this quirk is taken again, it develops into moderate insomnia. If it is taken again, it is major insomnia.
Bad Luck: The chronomancer has a bout of terrible luck. Each time this is taken, another bout of bad luck happens.
Back Aging: This quirk causes the chronomancer to age backwards very slowly. By the time he reaches old age, he has developed to the physical form of an adolescent. By the time a chronomancer is venerable he has taken on the body of a child. A chronomancer can age backwards all the way to an infant.
Destiny Haunt: The chronomancer attracts the attention of a destiny haunt. This creature will hound the chronomancer until it succeeds in destroying him or the haunt is destroyed.
Ravage Body: A chronomancers body suffers the ravages of time. This inflicts permanent damage to the vital organs. This cannot be healed by any known magics, it is permanent.
Flicker: The chronomancer has trouble stabilizing his form within the frame of reality, often blinking out of sight for no reason, and then reappearing in the same place.
Creatures of the Temporal Plane
Chronovoires- These time aberrations resemble various creatures, but because of the effects of paradox as it appears in our world, they are twisted and terrifying. They may be made up of various creatures, crafting itself into a horrifying amalgamation. These creatures very touch ages a creature 1d6 years. It is difficult to look upon chronovoires without feeling nauseated, they are so abhorrent.
Destiny Haunt- These are created when reality is twisted by a gross violation of fate. They appear as little more than a spark of lightning that refuses to fade. Destiny Haunts come into being two ways, one is through a chronomancer quirk, the other is when a character avoids death by pure luck or chance, cheating fate. They can leap about around the haunted, shock them,
Warp Ravager- Chronomancy is a difficult and dangerous practice. Sometimes, it's force is so great it fractures a chronomancer's sanity completely. The chronomancer develops such a hatred for reality that he becomes a beacon for chronovoires, and eventually when they are able to call one into the world they merge with the creature. The chronomancer dies, and is reanimates, twisted and warped by the chronovoire. Their bodies appear withered and rotted and their eyes glow brilliant gold. They use a Black Staff, which was created from energies when they died, as weapon. Each end of the staff has the ability to send a creature straight into the continuum once per day. They are immune to fire, acid, cold and electricity. As an undead they are immune to sleep, paralysis, poison, psionic effects, stunning and disease.