Chronometrology is used by specialist wizards that have become captivated by clockwork devices and time theory. Like mesmirrorism,
clock magic is considered a special school of magic. Casting clock spells requires utter dedication. A clock magic wizard
can not cast Enchantments and Illusions. She gains a DC bonus and a bonus spell per day with all Clock Magic spells.
These specialists are called Clock Wizards, but are also know as Clock Stoppers, Timekeepers, and Gear Freaks. Often the familiar
of a Time Wizard is a clockwork construct creation.
Definition of Terms
“Temporal”: All clock spells have a “temporal” descriptor and are affected by abjurations that
block temporal effects.
Timeline: The universe has infinite planes and each plane has infinite timelines. Since the beginning of time, every
time a choice is made a new timeline has formed. Just like a flow chart, each timeline is a branch down a different temporal
path. This continual diverging has produced an infinite variation on existence from divergence on monumental points of history.
Like a different plane any creature not native to a timeline is considered an Outsider in regards to all spell effects.
Time Field: Surrounding every object is a time field. It is similar to an aura and is a signature of ones age and native
timeline.
Transcendental Magic: Clock Magic and Mirror Magic are unique paths of magic only available to specialist clock and
mirror wizards that overlap the classic 7 schools of magic. Sorcerers can learn Clock or Mirror Magic spells if they wish.
List of clock magic spells by level
(Note: All the following spells have a temporal signature)
Cantrips
Disrupt Clockworks (Evoc): Temporal ray that damages clockwork devices.
Gear Loose (Conj): A cog is fired inflicting 1d3 slashing damage
Sense Time (Div): Sense all clock magic spells and temporal creatures and devices
Stop the Clock (Trans): Stop any clock or timepiece from working.
View Time Field (Div): Similar to see aura only it applies to age and proper timeline.
1st:
Detect Clocks (Div): Detect all clockwork constructs and devices within XXX
Discern Timeline (Div): The spell caster can determine the original timeline of an object.
Expeditious Retreat (1st, Trans): Alters time field to increase speed.
Feather Fall (1st, Trans): Alters time field to slow a fall.
Grinding Gears (Trans): Turns a broken watch into a time bomb.
Internal Chronometer (Div): Knows the exact time of day for the duration of the spell.
2nd
Alter Age (Necro): Change age to any from youth to elderly for 1hr per level.
Blur (3th level, Trans): Alters personal time field to Blur image
Deathwatch (2nd, Necro)
Weight of the Ages (Evoc): 1d6/lvl impact on a target 25ft +5ft/2lvls away.
3rd
Bestow Curse: Decay (Necro): All food and drink the character touches becomes spoiled.
Continual Flame (3rd, Trans)
Death Knell (3nd, Necro)
Sands of Time (Evoc): All in 25ft +5ft/2lvls cone are aged: -1d6/lvl hp damage.
Swinging Pendulum (Conj): Creates a hanging pendulum used as a weapon or obstacle.
4th
Displacement (4th, Trans): Alters his time field to show where he was.
Rusting Grasp (4th, Trans)
Temporal Anchor (Abjur): Creature can not travel through time or alter his Time Field
Time Ward (Abjur): +8 vs all time effecting spells for 10 min/level.
5th
Contact Other Plane (Temporal Plane or the Mechanical Plane) (5th, Div.)
Golden Age (Abjur): Impervious to spoilage, evaporating, congealing, and rusting.
Historical Lore (5th, Div): Same as Legend Lore but only covers past events.
Seize Gears (Trans): Paralyze any clockwork. Grease spell negates
6th
Disintegrate (6th, Trans)
Flesh to Stone (6th, Trans): Fossilization of target
Temporal Forbiddance (6th, Abjur): Affects all time hexes and timeline aliens.
Cog Barrier (6th, Conj): Same as effect as Blade Barrier. Expensive Comp.: (300gp).
7th
Control Clockworks (7th, Trans): Control the actions of clockwork constructs & devices.
Simulacrum (7th, Conj): Duplicates a copy drawn from another timeline.
Temporal Vanish (7th, Trans): Object travels through time not space.
Vision (7th, Div)
8th
Fast Forward (8th, Trans): Character can jump ahead in his own timeline for 4d12 hours.
Horrid Wilting (8th, Necro): Rapidly age all creature in the area of effect
Time Burst (8th, Evoc): The burst will daze (1rnd) and inflict 3d6hp to everyone within 10ft radius, Range:
Long, Clockwork Dam: 1d6/lvl, ST: Reflex partial.
Time Loop (Conj): Same as a maze spell except the victim is force to repeat his actions of the last few minutes
until he can break free by the force of his own intellect.
9th
Ride the Time Stream (Trans{Teleport}): Jump into the future of a timeline.
Temporal Stasis (9th, Trans)
Time Gate: (Conj) Creates a physical gate into other timelines, but anyone in a different timeline than their own gains
the Outsider subtype.
Time Stop (9th, Trans)
New Spells:
Disrupt Clockworks (Evocation {Temporal Energy})
Level 0
Components: V, S
Casting Time: 1 action
Range: Close (25ft +5ft per 2 levels)
Effect: Ray attack that inflicts 1d6hp of damage on all clockworks
Duration: Instant
Saving Throw: Fortitude negates
Spell Resistance: Yes
You direct a shockwave of temporal energy that disrupts the delicate instrumentation of clockwork machines. This spell
affects a construct (or any device) with clockwork parts.
Gear Loose (Conjuration)
Level 0
Components: V, S, M (metal cog)
Casting Time: 1 action
Range: Close (25ft
+5ft per 2 levels)
Effect: 1d3 slashing missile
Duration: Instant
Saving Throw: Reflex negates
Spell Resistance:
No
This spell flings a small metal gear at an enemy inflicting 1d3 slashing damage.
Sense Time (Divination)
Level 0
Components: V, S
Casting Time: 1 action
Range: 120ft radius
Effect: Detects all active time magic spells and devices.
Duration: 1min/lvl
Saving Throw: None
Spell Resistance: No
This spell will detect all active temporal spells and any temporal spell devices within a 120ft radius. This spell will
identify the type of spell, number, and location of every source in range.
Stop the Clock (Transmutation)
Level 0
Components: V, S, M (drop of tree sap)
Casting Time: 1 action
Range: Touch
Effect: Stop the ticking of any clock
Duration: 1 round/level.
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell prevents mundane clocks from running. Clockwork constructs suffer -2 to their Dexterity scores. This spell is
extremely useful against clockwork traps and time bombs.
View Time Field (Divination)
Level 0
Components: V, S, M (Crystal Monocle)
Casting Time: 1 action
Range: 60ft
Effect: View an objects time field.
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No
Each time field is unique for every object. It displays the object’s age and its timeline of origin. This spell is
useful for identifying objects and creatures from alien timelines and it can penetrate some types of illusions by revealing
the true age of a creature.
Detect Clocks (Divination)
Level 1
Components: V, S, M (clock hand)
Casting Time: 1 action
Range: Medium (100ft +10ft/level)
Effect: Detect all clock and clockwork constructs
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No
This spell will give the approximate number (one, few {2 to 4}, many) and direction of the clock or clockwork.
Discern Timeline (Divination)
Level 1
Components: V, S, M (small sundial)
Casting Time: 1 action
Range: Touch
Duration: Instant
Saving Throw: None
Spell Resistance: No
This spell can be used to identify an object form an alien timeline. In addition the spell caster knows exactly which timeline
it belongs to and can use it as a key to traveling to that timeline without error.
Grinding Gears (Transmutation)
Level 1
Components: V, S, M (broken pocket watch: 50gp)
Range: Touch (20ft
radius burst)
Effect: 1D4 piercing damage (5d4 max) burst.
Duration: Special
Saving Throw: Reflex partial (half
damage)
Spell Resistance: No
This spell turns a broken pocket watch into a fragmentation bomb. The watch bomb can
be thrown like a grenade-like weapon (10ft range inc.) or it can be set to explode in 2d6 x10 rounds (delay is always random).
Internal Chronometer (Divination)
Level 1
Components: V, S, M (tiny pendulum)
Casting Time: 1 action
Range: Personal
Duration: 24hrs per level
Saving Throw: None
Spell Resistance: No
For the duration the spell, the caster knows the what exact time it is. This spell is very useful underground and to spell
casters with tight schedules.
Alter Age (Necromancy)
Level 2
Components: V, S, M (tiny fossil)
Casting Time: 1 action
Range: Touch
Duration: 1hr per level
Saving Throw: Fortitude negates
Spell Resistance: Yes
With this spell, the mage can alter the age of the target to Young, Middle Aged, Old Aged, or Venerable. As the age of
the target increases STR, DEX, and CON drop, but INT, WIS, and CHA increase.
Weight of the Ages (Evocation {Temporal})
Level 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25ft +5ft per two levels)
Effect: Ray inflicts 1d6 damage per level
Duration: Instant
Saving Throw: Reflex negates
Spell Resistance: Yes
The Weight of Ages spell is a temporal energy ray that ages the target and inflicts 1D6 damage to its target. This spell
is a ranged touch attack.
Bestow Curse: Decay (Necromantic)
Level 3
Components: V, S, M (hourglass filled with the ashes of a vampire)
Casting Time: 1 action
Range: Close (25ft +5ft per 2 levels)
Effect: All food and water it touches become putrid
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: No
Any food or water touched by the cursed subject becomes putrid. It still can be eaten but the victim must make a fortitude
save (DC: 25) or the victim become nauseous. Only Remove Curse will lift the curse, but Purify Food and Drink will protect
a single meal.
Sands of Time (Evocation {Temporal})
Level 3
Components: V, S, M (bit of sand)
Casting Time: 1 action
Range: Cone (25ft +5ft per two levels)
Effect: Inflicts 1d6 damage to all in area of effect.
Duration: Instant
Saving Throw: Reflex (half damage)
Spell Resistance: Yes
The Sands of Time are an area effect attack of temporal energy.
Swinging Pendulum (Conjuration)
Level 3
Components: V, S, M (gold pendulum: 150gp)
Casting Time: 1 action
Range: Close (25ft +5ft per 2 levels)
Duration: 10 min/level
Saving Throw: Reflex negates
Spell Resistance: No
This spell creates a giant pendulum directed by the mage that has a 30ft radius of swing. This spell inflicts 3d10 bludgeoning
damage and a bull rush at 20 STR. Each attack with the pendulum counts as an attack by the spell caster with the same attack
bonus as his ranged attacks. Alternatively the pendulum can be set swinging in front of a door or gate and requires a reflex
save to avoid for anyone who wishes to pass through.
Temporal Anchor (Abjuration)
Level 4
Components: V, S, M (sundial)
Casting Time: 1 action
Range: Medium (100ft +10ft/level)
Effect: Ray
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No
This spell prevents the target from traveling to other timelines or casting time spells on herself.
Time Ward (Abjuration)
Level 4
Components: V, S
Casting Time: 1 action
Range: Touch
Effect: Adds a +8 vs. all Clock Magic spells and temporal effects.
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
Golden Age (Abjuration)
Level 5
Components: V, S, M (chips of amber)
Casting Time: 1 action
Range: Touch
Effect: Impervious to spoilage, evaporating, congealing, and rusting.
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
This spell will prevent a single object or a group of objects that weigh 10lbs per level from spoilage, evaporating, congealing,
and rusting. This includes spells and mundane damage. Mostly used to protect rations on long marches.
Seize Gears (Transmutation)
Level 5
Components: V, S, M (rusty gear)
Casting Time: 1 action
Range: Medium
Effect: Hold clockworks
Duration: 10 min/level
Saving Throw: Fortitude negates
Spell Resistance: Yes.
This spell will completely freeze mundane clock and cause any clockwork construct to halt in its tracks. The grease spell
will negate the effect of this spell.
Temporal Forbiddance (Abjuration)
Level 6
Components: V, S, M (Large Water Clock: 1000gp)
Casting Time: One hour ritual
Range: Medium (100ft +10ft per level)
Effect: Affects a 60ft cube per level
Duration: Permanent until the Water Clock is destroyed
Saving Throw: Will negates
Spell Resistance: Yes
While the water clock is working an area is protected the same as a Forbiddance spell that only effects clock magic and
outsiders form alien timelines.
Control Clockworks (Transmutation)
Level 7
Components: V, S, M (bits of clockwork)
Casting Time: 1 action
Range: Close (25ft +5ft per 2 levels)
Effect: Up to 2 HD per level
Duration: 1 min/level
Saving Throw: Will negates
Spell Resistance: Yes
You can control the actions of clockwork constructs for the duration of the spell.
Temporal Vanish (Transmutation {Teleport})
Level 7
Components: V, M (Grandfather Clock: 1000gp)
Casting Time: 1 action
Range: Touch
Duration: Instant
Saving Throw: None
Spell Resistance: No
By placing an object into a wooden clock container can be sent into any point into the future. The object must be non-living
and can’t weigh more than 50lbs per level.
Fast Forward (Transmutation {Teleport})
Level 8
Components: V, S, M (Hourglass: 25gp)
Casting Time: 1 action
Range: Personal
Effect: Travel forward up 2D12 weeks into the future.
Duration: Spends 24 hours in the future
Saving Throw: None
Spell Resistance: No
The spell caster can travel into the future of the timeline he is in. This does not provide him with absolute certainty
of future events, but he interacts a possible future. The spell caster has no control over the exact point he will land in
the future. It will be some point 2d12 weeks into the future. He can take all his possessions with him into the future but
any left behind are lost.
Time Burst (Evocation {Temporal})
Level 8
Components: V, S, M (coiled spring)
Casting Time: 1 action
Range: Long (400ft +40ft/level)
Effect: Burst
Duration: Instant
Saving Throw: Reflex (half damage)
Spell Resistance: Yes
Time Burst generates a burst of temporal energy that will daze (1 round) and inflict 3d6 points of damage on all living
creatures in its radius. Clockwork constructs suffer 1d6 per level from the burst. Undead are impervious to this spell.
Ride the Time Stream (Transmutation {Teleport})
Level 9
Components: V, S, M
Casting Time:
Range: Personal
Effect: Jump into the future of a timeline
Duration: Permanent
Saving Throw: None
Spell Resistance: No
The mage can jump a ride on the time stream and be carried to any point into the future. This is a one way journey and
the mage can not use this spell to travel back.
Time Gate (Conjuration)
Level 9
Components: V, S, MF (clockwork arch: 5000gp)
Casting Time: 1 hour
Range: Touch
Effect: Create a 10ft by 10ft portal
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No
Unlike the typical gate spell, a Time Gate is a mechanical portal that can open onto any timeline known to the spell caster.
This alternate timeline can be slightly or radically different than the native timeline of the spell caster depending upon
the what key event are changed. Often this gate is used to pursue other time travelers into other timelines by obtaining an
artifact of the timeline the thief can from or is traveling to. People who jump through time or from one timeline to another
to loot and plunder are called Time Pirates. They are hunted by a Clock Magic Guild called the Timekeepers who have the support
of the royal families of Wonderland and all three of the color parties.