Author Topic: Chronomancy Question  (Read 1675 times)

Offline Synthesse

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Chronomancy Question
« on: July 15, 2012, 08:13:44 PM »
Hey guys,

One of the characters in my campaign wants to be a chronomancer who doesn't violate the laws of magic (only move forward through time, not backwards).

Any idea how to make/cost a spell that would allow an ally to take an extra action during combat? There's no real framework in the rules about how to make this happen.

Thanks!

Offline Tedronai

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Re: Chronomancy Question
« Reply #1 on: July 15, 2012, 08:45:04 PM »
Cast a spell that best correlates to the effect produced (attack, block, maneuver) by the ally character's action and fluff it as the effect of that action rather than the direct effect of the spell itself.

Edit: Though, I should also point out that the above is far from moving forward in time.  At best, it is a localized slowing or acceleration of time depending on who it actually affects and who it excludes, and might even be accomplished by sending that ally BACK in time a few short moments.  Sending someone FORWARD in time will deny them actions while also denying actions taken against them.  I would represent this either as a block or as a taken-out (or concession) result depending on the duration.
« Last Edit: July 15, 2012, 08:48:33 PM by Tedronai »
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Offline Synthesse

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Re: Chronomancy Question
« Reply #2 on: July 15, 2012, 09:39:19 PM »
Also, does anyone know what "element" of magic Time would be?

Offline Tedronai

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Re: Chronomancy Question
« Reply #3 on: July 15, 2012, 09:48:06 PM »
Either spirit, or, more likely, a Kemmlerian variant.
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Offline Rougarou

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Re: Chronomancy Question
« Reply #4 on: July 15, 2012, 11:15:33 PM »
Either spirit, or, more likely, a Kemmlerian variant.
Why Kemmlerian? He was a necromancer, not a chronomancer.
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Offline Sanctaphrax

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Re: Chronomancy Question
« Reply #5 on: July 16, 2012, 12:24:25 AM »
Pretty sure that's the variant part.

There are a few Superior X Sponsored Magics on the list that vaguely resemble Kemmlerian Necromancy. There isn't one for chronomancy, though.

Offline Silverblaze

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Re: Chronomancy Question
« Reply #6 on: July 16, 2012, 02:57:49 AM »
Just say no to Chronomancy.

Friends dont let friends much with time.

Time travel stories make baby Jesus cry.

Sorry, just anti-time travel...cant be happier that it is against the laws of magic.

Offline Jimmy

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Re: Chronomancy Question
« Reply #7 on: July 16, 2012, 03:26:42 AM »
Why not make time itself, or different aspects of time, be the 'elements' for evocation? You dont need to stick with the classic elements. You could have a set up like this:

Flow - effects relating to controlling the passage of time. Such as speeding up or slowing down local time, blasting foes with age withering effects or dilating bubbles of time to 'freeze' enemies.

Disturbance - effects that distrupt time. The preverbial pebble in a river effect, removing someone from time briefly, to have them appear a few exchanges later. The freeze effect above, attacks that stop time in extreme localised areas (like around a heart). Gaps in time beneath a foes feet causing them to trip.

Continuim - Effects tearing open the continuim, essentially teleporting the caster or foes, or rearranging objects in time/space.

Just some ideas, obviously needing more fleshing out and balancing. A start though.
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Offline Haru

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Re: Chronomancy Question
« Reply #8 on: July 16, 2012, 06:06:06 AM »
For something like that, I'd go with a spirit maneuver, plain and simple. There isn't really a rule for allowing someone multiple actions during one exchange, and I think that's a good thing. With a maneuver spell, your ally can tag the resulting aspect on his attack and you can flavor it as time speeding up around him or slowing down around his target.

Any other way to implement such an effect with the methods available would probably be a block. You could set up a block around your ally. If it is strong enough, nobody will be able to hit him, which would be the same effect as if they didn't do anything. Unless they maneuver, of course, but then you could (at a much higher power) put up a block on them, which can get into pretty large numbers, depending on the number of opponents.

And then there's the old "tag for effect". Do a maneuver spell as above, but instead of tagging it for a +2, you tag it for effect. The effects will vary, depending on what you agree upon with your GM. That may or may not be a second action in one exchange. A good compromise would probably be to even things out, timewise. The tagging character would get his action from the following exchange right now, but that would mean he loses his next action. Time speeding up for him, and then swinging all the way back, slowing it down, and then working as usual again.
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Offline AstronaughtAndy

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Re: Chronomancy Question
« Reply #9 on: July 16, 2012, 06:21:23 AM »
Perhaps run it sort of like using magic to gain temporary powers mixed with sponsor debt: The character receiving the extra action is compelled to lose an action at a later point in the game and can't buy it off because they already used it.