The Chronomancer (revised)

PHIL, CHAOS LORD, 1 Jun 2000

This wizard's spells may be limited, but they are immensely powerful. Chronomancers hold in their hands the power of time itself, making them dangerous opponents... and sometimes danerous companions.

STATS

BL

Title

W

M

WS

BS

S

T

I

A

BL

DD

L

WP

PIN

1

Time Holder

1D6+2

4

2

6+

2

2

4

1

1

1

0

2

6+

2

Time Traveller

2D6+2

4

2

6+

3

3

4

1

2

1

0

2

6+

3

Time Traveller

2D6+2

4

3

6+

3

3

4

2

3

1

1

2

6+

4

Time Traveller

3D6+2

4

3

5+

3

3

4

2

4

2

1

2

5+

5

Time Controller

3D6+2

4

3

5+

3

4

5

2

5

2

2

3

5+

6

Time Controller

4D6+2

4

4

5+

4

4

5

3

6

2

2

3

5+

7

Time Controller

4D6+2

4

4

5+

4

4

5

3

7

2

2

4

4+

8

Time Controller

4D6+2

4

4

4+

4

4

5

3

8

3

2

4

4+

9

Time Lord

5D6+2

4

4

4+

4

4

5

3

9

3

3

4

4+

10

Time Lord

5D6+2

4

4

4+

4

4

6

4

10

3

3

4

4+

EQUIPMENT

Sword

SPECIAL RULES

SPELL LEARNING 

Although the chronomancer rolls for spells like a wizard, he has very few spells available to him, and the spells he can learn take a lot of concentration to master. Thus, he may only learn one spell per battle level.

RESTRICTIONS

A chronomancer has the same restrictions as a wizard.

SPELLS

1

Fleet of Foot

2

Change Time

3

Finger of Life, Speed

4

Second Sight, Slow

5

Extend Time

6

Resurrection

7

Time Freeze, Timejump

8

Berserker

9

Lifestealer

10

Age

11

Tissue of Life

12

Time Travel (as Transport of the Damned), Reverse Polarity, Curse of Ages

CHANGE TIME

The barbarian misses, but the chronomancer cries out and time is replayed. 

The barbarian still misses. Re-roll one dice roll.

SLOW

The goblin hobbles towards the elf. The orc shuffles towards the dwarf. The bile demon cannot move at all! 

All monsters are at half movement this turn.

EXTEND TIME

The chronomancer waves his finger in a circular motion, and, suddenly, the elf finds the energy to kill the orc. 

By manipulating the time the gods have allotted to one warrior for attacking, the chronomancer can give one warrior (including himself) an extra attack.

TIMEJUMP

The warriors kill the last cave slug, satified that their mission is complete. Unfortunately, the chronomancer has forgotten that he had sent the biggest slug spinning through time temporarily, and so the warriors are suddenly ambushed by the confused creature. 

One monster disappears for this turn. It reappears next turn and can act as normal. If the power roll is a one for that turn then the unexpected event is the monster having an ambush attack.

AGE

The chronomancer claps his hands and wrinkles appear on the young goblin's face. 

Roll 2D6 and consult the following table to see the chance of the spell working:

BL 

Chance of Success

1-2 

0

3-4 

Roll 2 on 2D6

5-6 

Roll 3 or less on 2D6

7-8 

Roll 4 or less on 2D6

9-10 

Roll 5 or less on 2D6

If the spell works then one monster of your choice dies. No gold is gained for this creature.

REVERSE POLARITY

The minotaur mutilates the dwarf's dead body, but soon finds that he has a bad case of axe in the back. 

For the next turn, all healing spells cause damage, and all attacks heal wounds. This effects everyone on the board, but only the warriors and enemy wizards an leader-types realise, so normal monsters (such as orc archers) cannot suddenly decide to heal the warriors out of pity (and no claiming they are all leaer-types or apprentice wizards, Mr GM!).

CURSE OF AGES

The chronomancer whispers some magic words and, suddenly, the fimir never existed. 

As a direct result, three other fimir were never born and a band of orcs were never killed. This means that these orcs killed an ogre, and the ogre's kin blaimed a bloodthirster andd battered it to death, so, Khorne became angry and sent twelve bloodthrsters down to destroy the warriors. The warriors now face a band of orcs and twelve bloodthirsters... BUT NO FIMIR! YAY!
Roll 2D6 for one creature and consult the following table:

BL 

Chance of Success

1-2 

0

3-4 

Roll 2 on 2D6

5-6 

Roll 3 or less on 2D6

7-8 

Roll 4 or less on 2D6

9-10 

Roll 5 or less on 2D6

If the spell succeeds that creature dies. If that creature dies then you must roll 2D6 for every monster on the board. If any of these rolls come up as doubles then they, like the original creature, also die. No gold is gained for creatures killed in this fashion. This spell will not work on leader-types or magic-users. If any of the doubles are double 1s then an unexpected event occurs - roll once per double 1 on the relevant monster table.
NB: This spell is perfect for intervention by the GM... do not waste such beautiful opportunities!

CHRONAL VORTICES

Each time the Chronomancer casts a spell, roll 2D6. On a double one, a chronal vortex is formed, which acts like a monster. The stats depend on the Chronomancer's battle level s follows:

BL

W

WS

S

DD

1

5

1

1

1

2

10

2

1

1

3

15

2

2

1

4

20

3

2

1

5

25

3

3

2

6

30

4

3

2

7

35

4

4

2

8

40

5

4

2

9

45

5

5

3

10

50

6

5

3

The vortex takes up one square and appears as close to the target of the spell which created it as possible. It has no BS and cannot move. It attacks each adjacent creature once per turn. Its toughness is always 4. Anything killed by the vortex is sucked through it and will end up somewhere else entirely, lost in time.

ROLE-PLAY GUIDELINES

Chronomancers consider themselves above other spell-casters, but other than that, a chronomancer could be played in any fashion.

JCCW says:
"If I were playing a chronomancer, I'd constantly be making jokes/remarks/deep insights about time. For example, if someone says, 'I haven't got the time,' I'd chip in with, 'Of course not, I have it all.' and then laugh as if it were funny."