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Chronomancy
Zakharan provinces of magic Flame • Sand • Sea • Wind • Universal Netherese Fields of Mythal Inventive • Mentalism • Variation Others Chronomancy • Hishna • Pluma • Paths of power See also[] A list of chronomancy spells, A list of chronomancers in -
Category:Chronomancy spells
All chronomancy spells. -
Netheril
This article is about the Empire. For the region, see Netheril (region). Netheril was an ancient, magocratic human empire of Faerûn, whose influence was felt across the Realms for thousands of years. The Netherese people -
Magic
Magic was the ability possessed by some individuals to manipulate the ambient energies of the world to produce desired results, or so most thought. In the Realms, arcane magic was commonly referred to as "the -
Shadow magic
This article is about the school of effect. For other uses, see Shadow magic (disambiguation). Shadow magic, also called Talfirian magic, was a type of Weave-based arcane magic that channeled power from the Plane -
Necromancy
Necromancy was a school of magic whose spells manipulate the power of death, unlife, and the life force. A wizard who specialized in the necromantic school was called a necromancer. Spells involving the undead made -
Artificer
This article is about the base class. For the prestige class from Lantan, see Gnome Artificer. Artificers were a rare kind of arcane spellcaster who treated magic in the same manner as a mason might -
Wild magic
Wild magic zones were areas where the Weave was damaged or distorted. In such areas, a spell could backfire upon its caster, target the wrong location, be dramatically increased in power, or indeed, anything could -
Conjuration
Zakharan provinces of magic Flame • Sand • Sea • Wind • Universal Netherese Fields of Mythal Inventive • Mentalism • Variation Others Chronomancy • Hishna • Pluma • Paths of power Subschools[] Calling: Spells of this type take creatures from their natural plane -
Evocation
Fire • Water • Dimension • Incantation • Shadow Schools of thaumaturgy Artifice • Song • Wild magic Zakharan provinces of magic Flame • Sand • Sea • Wind • Universal Netherese Fields of Mythal Inventive • Mentalism • Variation Others Chronomancy • Hishna • Pluma • Paths of power -
Abjuration
Fire • Water • Dimension • Incantation • Shadow Schools of thaumaturgy Artifice • Song • Wild magic Zakharan provinces of magic Flame • Sand • Sea • Wind • Universal Netherese Fields of Mythal Inventive • Mentalism • Variation Others Chronomancy • Hishna • Pluma • Paths of power -
Enchantment
Zakharan provinces of magic Flame • Sand • Sea • Wind • Universal Netherese Fields of Mythal Inventive • Mentalism • Variation Others Chronomancy • Hishna • Pluma • Paths of power Subschools[] Charm: These are spells that make the target regard the caster -
Divination
Fire • Water • Dimension • Incantation • Shadow Schools of thaumaturgy Artifice • Song • Wild magic Zakharan provinces of magic Flame • Sand • Sea • Wind • Universal Netherese Fields of Mythal Inventive • Mentalism • Variation Others Chronomancy • Hishna • Pluma • Paths of power -
Transmutation
Fire • Water • Dimension • Incantation • Shadow Schools of thaumaturgy Artifice • Song • Wild magic Zakharan provinces of magic Flame • Sand • Sea • Wind • Universal Netherese Fields of Mythal Inventive • Mentalism • Variation Others Chronomancy • Hishna • Pluma • Paths of power -
Time travel
Time travel was the means by which an individual, a group of people, or even an entire city could travel backward through time to experience a previous year in any time decades or even centuries -
Air
This is a Good Article! The element of air was one of the four fundamental building blocks of matter, and the origin of everything that was gaseous. It represented change, flexibility, and freedom. -
Lords of Waterdeep (board game)
This article is about the board game. For the real-world computer game, see Lords of Waterdeep (mobile game). For other uses, see Lords of Waterdeep. -
Water
This is a Good Article! The element of water was one of the four fundamental building blocks of matter and the source of all fluidity, essential for life, liable to transformations but cyclically reverting to -
Fire
This article is about the element. For the Maztican spell, see Fire (spell). This is a Good Article! -
Earth (element)
This is a Good Article! This article is about the element. For the planet, see Earth. -
Slow
Slow (originally Quantoul's slowmorph ) was a transmutation spell used by arcane spellcasters that caused one or more targets to move more slowly. Some creatures, such as stone golems and mindwitnesses, had innate magical abilities -
Haste
Haste was a spell that caused the affected target(s) to move and act more quickly than normal. A creature under the effects of a haste spell could make quicker attacks and dodge attacks with -
Black sapphire
Black sapphire was a rare variety of sapphire found mainly in south Faerûn, particularly around the Great Rift where the dwarves of the Deep Realm prized them greatly. These stones were an inky, lustrous black -
Permanency
Permanency was a universal spell that made certain spells permanent. The caster could make the following spells permanent when cast on him- or herself: arcane sight, comprehend languages, darkvision, detect magic, protection from arrows, read -
Temporal stasis
Temporal stasis, which was originally called Chronomancer's stasis, was an extremely powerful transmutation spell that could put someone in suspended animation indefinitely. The spell had a reversed form named temporal reinstatement. Whoever was touched