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Chronomancer: Time Travel for Everyone
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Chronomancer: Time Travel for Everyone

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 Chronomancer: Time Travel for Everyone is the definitive source for time travel in the d20/OGL system. At 330 pages, it contains 115 new spells, 88 new psionic powers, 29 new classes and prestige classes including their epic progression, 22 new feats and one new attitude. There is over a dozens forms of time and ways to time travel. Every class can find some way to participate ranging from the Ancient Barbarian to the Epic Chronomancer Sorcerer. Old characters can make use of much of this material learn spells, feats and taking prestige classes or you can jump headlong into a time travelling campaign with a new setting, classes and from simple to complex rules for time travel. In production for 7 years, playtested for 6 straight months, Chronomancer is an Opus to time travel. This book is full color, with over 100 illustrations.


     This book is designed to enhance an existing campaign. It is as long as the Player’s Handbook and is 3.5 system compatible. The book wastes no space reprinting SRD rules or creating new character creation rules. It is 330 pages of new time travel material and art.


    Beginning with Fate’s Fee, an experience point cost system for creating paradoxes, the Game Master is provided with the tools to manage a chronomancy campaign. “Chronomancy”, not just “time travel”, because the book provides plenty of options for an interesting campaigns without time travel. Spells are even noted as affecting the present-only, past, future and if they can create paradoxes. Time is presented in three steps, simple, moderate and complex.

     Don’t think time travel is left out, that is the heart of the book! Two chapters are dedicated to forms of time, temporal anomalies and how to resolve paradoxes. There are over a dozen spells, time machines and class abilities that allow a character to travel forward and backward through time. 5th dimensional time travel even allows a character to travel into times that have been erased.


   If you just want a single chronomancer to appear in the game infrequently or if you want to mount an entire time travelling campaign to explore the infinite variations of time in Gaphers Chaos, this book is for you. Enjoy.


Mark Charke

Charke Publishing



Chapter 1: Classes

Chapter 2: Prestige Classes

Chapter 3: Skills

Chapter 4: Feats

Chapter 5: Time

Chapter 6: Troubled Time

Chapter 7: The Temporal Horizon

Chapter 8: Gaffer's Chaos

Chapter 9: Equipment

Chapter 10: Temporal Combat

Chapter 11: Campaign Settings

Chapter 12: Spells

Chapter 13: Magic Items

Chapter 14: Monsters

Chapter 15: Epic Time Travel



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Download the Charke Publishing preview (pages 3, 5-8,17, 46, 79, 84, 106, 132, 162, 189, 257, 305, 322, 323).

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Reviews (4)
Discussions (0)
Megan R. [Featured Reviewer]
May 9th, 2009
Obviously intended to be the definitive work on time travel in at least Dungeons & Dragons if not role-playing in general, this book looks in great detail at every aspect of time travel in fantasy adventure. The Introduction explains, by a detailed [...]
April 6th, 2009
I'm a big fan of time travel gaming, so I was probably going to pick up this product no matter what. The subject has been addressed before (Temporality and Blood & Time being two of the more recent examples, both of which do a reasonable job). Mark [...]
Shane O. [Featured Reviewer]
November 28th, 2008
Time travel is the nuclear bomb of role-playing games. You know it must be handled with extreme care and only used with the utmost caution and responsibility, or it will destroy everything. Any halfway-decent GM need not be told about the multiplicity [...]
November 11th, 2008
What a delight this manual is. If you're a fan of Dr. Who, "the Time Machine", "army of Darkness", "time bandits", "back to the Future" or even "Bill & Ted's excellent adventure", then you should re [...]
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File Last Updated:
November 02, 2013
This title was added to our catalog on November 03, 2008.
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Charke Publishing
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