Chronomancy
(The contents of this page are NOT common knowledge)
"Men talk of killing time, while time quietly kills them."
History
Introduction
The stories of the first Space Magi and the first documented Time Magi are connected, the former aiding the latter in obtaining their power. In truth no one knows for sure whether or not Nathan Julius was the first Draconic Mage, many believe that uncontrolled Time Magic can make it seem like one never existed at all, consigning many to be forgotten. Thus he is considered the first “documented” Time Magi. He and his wife were both scholars who found copied notes of Ophelius, the first Elementalist, at a market for sale in a town they were passing through. After some haggling with the owner of these copied notes the husband gifted them to his lover as an early present before carrying on with their journey. The wife took to these notes immediately when they returned to their home and while the husband dismissed them in favour of his research into immortality with alchemy. In the end, he and his wife would achieve that goal, for better or for worse.I did not think the notes carried anything true.
Julia Fabricia Titus, the wife, meditated until she could walk into the Primordial Dream whenever she wished, swimming through the metaphysical space with ease. She explored and documented what she saw. She witnessed the nine Pillars and from reading Ophelius’ notes recognized one of them as the Pillar of Forces. Instead of following his steps, she turned to gaze upon the masses of centralized essence and how each affected the area around it differently. The most intriguing to her were a pillar that seemed to warp the space around her and one that seemed concealed behind strange objects that she deemed hostile by design. Julia returned to reality and conversed with Nathan on the specifics of the Primordial Dream and the pillars her eyes laid on. When Julia spoke of the pillar surrounded by what seemed to be traps her husband became interested in himself and began to involve himself in her meditation sessions.
If I could, I would turn back time to fix all of this.
Eventually, the pair could both enter the Primordial Dream and with Julia’s guidance she lead them to the Pillar surrounded by traps and the two decided that she would bind herself with the Pillar of Space and use that power to help her husband reach the pillar beyond. Julia bound herself to the Pillar with ease, the trial a test of measurements and kinetic force, and she practiced using this power to create portals and teleport short distances. Nathan on the other hand began to drift away from his belief of immortality through alchemy and began to champion this pillar beyond normal reach as a possible solution to solidify his name in history. Eventually the day came where Julia thought she was ready and together the couple plunged themselves into the Dream to face the Pillar that lay beyond normal grasp. The wife expertly maneuvered the pair through the traps with portals, bolts and teleports to reach the space around the final pillar but as they neared they noticed that they would suddenly go slower or faster and Nathan surmised that this pillar oversaw the concept of time.
That moment changed everything.
When next they returned to reality Nathan began experimenting with his new powers, sparing little time for his wife who had effectively given them to him. These powers included the ability to stop things in time to move his body back to a previous position to accomplish things extremely quickly. Soon he was able to cheat death by reversing time even further on himself, a trick he began to heavily use. This new power was not without consequence however, for some days he would wake and be a child, while on others he was an old man with a gray beard. Nathan grew more chaotic with the powers at his disposal and devised a spell that would allow him to travel forwards in time, an incredible feat. He travelled forwards in time only 2 days but when he emerged found his home and surrounding buildings in ruins, a Moon Alemnetry among them. They carried the words of Xulzraiss stating that by casting such blatant Time Magic she had taken notice and that no mortal should possess such dangerous magic. Nathan tried to fend the being off but was captured by the Alemnetry and sentenced to be stuck in a time loop with Xulzraiss domain.
They told me Julia’s punishment for aiding me was to be trapped within the Dream. My hubris is our downfall.
The diaries and journals of the Titus couple survived the chaos and some surviving witnesses carried the words of the Alementry far and wide.
Pillar of Time
The Ninth Pillar of Nine is one of the two pillars not associated with a plane. As one draws from the Draconic Pillar, they will start to harness time magic. Manipulation of time requires two things: Connection to the Pillar of Time, and extreme caution. Forming a connection to the Pillar of Time however, is not an easy task. The Pillar of Time is carefully hidden and guarded by the True Dragons and kept from mortal hands. Besides this prospective Spellcasters begin with daily meditation, focusing each day upon the Primordial Dream until they find themselves capable of sending out their mind to it. On doing this intentionally they find themselves conscious of their dreamlike state, the world around them manipulating itself to each action they perform. This provides no benefit to the would-be spellcaster at this point, and is merely used to practice for what is to come. At the same time, while conscious, this future caster must practice keeping track of time and the feelings and actions done within the recent past as well as what they will do in the near future. Once this is accomplished, they may meditate once again and project their mind into the Primordial Dream, and begin to search for this Pillar. The exact method of finding it varies from person to person; One individual may undergo a trial within their mind, solving a reality-bending puzzle before suddenly finding themselves connected to the Pillar. Another may travel through their memories to do the same. It could be anything, so long as it bears relation to consciousness. Besides this are any traps left by the True Dragons that are sure to injure or kill the unprepared. Upon completing this ritual, the now-Spellcaster may enter a Waking Dream.- Attempting to connect to the Pillar of Time is incredibly dangerous as the True Dragons have placed traps to prevent connection, these are an additional trial on top of the trial to connect.
- If a student is being taught, the Teacher must be the one to perform the Roleplay of one’s initial connection to the Pillar of Time.
- If a student is being self-taught, a Senior Lore/Event Team Member must be the one to perform the Roleplay of one’s initial connection to the Pillar of Time.
- The initial connection can be any sort of vision/dream, so long as it relates to the Pillar and Magic sought. This roleplay should be meaningful to some degree to the one being taught.
- It is entirely possible for one to fail their attempt at connecting to the Pillar of Time, infact, and without a teacher the success rate is often considered insanely low along with a higher chance of death. It is very common for people to leave the trial within their mind with egregious tear damages, memory loss, or in some causes heart failure. One does not trifle with the Primordial Dream, and one can't bring anyone with them besides possibly their teacher.
Waking Dream
In order to actually cast any spells, a Spellcaster must enter a Waking Dream. This takes the form of a ‘Connection’ Emote, where the Spellcaster must remain stationary and focus upon their connection to the Pillar of Time. Their connection will strengthen and their mind will drift partway to this Pillar, causing them to enter a trancelike state where their eyes begin to glow. They remain in full control of themselves in this state, but will become numbed to fatigue and emotion until they leave it. This numbness to fatigue does not mean it doesn’t exist however, from time to time causing the unaware Spellcaster to cast beyond their limitations without being aware of it, tearing themselves apart. -=-Mechanics
Bonded Timepiece
Time Magic is incredibly difficult to cast, just as much if not more so than Arcane Magic. It is also incredibly taxing to pull Essence, causing an increase in Tear to the point that without a focus one will die casting the simplest of spells. Thus, the very few Time Mages that have gotten their hands on the Magic have devised a way to not only have a focus but also help them resist temporal side effects to an extent, keep track of time and how notorious they have become to the True Dragons. A Keeper can create a “Bonded Timepiece” through an enchanting ritual. This special timepiece must be easily held in one hand, usually a clockwork watch or hourglass, some Time Magi sow these into their clothing to free their hands while casting. The timepiece is used as a focus. Besides working like a normal clock, this Bonded Timepiece does allows a Time Magi to:Physical Limitations
A connection to the Pillar of Time is what allows an Enigma Mage to practice the magic of Draconic Magi. This Pillar of Creation however, places alot of stress upon the body of the Enigma Mage, adding limitations in the use of their magic and combative prowess -and the act of connection does place enough stress upon the body that the weight of wearing armor strains the Spellcaster’s use of magic, limited in the following ways:- The wearing of No Armor allows an Enigma Mage to cast Master level spells.
- The wearing of Light Armor limits an Enigma Mage to Expert level spells.
- The wearing of Medium Armor limits an Enigma Mage to Adept level spells.
- The wearing of Heavy Armor limits an Enigma Mage to Basic level spells.
Time Dissonance
Time Dissonance is what the illness on a Keepers’s body is referred to, a regular changing of the age and state of the Time Mage. These changes are what many use to determine if someone is a Draconic Mage or not. One day a Time Magi may be their regular age another day they may be reduced to a child and the next an elder. These changes make it very difficult to blend it with the normal populace and affect their physical capabilities accordingly but they maintain their mental ability, personality and memories. These changes last for a phase (IRL DAY).- A Basic Spellcaster suffer the least from Time Dissonance. Their suffering comes from slight deviations in their age, possibly looking one year older or younger once an Age. This is generally minor in severity and hardly ever noticeable.
- An Adept Spellcaster have been practicing the magic for a longer period of time than a Basic Mage, though this comes with a cost. At this point in the magic, the mage may become 10 years younger or 10 years older twice an Age. Their bodies change in accordance with their age. Twice an Age a Time Mage must roll a 1d2 to decide whether they get older or younger by 10 years.
- An Expert Spellcaster now deal with the true problems of the Time Dissonance as they may become any age four times an Age. Their bodies change in accordance with their age. Four times an Age a Time Mage must roll a 1d(max age-5)+5 to decide their new age.
- An Master Spellcaster have it the worst of all as the Pillar affects them completely. At this point in the magic, the mage may become a baby or an elder eight times an Age. Their bodies change in accordance with their age. From this point forward, Time Dissonance no longer gets any worse or any better unless the magic was to disappear from the mage. Six times an Age a Time Mage must roll a 1d(max age-5)+5 to decide their new age.
The Four Ranks
Keepers take several Eras to pass through each one of their ranks. (T1)Basic Spellcaster | Accelerate/Decelerate, Time Stasis (T2)Adept Spellcaster | Timewarp, Quicken (T3)Expert Spellcaster | Temporize, Temporal Object (T4)Master Spellcaster | Failsafe, Time Vortex -=-Magical Abilities
This magic of the Ninth Pillar is one of practice, concentration and a good perception of Time. It requires both extensively to properly utilize and efficiently expel Tear. The used spells by a Draconic Mage are few as anything bigger draws the attention of True Dragons and their servants.[ Accelerate/Decelerate ]
Rank: 1 | Emotes: 2 | Tear: 50Desc: The most basic of a Time Mage’s spells is still incredibly complex, requiring one to increase or decrease the flow of time around a creature or object. This causes the object or being to move faster or slower. Mechanics:
[ Time Stasis ]
Rank: 1 | Emotes: 6 | Tear: 55Desc: Another basic spell of a Time Mage. This requires one to grip the strings of time around an object or creature and hold them steady. This causes the object or being to stop in place no matter where they are. Mechanics:
[ Timewarp ]
Rank: 2 | Emotes: 2 | Tear: 55Desc: After growing in skill with Draconic Essence a Time Mage may control the time around themselves, allowing them to rewind to an initial position and do something else on top of what they initially did. To outside eyes, the mage will be moving incredibly fast. Mechanics:
[ Quicken/Slow ]
Rank: 2 | Emotes: 1| Tear: 20+Desc: Not as drastic as an accelerate but a passive boost in speed that comes in a burst. This allows a Draconic Mage or someone else to help set the rhythm of combat. Mechanics:
[ Temporize ]
Rank: 3 | Emotes: 3 | Tear: 55Desc: After dipping their proverbial toes into rewinding time a Draconic Magi may try their hand at toying with the future. By reaching their hand out a mage may send out a projectile that sends projectiles, objects or creatures into the near future to be dealt with later. Mechanics:
[ Temporal Object ]
Rank: 3 | Emotes: 1 | Tear: 60Desc: By touching an object, a Time Magi can retrieve another version of the object from elsewhere in time or another timeline entirely. Doing this however has a chance of alerting True Dragons to a Time Magi’s existence. Mechanics:
[ Time Vortex ]
Rank: 4 | Emotes: 4 | Tear: 55Desc: This spell destabilizes the flow of time in the target area, subjecting creatures caught in the vortex to temporal fluctuations that are visible as a spherical distortion of salmon colored essence. Mechanics:
d10 | Effect |
---|---|
1-2 | The creature is affected as if it was hit with Decelerate until the start of its next turn. |
3-5 | The creature is sent up to 1 round into the future. Once an object or creature reappears they are intangible for 1 round as their body rebuilds itself. When they reappear they may have another turn. |
6-8 | The creature’s initiative result is reduced by 5. The creature begins using this new initiative result next round. Multiple occurrences of this effect for the same creature are cumulative. |
9-10 | An object in the creature’s possession disappears for 1 round and reappears on the next. The creature numbers each of their possessions and rolls a 1d(# of possessions) to pick the item. If Temporal Object was casted on one of the creature’s objects and succeeded before Time Vortex was casted it disappears and then reappears instead. |
[ Failsafe ]
Rank: 4 | Emotes: 4 | Tear: 20+Desc: The peak of a Draconic Mage’s abilities is to create a Failsafe that is activated on a life-changing injury or their own death. Upon either their body moves backwards through time to a previously placed anchor, this will return their body to the state it was when placing an anchor. Mechanics:
Forbidden Spells
Within the world there are spells only accessible by those who practice this magic, though are not included within self-teaching or normal-teaching guidelines, as they are not considered a required piece of the magic. These spells may be learned through events, and in theory through teachers as well, though by no means is it expected that a user of this magic is aware of even their existence. These ‘Forbidden’ Spells, acts of magic are incredibly powerful and potent, but usually, all at once consuming all 100 Tear a Caster may have, and ripping them into the Primordial Dream. These spells are devastating to both the environment and the user, for to cast one is to die. Alongside this True Dragons may sense the casting of these spells and if feeling irritated enough will send a servant to kill those in the area or investigate or both. Anytime a Forbidden Spell of Time Magic is used, unless otherwise specified, a servant of one of the True Dragons will appear at the location at a later time or immediately. As a final note, these spells are rumoured to grow more powerful from time to time, if used in the right circumstances. Exactly why is unsure, but a popular rumour foretells that the gods will gaze down onto these self-sacrificing Mortals in their time of need, and turn their fading embers into a roaring inferno should they deem the Mortal to be worthy. In practice, this allows ETs to emote the Spell Effects as they please.[ Forward In Time ]
Rank: 4 | Emotes: 10 | Tear: ~Desc: The spell invoked by Nathan Titus that allows one to traverse forwards in time. Like any large or powerful spell known by Time Magi, the very casting of the magic draws attention to the True Dragons who try to keep the magic away from mortals and despise any who manage to get their hands on it. When one casts this spell they are sent forward in time but at the location they cast it a True Dragon is sure to send one of their servants. Mechanics:
[ Time Loop ]
Rank: 4 | Emotes: 10 | Tear: ~Desc: A weaker version of the punishment placed on Nathan Titus. This spell places a creature or target within a time loop. This spell does not draw the attention of the True Dragons but results in the caster’s soul being ripped apart like many Forbidden Spells. When one casts this spell they lock a being in a loop in time. Mechanics:
Summary
Draconic Magic exists as an attempt to give forth a form of time magic that allows for people to manipulate time slightly. The culture of Draconic Magi lies within their desire to remain hidden from Draconic entities. In terms of generally summarized redlines and other tidbits they go as follows:General Redlines
Artwork by Chunyu Wang
Type: Magic
Rarity: Mythical
Danger Level: High
Related System
Primordial Dream
Rarity: Mythical
Danger Level: High
Related System
Primordial Dream
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