Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 day
Range: 50 feet
Area: 50-ft.-radius emanation, centered on you
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (object)
This powerful spell allows the mage to manipulate and control time. Though the spell is of little use in combat situations, it is extremely useful to wizards carrying out experiments. To cast the spell, the mage must enter a meditative state for a full day. Once the spell is active, the wizard must maintain a certain level of concentration. He may walk around, eat, read, and perform other simple activities. If he fights (even if he's only defending himself) or exerts himself, the spell and all its effects end. The wizard may use magic, but each time he casts a spell he must pass a Concentration check (DC = 20 + 3*spell level) to maintain chronomancy. He may not cast any other spells that require concentration.
Each hour, the wizard may activate one of the following effects:
Ø The wizard may speed or slow the passage of time by up to 60 times in a 50' radius. This effect can be maintained without any further mental exertion, but canceling or altering the effect requires an hour's action.
Ø The wizard may cause an inanimate object to age up to ten years. The aging occurs over the hour. There are limits to what a wizard may age with this effect; the object must fit at least two of the following criteria:
· Must weigh less than 200 pounds
· Must fit entirely within a 5' * 5' * 5' box
· Must fit entirely within a 10' cylinder with a diameter of 4'.
Ø The wizard may interrupt causality in such a way that effect occurs before cause. Essentially, this action causes the consequences of an action to be realized before the action finishes. For instance, if this action is used on a person who is crafting a ring, that person makes an immediate craft check. If it is successful, the ring appears immediately. Regardless of the success of the action, the person continues to carry out the action until its (normal) completion. This can be used to quickly accomplish actions such as spells and skill checks that would normally take a long time to complete.
Focus: A great hourglass (at least 3' high and 1' in diameter) made of materials costing at least 10,000 gp. The sand begins running as soon as the spell begins. Regardless of how much sand is in the glass, it lasts as long as the spell.