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Krynnish Chronomancer – Alternate Class Feature and Spell List

D&D 3e (3.0/3.5) Rules

by KenderBryant


Note: The Player's Handbook II introduces a new method of character customization known as Alternate Class Features. These enable you to slightly adjust a core class - fighter, wizard, etc. - without taking other classes, prestige classes, or substitution levels.

Metronome - Wizard Alternate Class Feature

The chronomancer is a wizard who specializes in manipulating time and space.
Level: 1st-level wizard
Replaces: This special ability replaces the wizard's standard bonus feats and the ability to summon a familiar.
Metronome (Su): Once per day, the chronomancer wizard gains the ability to regulate the flow of time for a short period. This ability negates such abilites as Regeneration and Fast Healing while it is in effect. Certain spell effects, such ashaste and slow, are also temporarily negated. Metronome lasts for a number of rounds equal to the wizard's level plus his Intelligence modifier and affects an area equal to 5 feet per level of the wizard, plus 5 feet per point of Intelligence modifier.
The chronomancer wizard can use this ability an additional time per day at 5th, 10th, 15th, and 20th levels.

In addition, the chronomancer wizard uses a slightly different spell list, as follows:
  $ From Complete Mage
  * From Spell Compendium
  ^ From Dragonlance Products
  # From Dragon 350

0-level: Arcane Mark, Cleaning^, Detect Magic, Detect Poison, Message, Prestidigitation, Read Magic, Resistance, Touch of Fatigue

1st Level: Accelerated Movement*, Benign Transposition*, Comprehend Languages, Detect Secret Doors, Detect Undead, Dispel Ward*, Expeditious Retreat, Feather Fall, Historic Vision^, Hold Portal, Identify, Incite*, Inhibit*, Karmic Aura$, Portal Beacon*, Protection From Chaos/Evil/Good/Law, Resist Planar Alignment*, Shock and Awe*, Skillful Moment#, Sleep, Slow Burn*, Summon Component$, Summon Monster I, Summon Undead I*, Swift Expeditious Retreat*, True Casting$, True Strike, Unseen Servant, Vigilant Slumber$

2nd Level: Aiming at the Target*, Arcane Turmoil$, Baleful Transposition*, Blur, Cloak Pool*, Confluence^, Crystalline Memories$, Detect Thoughts, Discolor Pool*, Ethereal Chamber*, False Life, Locate Object, Misdirection, Obscure Object, Portal Alarm*, Resist Energy, River's Ravages^, Rope Trick, See Invisibility, Summon Monster II, Summon Swarm, Summon Undead II*, Temporal Shield^

3rd Level: Aging Touch#, Analyze Portal*, Anticipate Teleportation*, Arcane Sight, Avoid Planar Effects*, Blink, Clairaudience/Clairvoyance, Deep Slumber, Dispel Magic, Displacement, Enduring Scrutiny$, Gentle Repose, Haste, Karmic Backlash$, Magic Circle against Chaos/Evil/Good/Law, Nondetection, Protection from Energy, Ray of Exhaustion, Shadow Cache*, Slow, Spellcaster's Bane$, Summon Monster III, Summon Undead III*, Tenacious Dispelling$, Tongues

4th Level: Assay Spell Resistance*, Attune Form*, Detect Scrying, Dimensional Anchor, Dimension Door, Dispelling Screen*, Ethereal Mount*, Freedom of Movement, Frozen Moment^, Improved Portal Alarm*, Leomund's Secure Shelter, Locate Creature, Mass Resist Energy*, Melf's Slumber Arrows$, Otiluke's Suppressing Field$, Past-Seeing^, Perinarch*, Rebirth of Iron$, River Watch^, Scramble Portal*, Scrying, Shadow Well*, Summon Monster IV, Summon Undead IV, Temporal Jolt#, Time Shield#, Touch of Years$, Wall of Chaos/Evil/Good/Law

5th Level: Call Zelekhut*, Contact Other Plane, Contingent Energy Resistance*, Dimension Jumper$, Dismissal, Dream, Fever Dream$, Fiendform*, Greater Blink*, Greater Dimension Door*, Leomund's Secret Chest, Lesser Planar Binding, Mordenkainen's Private Sanctum, Nightmare, Passwall, Permanency, Persistent Image, Planar Tolerance*, Refusal*, River's Ravaging Flood^, Sending, Shadowfade*, Summon Monster V, Summon Undead V*, Symbol of Sleep, Teleport, Temporal Repair#, Temporal Sphere^, Wall of Dispel Magic*, Waves of Fatigue, Zone of Respite*

6th Level: Analyze Dweomer, Contingency, Displace Memory^, Dream Casting*, Endless Slumber$, Greater Anticipate Teleportation*, Greater Dispel Magic, Guards and Wards, Interplanar Telpathic Bond*, Karmic Retribution$, Legend Lore, Mislead, Permanent Image, Planar Binding, Rary's Arcane Conversion$, Repulsion, Seal Portal*, Steal Summoning$, Subvert Planar Essence*, Summon Monster VI, Tactical Teleportation$, True Seeing

7th Level: Banishment, Call Kolyarut*, Drawmij's Instant Summons, Elemental Body*, Energy Absorbtion$, Energy Immunity*, Energy Transformation Field*, Ethereal Jaunt, Greater Arcane Sight, Greater Dispelling Screen*, Greater Scrying, Greater Teleport, Limited Wish, Mordenkainen's Magnificent Mansion, Phase Door, Planar Bubble*, Plane Shift, Selective Temporal Sphere^, Sequester, Spell Matrix*, Summon Monster VII, Synostodweomer*, Teleport Object, Vision, Timeheal^, Waves of Exhaustion

8th Level: Dimensional Lock, Discern Location, Fierce Pride of the Beastlands*, Greater Plance Shift*, Greater Planar Binding, Greater River's Ravages^, Hasten the End^, Maze, Moment of Prescience, Mysterious Redirection$, Spell Engine*, Summon Monster VIII, Temporal Stasis, Wall of Greater Dispel Magic*

9th Level: Abyssal Army*, Astral Projection, Call Marut*, Consensus^, Etherealness, Foresight, Freedom, Gate, Genius Loci$, Greater Dimension Jumper$, Greater Spell Matrix*, Heavenly Host*, Hellish Horde*, Hindsight*, Imprisonment, Instant Refuge*, Maw of Chaos*, Mobile Temporal Sphere^, Mordenkainen's Disjunction, Planar Perinarch*, Programmed Amnesia*, Reality Maelstrom*, Reaving Dispel*, Refuge, Reverse Death^, Summon Elemental Monolith*, Summon Monster IX, Teleportation Circle, Time Reaver^, Time Stop, Travel the Depths of the Mind^, Wish

Author's Note: I chose those spells which seemed best suited to the time/space wizard, the chronomancer. A lot of planar spells were chosen because time is generally synchronous with space. Sleep/exhaustion effects were chosen as the effect of time upon the body. This list may be expanded in the future.

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