Chronomancy
Chronomancy
Chronomancy is an intensely theoretical and resource-heavy discipline. While true time travel is considered impossible, practitioners can manipulate localized time dilution, temporal stasis, and attempt to reconstruct the past or predict the future.
Classification: Specialization Parent School: Divination
Technique Glyph Doctrine
Doctrine Pair: Puls + Hall
Chronomancy emphasizes timing windows, cadence manipulation, and costly temporal framing.
Fictional Permission
When you hold Chronomancy in your Grimoire, you have specific fictional positioning.
Chronomancy CAN:
- Accelerate, decelerate, or pause localized time for specific targets (
Schn,Lang,Wart). - Reconstruct past events based on the physical clues left in an area.
- Predict immediate, short-term futures (like a sword swing a split-second before it happens).
Chronomancy CANNOT:
- Alter the grand timeline or resurrect the dead by "rewinding" them years.
- Provide flawless, 100% accurate visions of the distant future. The universe is too chaotic, and the spell will only ever provide a "most likely" guess.
The Core Matrix
This specialization's live-casting access follows its Technique Glyph doctrine.
Geometric Scaling (Mana Track Box Costs)
When determining the cost of a spell, the GM uses this scale. Each example uses live notation: Intent -> School -> Glyph -> Scale -> Tags.
- Trivial (0 Ticks): Pin the hour with unnatural precision.
Read precise local time -> Divination -> Faden+Puls -> trivial effect, self range, instant, informative - Regular (1 Tick): Hasten your subjective reactions.
Accelerate subjective perception -> Divination -> Puls+Hall -> standard effect, self range, one scene, short - Hard (2 Ticks): Stretch one moment to study fast motion.
Stretch moment to read fast motion -> Divination -> Spiegel+Hall -> hard effect, self range, heartbeat duration, instant - Complex (2 Ticks): Borrow a skipped beat to slip danger.
Skip personal beat to dodge -> Divination -> Kreis+Hall -> complex effect, self range, instant, risky - Miracle (4+ Ticks): Fight-wide probabilistic read (still not true time travel).
Map fight timelines as information -> Divination -> Kreis+Gitter+Hall -> miracle effect, room scale, squad-linked, sustained
(For detailed sensory information and theoretical deep-dives, refer to Schools Lore)
Core-school glyph sets by training level: Divination#The Core Matrix.