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Class record

Chronomancer

Support / Controller

Tier
2
Difficulty
2 / 5
Main role
Support
Secondary role
Controller

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Mage or Sorcerer mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend in Magic or History. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Reason or Cunning.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 Agility.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Chronomancers are rare mages who wield the mysterious power of time itself. They can slow down moments, speed them up, or even rewind them, turning the tide of battle in ways that few can predict or understand. In a world where such magic is almost unheard of, Chronomancers stand out as an often feared force.

Their magic traces back to one source: Chroma-Daria Lichtvog, a wandering Witch and Thaumaturge who’s been around for over a thousand years—at least, that’s what the stories say. Daria teaches her craft on a whim, picking students when it suits her. Most Chronomancers have either learned directly from her or stumbled across her ancient writings, devoting their lives to uncovering the secrets within.

Running into a Chronomancer means you’re up against someone who can twist the flow of time itself. Whether they’ve been taught by the Witch herself or have painstakingly studied her elusive texts, their powers are as astonishing as they are unsettling.

Tactical guidance

Playing Chronomancer

Chronomancers are all about controlling the battlefield, and their abilities make them a vital part of any team. When you’re not sure what move to make, use Store Time to bank it for later.  Having one extra action the next turn can open up powerful combinations, or help to strike during a more opportune time.

Slow is a go-to for dealing with those quick and slippery foes. It never misses, so you can lock them down or force them to waste their precious resources on defense. Accelerando is a lifesaver for a teammate who got a bad roll on initiative or just needs a speed boost to make an important move.

The heart of a Chronomancer’s toolkit is Haste. This ability lets your ally get the most out of their buffs or strike during a crucial moment. In a pinch, Galaxy Stop is your trump card. It time stops all the grunt enemies on the battlefield, giving your party the breathing room to either regroup or take out a few foes while they’re defenseless.

While a Chronomancer is great at supporting and controlling the flow of battle, they don’t do so well on their own. They shine best when they’re working in tandem with their allies in nearly any party setup, using their versatile abilities to keep momentum.

Chronomancer

Class features

Abilities unlocked

Complete rules for every ability granted by Chronomancer.

Key ability

Store Time

Class feature

Benefit 1

You can use Store Time.

Ability

Slow

1 AP
Range
60ft
Keywords
Spell,Slow

The target is slowed until the start of your next turn unless the target pays 1 RP to resist this effect.

No listed cost
Range
120ft
Keywords
Encounter Start

Grant yourself or an ally +4 initiative.

Ability

Haste

1 RP2 MP
Range
60ft
Keywords
Spell,Circuit

Grants the target Haste, granting them 2 AP for the rest of this turn.  A target can only be affected by haste once per turn.

3 AP3 MP
Range
2000ft Radius

You create a space-time anomaly that freezes time itself in a local area for a short while, affecting all but the strong-willed.  All non-heroic units in range cannot take any actions until the end of their next turn.