Chronomancy is a short supplement for 5th edition Dungeons and Dragons that offers some really nice rules for time-related magic. The book naturally provides rules for sorcerers and wizards, but also for warlocks and rogues. The book does a really great job with these class options, providing some very interesting rules for rogues who have the ability to suspend their enemies in time with special attacks, and for warlocks with abilties that give them tactical battlefield advantages, such as sending an opponent back to where they were before their last move. These are some really cool, original, and somewhat unexpected features for what appears to be a sourcebook for arcane magic.
The book does a good job of offering options for magic users as well. It features 'Blood of Eons' and 'School of Chronomancy' options for sorcerers and wizards. These offer time-themed abilities for each class. Sorcerers gain some interesting and potentially powerful abilities centered on suspending spells that they cast for later execution, which can bring devestating effects if planned and timed correctly. Wizards, however, dont't get much in the way of abilities that complement their spell casting, but get abilities tied more to combat actions for themselves and party members. This makes the school of Chronomancy option somewhat more viable for support wizards than for combat casters.
The book also offers a lot of spells for arcane casters, and on the whole they're well-written and well- balanced. Some spells are really clever, such as 'Fast Forward'--which reduces spell duration by 1d4 in a 10' area, ending spells which reach 0 duration. This is a great idea for a spell, but might be a bit too overpowered for a cantrip (the lowest level of spells), since it could be used to almost immediately end short duration spells. DMs should keep an eye spells such as this to make sure their players don't abuse them. The book also includes 'Premonition', a spell with open-ended rules that is less of about rule mechanics than a vehicle for the DM to further the story by giving players a glimpse of the future (and some story hooks). This is another one that DMs will likely have to think about before they let their players use it, but it is certainly not anything game-breaking. Most of the rest of the spells presented are rather balanced and straightforward. Though the spell list and the class features do require some new mechanics that are introduced at the end of the book. These are conditions such as 'suspended', in which things affected by it disappear from the time stream, 'frozen' for things that are left in place unable to move. As well, there is a type of damage--'temporal', which is damage inflicted when something ages very quickly. This sort of thing requires some new mechanics, such as these, and on the whole they're easy to interpret, though DMs may need to be vigilant about how they apply them.
Overall, this is a nice book for adding some flavor to your game. It has some great options and the rules mostly fit well into a standard D&D game. Just note that it may require some judgement from a seasoned DM from time to time.
Check out the full review here at geeksagogo.com!
|