Chronomancic Magicana

Astrologos
Balefire
Big Bang
Black Hole
Dark Matter
Dark Matter Shower
Flux
Gamma Ray
Hand of Fate
Lost in Time
Phase Shift
Presight
Repulsion Field
Stardust
Stasis
Temporal Casualty Loop
Temporal Duplicity
Temporal Fireball
Winds of time
Wormhole

Chronomancy draw power directly from the energy created by the momentum of time. The lifeline of every living thing forms a current in timespace, and the intertwining currents create the chronoverse. 

Astrologos Range: Line of sight
Duration: Until used
Save: None
Mana: 50
As the Wizard pronounces a long and complicated incantation, a small globe of coruscating light appears and starts to gracefully float about. This glowing sphere looks much like a star from the heavens, and brings luck and fortune to all those it favours. This spell is used to prevent unexpected difficulties, and may be cast for example, once an ally has been killed and wants to use it to avoid the deadly blow.
Balefire Range: Line of sight
Duration: Instant
Save: Standard for half damage
Mana: 50 +1 per HP of enemy
This spell will utterly destroy 1 target, chronoshifting them into oblivion. This spell also has a bizarre side effect. For every 5 Mana required to destroy a target (not including the initial 50), it undoes any action performed for one additional turn by the target, including any damage taken from weapons or spells.
Big Bang Range: 1 metre radius per 1 WIS
Duration: Instant
Save: None
Mana: 50
All including yourself within the radius take D6 damage per 1
WIS. This is a spell of last resort.
Black Hole Range: Line of sight
Duration: 3 rounds per 5
WIS
Save: None
Mana: 50
Makes a small hole anywhere within sight where it sucks in everything within 18 metres of it destroying it.
Dark Matter Range: Line of sight
Duration: Instant
Save: None, dodge only
Mana: 40
The caster summons a large rock from space to hit one target doing 8D6 damage. Wont work if there are a lot of barriers to penetrate, eg. if within a mountain.
Dark Matter Shower Range: Line of sight
Duration: 1 round per 5
WIS
Save: None, dodge only
Mana: 40
The caster summons a shower of smaller rocks from space to hit a 36 metre radius. All within the area will take D6 per 4
WIS.
Flux Range: Line of sight
Duration: Instant
Save: Standard for half damage
Mana: 30
This spell puts one target into a state of temporal flux. The target then rolls 3D6 damage. If 3 sixes are rolled, the target disintegrates.
Gamma Ray Range: Line of sight
Duration: Instant
Save: Standard
Mana: 25
Causes radiation poisoning to the target. Target loses D6 per round until cured or dead (any heal spell will do).
Hand of Fate Range: Line of sight
Duration: Instant
Save: None
Mana: 50
This spell may be cast on anyone causing that person's body to Chronoshift back in time, restoring all lost HPs and SDC.
Lost in Time Range: Line of sight
Duration: 4 rounds per 5
WIS
Save: Standard
Mana: 40
1 victim in sight becomes lost in time until the spell lapses.
Phase Shift Range: Touch
Duration: 3 rounds per 5
WIS
Save: Standard
Mana: 40
This spell may be cast on any one bladed weapon or arrow, and causes the item to go slightly out of phase with reality. These phase-shifted weapons go right through armour, and any damage rolled is made straight to HPs.
Presight Range: See below
Duration: Instant
Save: None
Mana: 2
The Chronomancer may view what is on the other side of a wall from the eyes of a "Future Self" up to a range of 3 metres per 3
WIS.
Repulsion Field Range: Self
Duration: 4 rounds per 5
WIS
Save: None
Mana: 40
This spell allows the Chronomancer to surround himself with a force field of WIS x10 HPs. The field will also repel any directional weapon or spell. 
Stardust Range: Touch
Duration: 3 rounds per 5
WIS
Save: None
Mana: 40
This spell will create a glittering of stardust, and may be cast on any one weapon. This stardust will double the damage of the weapon, and will light up a radius of 9 metres.
Stasis Range: Line of sight
Duration: 4 rounds per 5
WIS
Save: Standard
Mana: 40
As the wizard mutters a seemingly endless incantation he directs his attention towards a group of victims. As his chanting continues and they see the whole world around them move faster and faster. In real life the Wizard has gradually immersed his targets in a reality where the flow of events has been practically halted completely, effectively locking them in time. All within may not move, attack, cast spells or do anything at all. However those within the Stasis are also totally immune to absolutely any effects from outside, taking effectively no part in the game (for this reason Stasis may also be made to affect a badly injured comrade in order to protect him from further attacks). The field may not be moved or shot across, so may even be used to act as a wall.
Temporal Casualty Loop Range: Not applicable
Duration: Instant
Save: None
Mana: 50
At any time during the game you may use this spell to undo everything that happened back to 1 minute per 1
WIS. There is no choice in the amount of time that is reversed, the full amount must be used.
Temporal Duplicity Range: Self
Duration: 2 rounds per 5
WIS
Save: None
Mana: 50
The Chronomancer draws on their knowledge of time to summon a "Future Self" to join him/her in battle. This "new" Chronomancer is fresh for the fight, and has all of the original's stats and full Mana Points. The "future" Chronomancer may only stay in proximity with the original for a short time before his/her presence starts to corrupt the time line and is forced to return.
Temporal Fireball Range: Inapplicable
Duration: Instant
Save: None 
Mana: 50
This is just like the standard fireball spell with one very important difference; the caster sends it through time, either 1 round per
WIS back or 2 rounds per WIS ahead. How ever if the latter is chosen the caster must be very careful in casting a fireball into the future. Friends or enemies, even the wizard him self may wind up being caught in the area of effect. If a person or creature dies from a temporal fireball in the past then any damage that he caused in the present never happened. All rolls and action for the present remain the same but obviously the actions and rolls for a deceased person are discarded. Any person who died in the present because of someone in the past are naturally alive and able to take action as if nothing happened to them (which of course nothing did). Only the wizard who cast the spell knows what truly happened. The caster must specify the distance and direction of the fireball as well as the time frame. 
Winds of time Range: Line of sight
Duration: 4 rounds per 5
WIS
Save: None
Mana: 30
Cupping the glittering sand in his hand, the Wizard blows it towards a comrade, engulfing him in a whirling sandstorm. The target of this spell becomes unnaturally fast as time flows slower about him, his movements almost a blur to all those that watch. The recipient's MR becomes x10.
Wormhole Range: Line of sight
Duration: 3 rounds per 5
WIS
Save: None
Mana: 35
With a tremendous effort the Wizard tears apart the very fabric of reality, creating a portal that leads directly to a destination previously visited by him. The gate will be 3x3 metre per 5
WIS in size. Anyone both friendly and enemy may enter it. 

 

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