Time is not an immutable force but an inscrutable phenomenon. Rare arcane scholars known as chronomancers demonstrate the ability to shift themselves in short bursts between the past, future, and alternate presents.
Temporal Pool (Su)
A chronomancer gains a reservoir of temporal energy to manipulate the time stream in a variety of ways listed below. This temporal pool has a number of points equal to half his class level + his Intelligence modifier (minimum 1). This pool refreshes once per day when the chronomancer prepares his spells.
Forewarned : The chronomancer can expend 1 point from his temporal pool when he rolls initiative to allow himself or an ally within 30 feet to roll 1d4 and add it to that character’s initiative result. At 5th level, the chronomancer can expend 2 points from his temporal pool as an immediate action to apply this benefit to a saving throw he has just rolled (but before the result is revealed). At 10th level, the die size increases to 1d6.
Rewind : As an immediate action after losing a spell due to a failed concentration check or after casting a spell that had no effect (such as due to successful saving throws, a failed caster level check to overcome spell resistance, or other immunities), the chronomancer can expend a number of points from his temporal pool equal to half the spell’s level (minimum 1) to immediately prepare the spell again, as if it had not been cast. Any material components expended in the original casting remain expended, as are actions used to cast the original spell.
Accelerate : At 10th level when casting a spell, the chronomancer can expend 2 points from his temporal pool to apply the effects of haste to one creature affected by the spell until the end of the chronomancer’s next turn.
Complex Contingency : At 15th level, the chronomancer can specify two trigger conditions when casting contingency. In addition, when the chronomancer’s contingency would trigger, the chronomancer can expend 1 point from his temporal pool as an immediate action to prevent the contingency from triggering, saving the stored effect for later.
Parallel Self : At 20th level, if the chronomancer is killed, he can immediately expend 10 points from his temporal pool to summon an alternate version of himself from a parallel existence, appearing up to 30 feet away. This alternate version is identical to the chronomancer except he is a member of a random race, determined using the table that accompanies reincarnate. The alternate version has half the chronomancer’s total hit points (but not any temporary hit points) and those spells the chronomancer had prepared when he died. The alternate version has the same equipment as the chronomancer but does not bear any artifacts the chronomancer was carrying. Any expendable items, charges, or expensive material components the alternate version uses are also expended for the chronomancer. This alternate version remains for 1 minute before the duplicate and its equipment are ripped back to their reality.
This ability replaces arcane bond and the bonus feats gained at 10th, 15th, and 20th levels.
School evocation; Level sorcerer/wizard 6
Casting Time at least 10 minutes; see text
Components V, S, M (quicksilver and an eyelash of a spell-using creature), F (ivory statuette of you worth 1,500 gp)
Duration 1 day/level (D) or until discharged
You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency . The contingency spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead. You must pay any costs associated with the companion spell when you cast contingency.
The spell to be brought into effect by the contingency must be one that affects your person and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level).
The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the contingency immediately brings into effect the companion spell, the latter being “cast” instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole spell combination ( contingency and the companion magic) may fail when triggered. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to.
You can use only one contingency spell at a time; if a second is cast, the first one (if still active) is dispelled.
You can cast this spell on yourself or another willing creature as if the spell had a range of touch. A companion spell placed on another creature must be A spell from you, not from the creature, and affects that creature when triggered. The target can have only one contingency spell upon it at a time unless it also knows mythic contingency.
The number of companion spells you can have on yourself is equal to 1 + half your tier.
Augmented (5th) : If you expend two uses of mythic power, the casting time changes to 1 full round plus the casting time of the companion spell, but the duration of mythic contingency decreases to 1 hour per level or until discharged.
Learn from All those Energies and Absorb the Abilities you need in your profession.
I empower you to become an Egregore.
Gather Energy from My Sigil, and this Sigils here,
so you can fulfill the Request a Balg Member asked you to solve,
can be fulfilled,
by the powers of darkness, void, nothingness, timelessness.
I -ash kuya kumlotha, i-yberion ivela.
I, Oberon, conjure you to be successfull in your deed,
and upon fulfilling it,
become an Egregore,
for having influenced several Magicians,
and being accessable to Balg Members.