Chronomancy (category)

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Precognition
Precognition.png
Game Version 1.7.4
Category Type Chronomancy
Category Chronomancy
Requirements Level (0,1,2,3,4) Magic (12,14,16,18,20)
Use Mode Activated
Cost 10 Paradox
Range 2–14cTS + 10
Cooldown 20
Travel Speed Instantaneous
Use Speed Spell
Description You peer into the future, sensing creatures and traps in a radius of 2–14cTS + 10 for 2–10cTS turns.

If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight bonuses) while Precognition is active.


Foresight
Foresight.png
Game Version 1.4.5
Category Type Chronomancy
Category Chronomancy
Requirements Level (4,5,6,7,8) Magic (20,22,24,26,28)
Use Mode Passive
Cost -
Range -
Cooldown -
Travel Speed -
Use Speed -
Description Gain [10]50cTStD:Mag defense and [2]10%cTStD:Mag chance to shrug off critical hits.

If you have Precognition or See the Threads active these bonuses will be added to those effects, granting additional defense and chance to shrug off critical hits. These bonuses scale with your Magic stat.


This talent was part of the Chronomancy/Chronomancy talent tree, but was replaced with Contingency.

Moment of Prescience
Moment of prescience.png
Game Version -
Category Type Chronomancy
Category Chronomancy
Requirements Level (8,9,10,11,12) Wil (28,30,32,34,36)
Use Mode Activated
Cost 10 Paradox
Range Melee/Personal
Cooldown 18
Travel Speed Instantaneous
Use Speed Instant
Description You pull your awareness fully into the moment, increasing your stealth detection, see invisibility, defense and accuracy by 4–15cTS for 3–10.5cTL:18 turns.

If you have Spin Fate active when you cast this spell, you'll gain a bonus to these values equal to 50% of your spin.

This spell takes no time to cast.


Spin Fate
Spin fate.png
Game Version 1.4.5
Category Type Chronomancy
Category Fate Weaving
Requirements Level (0,1,2,3,4) Magic (12,14,16,18,20)
Use Mode Passive
Cost -
Range -
Cooldown -
Travel Speed -
Use Speed -
Description Each time you would take damage from someone else you gain one Spin, increasing your defense and saves by 2–8cTS:0.75P for three turns.

This effect may occur once per turn and stacks up to three Spin (for a maximum bonus of 2–8cTS:0.75P*3).