Originally published at: Chronomancer Revisions — Errata — Advanced Old School Revival — OSR+
Given the new initiative rules, the Chronomancer has been revised to be more versatile. Previously, the Chronomancer kit allowed the hero on any initiative, and granted exploding dice on a 5 or 6 for Time spells.
The Chronomancer has been revised to allow for the following:
For you, time is just another force of nature to be manipulated by magic. You may use your maleficence to alter the flow of time, with the GM’s discretion. As examples: create a temporal anchor that holds a door shut through your concentration, apply the Held status by touch to a mundane object for a round, or slow the hail of an arrow mid-flight, conferring the victim a momentary soak. As long as you have MP, you always know the exact time of day, how much time has passed in a scene, and whether anything in the scene is out of sequence. Time spells explode on a 5 or 6.
The new kit requires the hero to have a maleficence in order for it to be enhanced by its temporal abilities.