A crystal that flows with the energy of time. The crystal holds 3 charges which replenish at dawn. As an action you can expend one charge to cast one of the following spells:
Gift of Alacrity (You may choose up to 5 willing creatures as targets, Concentration ends when your target creatures roll initiative), Wrist Pocket, Blur, Hold Person, Bestow Curse, Haste, Slow, Banishment, Time Warp (Does not require the pocket dimension, concentration ends when your target creature finishes their full second turn), Reality Break, Time Stop, and Foresight (Casting time 1 action, duration is 10 minutes). To cast a spell from this list you must have learned the spell already. Casting a spell using the Time Crystal does not consume a spell slot. If a spells effects are still active when a second charge is used to cast another spell/the same spell, the first spells effects end. All effects end at dawn when this items charges reset.
The Concentration of a spell cast with the Time Crystal works independently of other concentration spells you cast, meaning you can concentrate on two different spells/two instances of the same spell at once (one from the Time Crystal and one from another source). You must make a DC 15 Intelligence saving throw (on cast of the 2nd concentration spell) if you try to maintain 2 instances of spell concentration. Additionally if you are trying to maintain 2 instances of spell concentration a DC 15 Intelligence saving throw must be made when you take damage, at the beginning of each turn in combat, and the beginning of each hour out of combat. On success you maintain concentration on both spells. On failure you drop concentration of the spell cast with the Time Crystal as well as all effects of the spell being ended.
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Gift of Alacrity:
1st-level divination
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch up to 5 willing creatures. The targets can add 1d8 to their next initiative roll.
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Wrist Pocket:
2nd-level conjuration (ritual)
Casting Time: 1 action
Range: Self
Components: S
Duration: Concentration, up to 1 hour
You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds,
is transported to an extradimensional space, where it remains for the duration.
Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space.
An object still in the pocket plane when the spell ends appears in your space, at your feet.
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Blur:
2nd Level Illusion
Casting Time: 1 action
Range/Area: Self
Components: V
Duration: Concentration, up to 1 minute
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you.
An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
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Hold Person:
2nd Level Enchantment
Casting Time: 1 action
Range/Area: 60ft.
Components: V, S, M(a small, straight piece of iron)
Duration: Concentration, up to 1 minute
Attack/Save: WIS
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration.
At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
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Bestow Curse:
3rd Level Necromancy
Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: WIS
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell.
When you cast this spell, choose the nature of the curse from the following options:
-While cursed, choose one ability score. the target has disadvantage on ability checks and saving throws made with that ability score.
-While cursed, the target has disadvantage on attack rolls against you.
-While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
-While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above.
The DM has final say on such a curse's effect.
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Haste:
3rd Level Transmutation
Casting Time: 1 action
Range/Area: 30ft.
Components: V, S, M(a shaving of licorice root)
Duration: Concentration, up to 1 minute
Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC,
it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns.
That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
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Slow:
3rd Level Transmutation
Casting Time: 1 action
Range/Area: 120ft./40ft.
Components: V, S, M(a drop of molasses)
Duration: Concentration, up to 1 minute
Attack/Save: WIS
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected
by this spell for the duration.
An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions.
On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items,
it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher,
the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.
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Banishment:
4th Level Abjuration
Casting Time: 1 action
Range/Area: 60ft.
Components: V, S, M(an item distasteful to the target)
Duration: Concentration, up to 1 minute
Attack/Save: CHA
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated.
The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane.
If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Otherwise, the target doesn't return.
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Time Warp:
4th Level Evocation
Casting Time: 1 action
Range/Area: 60ft.
Components: V, S
Duration: Instantaneous
Select one target creature. After the end of the target creature's combat action, it may immediately perform a full second turn of combat.
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Reality Break:
8th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a crystal prism)
Duration: Concentration, up to 1 minute
You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw,
or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens
to the target, as shown on the Reality Break Effects table.
At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success.
Reality Break Effects
d10 Effect
1-2 Vision of the Far Realm. The target takes 6d12 psychic damage, and it is stunned until the end of the turn.
3-5 Rending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful one.
6-8 Wormhole. The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see.
The target also takes 10d12 force damage and is knocked prone.
9-10 Chill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn.
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Time Stop:
9th Level Transmutation
Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous
You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.
This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you.
In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
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Foresight:
9th Level Divination
Casting Time: 1 Action
Range: Touch
Components: V S M (A hummingbird feather)
Duration: 10 Minutes
You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws.
Additionally, other creatures have disadvantage on attack rolls against the target for the duration.
This spell immediately ends if you cast it again before its duration ends.
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Notes: Wizard