The Time Stone is an iridescent gem, its surface constantly shifting between states of age and decay, as if it exists outside of time itself. Its energy pulses in an unnatural rhythm—sometimes slow, sometimes rapid—always just beyond mortal comprehension. Formed from the shards of eternity, this relic is unbound by the cycle of life and death. Those who wield it can manipulate time itself—but at a terrible cost.
Effects of Holding the Stone (Passive Curse):
Even without attunement, the stone warps the wielder’s perception of time:
- After one minute, the wielder experiences déjà vu, feeling as if they are reliving the same moment multiple times.
- After ten minutes, they must succeed on a DC 15 Intelligence saving throw or lose track of time, unable to tell if minutes or hours have passed.
- After one hour, they must make a DC 18 Wisdom saving throw or suffer Temporal Displacement—for the next 1d4 hours, their actions occur one round later than intended, making them struggle in combat and conversation.
- If held for one day, the wielder must succeed on a DC 20 Constitution saving throw or develop a permanent flaw:
"Time is meaningless. The past, present, and future are one."
If the stone is set down, these effects fade over 1d4 days, but the wielder may still occasionally experience visions of alternate timelines.
- Each time the wielder activates Temporal Acceleration, they must succeed on a DC 20 Wisdom saving throw or become stuck in a time loop for 1 minute, repeating the same actions over and over without realizing it.
- Every use of Undo Fate creates a small crack in the wielder’s existence. After three uses, they must roll a d100 after each additional use. On a 1-10, they become "unmoored", randomly phasing in and out of time for 1d12 hours, making them unable to interact with the present world.
Magical Abilities:
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Temporal Acceleration (Once per long rest) – The wielder can speed up time around themselves. For 1 minute, they gain:
- Two actions per turn instead of one.
- Advantage on Dexterity saving throws.
- Movement speed is doubled.
After the effect ends, they must succeed on a DC 20 Constitution saving throw or gain one level of exhaustion, as their body struggles to stabilize.
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Undo Fate (Recharge 1d4 days) – The wielder can rewind time by 6 seconds (1 round). They can use this ability as a reaction after any failed roll, forcing all creatures involved to re-roll their actions for that round. However, each time they use this ability, they must roll a d100. On a result of 1-10, time fractures around them, causing an unintended anomaly (such as an enemy gaining an extra action, an ally forgetting the last round, or a new threat emerging).
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Frozen in Time (Passive) – The wielder ages at half the normal rate while attuned to the Time Stone. Additionally, if they would die due to age, they remain in a state of suspended animation instead of passing on. However, this disconnect from time comes at a price:
- They have disadvantage on death saving throws, as their soul struggles to leave their body.
- Their memories become unstable—after each long rest, they must succeed on a DC 18 Intelligence saving throw or temporarily forget something important from their past (names, skills, or past events).
Curse of the Timeless One:
Each use of the Time Stone brings the wielder closer to an existence outside of time itself. Upon the fifth use, they must roll a d100:
- 1-10: They vanish completely, erased from the timeline as if they never existed. Not even Wish can restore them.
- 11-50: They become permanently displaced in time, randomly experiencing the past or future for brief moments, making it impossible to predict when they are truly in the present.
- 51-100: They retain their form—but time itself now watches them. A mysterious force, be it a god of time or an unknown entity, becomes aware of their actions and may intervene in unpredictable ways.
Notes: Disadvantage: Death Saving Throws, Only a creature with Wisdom 20 or higher can fully harness the stone’s power without losing themselves in time.
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