Level
6th
Casting Time
1 Action
Range/Area
120 ft.
(100 ft. )
Components
V, S, M *
Duration
Concentration
10 Minutes
School
Enchantment
Attack/Save
INT Save
Damage/Effect
Control (...)
You alter the time flow in a 100-foot cube within range.
Each target must succeed on an Intelligence saving throw or be affected by this spell for the duration. They can choose to fail it willingly.
Until the spell ends, creatures friendly to you affected by the spell gain the following bonuses:
- Their movement speed is doubled
- They gain a +2 bonus to AC,
- They have advantage on Dexterity Saving Throws
- They gain 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.
Until the spell ends, creatures hostile to you suffer the following effects:
- Their movement speed is halved
- They suffer a −2 penalty to AC and Dexterity saving throws,
- They cannot use reactions.
- On their turn, thay 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 they attempt to cast a spell with a casting time of 1 action, they must roll a d20. On an 11 or higher, the spell doesn't take effect until their next turn, and they must use their action on that turn to complete the spell. If they can't, the spell is wasted.
A hostile creature affected by this spell makes another Intelligence saving throw at the end of each of its turns. On a successful save, it gains the same bonuses as if it were friendly to you.
* - (a bag filled with sand)
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