You see briefly into the future of creatures around you, and can slightly speed up or slow down their perception of time for a moment to influence how they behave in combat.
Up to two creatures of your choice that you can see within range must make Intelligence saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d6 and subtract the number rolled, or add the number rolled to their attack roll or saving throw. A creature can willingly fail their saving throw(s) against this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the duration of the spell according to the table below.
(If you cast this spell using a spell slot of 6th level or above, the spell no longer requires concentration to maintain it's effect. However, the creature may repeat it's Intelligence saving throw 4 times, at even intervals for the duration. eg. if the spell last 24 hours, the creature may repeat it's saving throw every 6 hours. If the Creature passes any of it's subsequent saving throws, the spell's effect ends on that creature. A creature can willingly fail these saving throws.)
Spell slot
level expended Duration
3rd 5 Minutes
4th 10 Minutes
5th 30 Minutes
6th 1 Hour
7th 10 Hours
8th 24 Hours
9th 1 Week
* - (A timepiece of any kind)
Previous Versions
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4/17/2022 12:49:36 AM
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Coming Soon
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