School: Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
You steal the next 6 seconds of a target's future.
Select a living creature you can see within 60'. They lose all actions on their next turn, but are still able to take their movement. Draining your victim of time itself, you find that you are somehow able to take an additional 1 Action, 1 Reaction, and 1 Bonus Action this turn. A victim may only be drained of their immediate future with this spell once per round.
This process is strenuous. Each time you cast this spell, make a DC 14 Wisdom saving throw, or gain 1 level of exhaustion.
Casting this spell on a non-linear creature (for example, a native of the Demiplane of Time) has an unusual effect. Instead of causing them to lose their actions, you deal 2d8 + 1/level Force damage to them. You still gain the additional 1 Action, 1 Reaction, and 1 Bonus Action this turn.
At Higher Levels:
For each level of spell slot above 3rd, you may target 1 additional creature. You also gain an additional Action, Reaction, and Bonus Action this turn for each target.
This spell is an original work.
* - (A drinking straw or reed)
A full list of 50+ Chronomancy spells, plus related monsters, items, backgrounds, etc, can be found in the comments of my Chronomancer (Wizard) subclass here.
https://www.dndbeyond.com/subclasses/6582-chronomancer
Chronomancer, Version 2 - [https://www.dndbeyond.com/subclasses/522102-chronomancer]
I love the concept of this spell, im actually working on a Magic Item with a similar effect.
For a third level spell though, this is way to powerful!
Basically the spell incapacitates the target, without a saving throw and rewards you with a whole other turn. I like the exhaustion penalty but it isn't enough imo.
With this spell as is, a party could gang up a monster or even the BBEG without consequence (not even a reaction from their side) for two whole rounds. There is nothing the monster could do about it because there is no saving throw.
A wizard also could just repeat that spell over and over... (with the penalty of exhaustion, i know, but in a final battle worth the risk) never letting the target get any actions.
Long story short: I would add a saving throw on the recieving end of this spell and bump it up in level.
PS I love your chronomancer subclass!
Thank you, timoalbrecht!
WIS save for victims or a level bump sound like reasonable adjustments to this spell.