Level
2nd
Casting Time
1 Action
Range/Area
Sight
Components
S, M *
Duration
Concentration 1 Hour
School
Transmutation
Attack/Save
None
Damage/Effect

School: Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)

You focus on channeling your own immediate future into a target, giving them more time to complete their tasks.

Select a living creature you can see.  So long as you can continue to see them, they get to take a turn on their initiative, and another turn on your initiative each round.  As you continue to pour your own immediate future into them, you forfeit each of your turns for as long as you continue to concentrate on the spell.

Casting this spell on a non-linear creature (for example, a native of the Demiplane of Time) has an unusual effect.  Instead of granting the target an extra turn on your initiative, you heal them of 2d8 + 1/level damage for each turn you continue concentrating.  You still forfeit your own turn when doing so.

You may also cast this on an object or abstract scenario.  For as long as you continue to concentrate, candles and fuses don't burn out, hourglasses never run out, falling objects somehow never quite hit the ground, flying arrows never quite reach their targets, etc.  Whatever the scenario or object, you buy just "a little more time" before the undesired effect occurs.

A single casting may be maintained for up to an hour, but the spell may be cast again at the end of each hour to extend this limit another hour without interrupting the effect.

At Higher Levels:
For each level of spell slot above 2nd, you may target 1 additional creature, object, or abstract scenario.

This spell is an original work.

* - (A small bellows)

Available For: Sorcerer (Legacy) Wizard (Legacy)

Lowraith

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