You summon a burst of Dunamis energy that circles and alters the timeline by speeding it up or slowing time around up to six creatures of your choice in a 40-foot sphere within range. You can either speed up time or slow it down, only one effect takes place at a time and the effects only last as long as they are within the sphere. or end their turn in the sphere. Each unwilling target must succeed on a Wisdom saving throw or be affected by this spell for the duration. A willing target does not have to make a saving throw.
Slow Time: An affected target's speed is halved, It has disadvantage on Dexterity saving throws. If the creature attempts to cast a spell or an attack with a casting time of 1 action, roll a d20. On an 12 or higher, the spell or attack doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell or attack is wasted. The target can repeat its Wisdom saving throw on the end of each of its saving throws.
Speed Up Time: An affected target's speed is increased by 10-feet, It has advantage on Dexterity saving throws. The target gains an extra action but it can only be used to Dash, Disengage or Hide.
At the end of each of your turns, if this spell's duration has not ended you can change the time to Slow or Speed Up as a bonus action and move the sphere in any direction within 10ft.
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