You tug at the fabric of time and create a sphere extending 15 feet from you in each direction, causing events within that area to be undone. No change is apparent to observers outside the sphere, but those within it see a blur of motion as the actions and movement of the last few moments play out in reverse. The current round starts over at the top of the initiative order as if none of it had occurred.
Everything outside the sphere must progress exactly as it did previously, including the actions and die results of creatures not within the sphere. Characters within the sphere, however, can alter their actions and perform new rolls based on knowledge of what originally happened.
On their turns, characters affected by the spell perform whichever actions they choose, rolling new results. They might use this opportunity to get another chance at an attack that missed, to take the Dodge action, or to end their movement in a different space, avoiding some unpleasant hazard. When the initiative order reaches a creature outside the sphere, it must act exactly as it did before the spell was cast, and keep whatever die results were originally rolled.
Because the events outside this spell’s reach are now predetermined, the new actions may interact with them differently. Creatures that used a ranged attack or spell on a particular character may find that there’s a different target in the space they originally chose, or that a barrier of some kind has gotten in the way.
If an action from outside the spell’s area of effect is obstructed or foiled, the GM determines how the new timeline resolves. Targets inside the sphere may now have cover or be obscured, changing the outcome of the attack. Likewise, an attack from outside may now have advantage or disadvantage. In such cases, count the original roll as the first, then make a second roll.
* - (a tail feather of a young robin, and the egg from which it hatched)
Copied from BadwolfMouse to be usable with wizards.
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