The caster of this spell can see the winding gears of time and fate, grasp them, and will them to stop at their command. When this spell is cast, time freezes for everyone but the caster for up to 3 rounds. The caster can break this concentration at any time as a free action. While this spell is active, all time stops, rendering all creatures paralyzed and doubling the movement speed of the caster. The caster can attack and take actions as normal while this spell is active, however they cannot cast spells without breaking concentration. All melee and ranged attacks automatically hit their intended targets, but all attack damage and other effects do not resolve until the spell ends.
When the spell does end, the caster must make a Constitution saving throw against their own spell save DC or become stunned for 1 round, take a number of points of exhaustion equal to the number of rounds they stopped time (minimum of 1), and they take 1d6 Force damage for each round they stopped time. This damage ignores resistance to Force damage and cannot be reduced by any means. On a successful save, the caster is not stunned, takes 1 point of exhaustion, and takes 1d6 Force damage. This damage ignores resistance to Force damage and cannot be reduced by any means.
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