Level
9th
Casting Time
1 Minute
Range/Area
Self
Components
V
Duration
Instantaneous
School
Transmutation
Attack/Save
None
Damage/Effect
Control

You briefly stop the flow of time for only yourself, hopping to a place outside of time's usual flow. No time passes for you, while the world continues as normal, while you take 1d10 + 1 days outside of time, during which you can rest, cast spells, and think. Once you return, any effects on you during this time end, though healing and temporary hit points carry over.

While outside of time, you can trigger one of three effects, which ends the spell early

Look back: You can select an event or person from the past, and watch in real time things that person has done at a specified date or event. You can watch events play out for as long as you are within the area

Look present: You can select an event or person from the present, and watch in real time things that person has done at a specified date or event. You can watch events play out for as long as you are within the area

Look Forward: You can select an event or person from the future, and watch in real time things that person has done at a specified date or event. You can watch events play out for as long as you are within the area. Thing in the future are subject to change, based on choices taken before it.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, affecting a creature in the past or present, or exiting the spell to those times may be impossible (DM discretion). Casting this spell while it is already active, or for one day after it ends fails

 You can also use this spell to step into another time for the duration of the spell, if circumstances allow, during the duration of the spell. If it ends, you return to where you were when the spell was cast, although the time inside the skip has passed. 

If you attempt to exit time in the future or past, roll 1d100. on a 1-10, you cannot travel to that version of the world respectively ever again. On a 90-100, you are transported to the wrong time. To find how many years you are off, roll 1d4 until  you get a 1. That number of years is off, odd in the past, even in the future.

Spell Tags: Control

Available For: Sorcerer (Legacy) Wizard (Legacy)

Blackedge

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