When this spell is cast, you alter the very fabric of time to completely change an event that has occurred as far back as one year in the past. Such an event could be acquiring a proficiency in History instead of Religion, or to make a collection of healing potions instead of a magic item, as examples. The event must be one you had an adequate control of at the time, and something should always be given up for whatever is gained.
The change should always be evident, but will not necessarily always work out the way that you expect. Consequences of your change can be far reaching, or hardly impactful at all. The Dungeon Master can remove or alter any items, relationships, or events that took place between the alteration and the present.
Once this spell has been cast, roll a d20. On a 10 or lower, a hostile Marut appears in an unoccupied space within 30 ft. of you. Additionally, you gain two levels of exhaustion.
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