You stretch the fabric of time as if it we're a rubber band within your omnipotent hand, Days pass in seconds as a period of a singular month flies by within 1 minute before snapping back to its starting line, all creatures within the radius experience time as if it we're flying by, except for the caster who has a dampened effect giving them 3 additional actions a turn that can be used for anything except affecting other creatures, because of the heightened passage of time, entropy is put into overdrive causing random calamities to affect the creatures within the radius, each turn creatures within the radius except for the caste, must make a constitution save or suffer a calamity from the 1d10 table below. on a success they take half damage. At the end of the spell, time is shot back to its original state when the spell is cast, and everything except the creatures within the radius return to their previous state, the spell ends early if the caster leaves the radius. Projectiles and spells cannot enter the radius and any creature that enters is subject to its effects. Due to the entropic effects within the field, if a spell is cast, the caster must succeed a wisdom save otherwise they're spell goes wild.
1. Random projectiles fall from the sky dealing 4d6 damage piercing damage, shattering the ground and turning it to difficult terrain
2. Extended exposure to sunlight during a condensed amount of time causes extreme burns dealing 6d6 radiant damage and inflicting blindness for a turn on a failed constitution save
3. The surrounding structures collapse onto everyone within the radius dealing 7d6 bludgeoning damage and knocking everyone prone on a failed strength save
4. Rain pours down with immense speed causing 4d6 piercing damage and flooding the area by with 20 feet of depth for the rest of the spell, if the ground is shattered from previous effects, 4 10ft radius whirlpools form within the radius which suck people in on a failed strength throw, causing the restrained condition and sucking the creature to the bottom.
5. The weave and the magic in the area surges causing a random spell of 3rd of 4th level from the casters spell list is cast, the caster may declare the conditions of this spell if it specifies caster choice within, spells with an extended duration only last until the casters next turn
6. The entropic effect chaos causes rapid heating and combustion of flammable materials within the radius, dealing 7d6 fire damage on a failed dexterity save to any creature caught within the flames, any and all metal within the radius is under the effect of heat metal.
7. A massive lightning storm occurs within a fraction of a second dealing 7d6 on a failed dexterity save, if the field is under the effects of flooding this damage is increased by 3d6
8. The fabric of the weave rips and tears interrupting any planar travel and causing an incursion by extraplanar beings within the radius, effectively summoning
a singular extra planar of any alignment and cr of up to half of the casters level or a number of creatures that equal that number
9. The fabric of space-time can take no more as it rips and tears, causing the formation of a black hole at the center of the radius of the spell affecting all
creatures within, dealing 8d10 on a failed constitution save and dragging all creatures to the center, or a quarter of the damage on a successful save, and not
pulling any creatures in.
10. The apex of chaos, if you roll a ten, you may roll again but this time twice to cause two effects at once, if one or both of the dice is ten again simply re roll them until they are different numbers, if the same number is rolled on the dice, the highest number will occur and the effect below it instead.
* - (A ruby worth 1000 gold pieces, which the spell consumes)
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