You create a maelstrom of temporal chaos in a 10-foot radius centered on a point within range. Creatures caught in the maelstrom must make a Constitution saving throw, taking 3d6 force damage on a failed save, or half as much damage on a successful one. A creature that ends their turn within the maelstrom must make an additional Constitution Saving throw and their age changes 1d8 years. On an even numbered result, the creature is older by that number of years. On an odd numbered result, the creature is younger by that number of years. The maelstrom’s area is considered difficult terrain. When a creature leaves the maelstrom’s area, all aging effects end, and the creature returns to their original age.
Level
3rd
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M
Duration
Concentration
1 Minute
School
Transmutation
Attack/Save
None
Damage/Effect
Comments