Level
9th
Casting Time
1 Hour
Range/Area
Self
Components
V, S, M *
Duration
Until Dispelled
School
Enchantment
Attack/Save
None
Damage/Effect

You create a small spider looking construct that you imbue with extremely powerful chronurgy magic. The construct has 10 hp, has 15 ac, has 10 for every stat score, and uses your spell attack modifiers when attacking

The spider moves on your turn and does as you command mentally. The spider has one action, to bite a target and inject time venom. The spider has 3 uses of this before it needs to be refilled by performing the spell again with no material requirement. You can only have 1 time spider at a time.

Time venom: + spellcasting mod to hit. 1 target, 5 ft. On a hit, deal 4d6 poison damage + 4d6 acid damage then choose one of the following effects to inflict on the target. The target is forced to spend its next turn carrying out the effect.

Flashback- The target is transported through time and is forced to relive and experience every instance of pain, terror, or grief that it has ever experienced. It then returns at the end of its turn and makes a wisdom saving throw. On a failed save the creature takes 16d6 psychic damage. On a pass it takes half damage.

Absolute stasis- The target is frozen in time briefly and is paralyzed until the end of their next turn. When the paralyzation ends, the creature makes an intelligence saving throw. On a failed save, the creature becomes paralyzed again. On a passed save, the creature has quartered movement speed, disadvantage on all attack roles, ability checks and saving throws, and AC reduced by 5, until the end of their next turn, where they repeat the saving throw. On a fail, they maintain the effect. On a pass, the creature has halved speed, disadvantage on ability saves, and AC reduced by 2. At the end of the next turn, repeat the save. On a fail they maintain the effect. On a pass the creature is freed.

Morte Forturis- The creature is transported forward through time into a fluctuating timeline in which it is forced to experience every possible way that the creature could die. The creature returns at the end of its next turn and makes a wisdom saving throw. On a failed save, the creature takes 16d6 psychic damage. On a pass it takes half damage

* - (Six square inch cubes of each of the 6 divine metals)

Available For: Wizard (Legacy) - School of Divination (Legacy)

Tflash55

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