Level
5th
Casting Time
1 Action
Range/Area
Sight
Components
V, S, M *
Duration
Concentration 1 Minute
School
Transmutation
Attack/Save
None
Damage/Effect
Damage (...)

You weave a temporal curse upon a creature you can see within range, showing them fractured glimpses of their alternate timelines. The spell inflicts psychological and physical torment, increasing in intensity as the spell persists. At the end of each of its turns while the spell is active, the target must make a Wisdom saving throw. On a failed save, the target progresses to the next phase of the spell. On a success, it remains in its current phase.

The spell ends early if your concentration is broken or if the target reaches the final phase.


Phases of the Spell

  • Phase 1: Doubtful Glimpse. The target takes 2d4 psychic damage and has disadvantage on its next attack roll, saving throw, or ability check before the start of its next turn.
  • Phase 2: Splintered Path. The target takes 3d6 psychic damage and must make an Intelligence saving throw. On a failure, it has disadvantage on perception checks and attack rolls until the start of its next turn.
  • Phase 3: Shattered Reality. The target takes 4d8 psychic damage, and its movement is halved until the start of its next turn. Additionally, it must succeed on a Charisma saving throw or be frightened of all creatures it can see until the start of its next turn.
  • Phase 4: Chronal Collapse. The target takes 6d10 psychic damage and must succeed on an Intelligence saving throw or lose the ability to distinguish friend from foe for the duration of its next turn (it attacks the nearest creature indiscriminately).

Endgame Effects

If the spell ends before the target reaches Phase 4, the creature suffers no lingering effects beyond the damage it has already taken.

If the spell reaches Phase 4, the result depends on the target's HP:

  1. If the target's HP remains above 0: The creature gains the Boon of Foresight.

    • Foresight Boon:
      • As a bonus action, the creature can make a DC 15 Intelligence or Wisdom saving throw (its choice).
      • On a success: The creature gains one of the following effects for 1 round:
        • Advanced Strike: Gains advantage on all attack rolls this turn.
        • Advanced Dodge: Gains the benefits of the Dodge action and does not need to see attackers.
      • On a failure: The creature takes 1d4 psychic damage.
    • The boon fades after 1d4 days.
  2. If the target's HP drops to 0: The creature succumbs to Chrono Vision Disorder, permanently losing its sense of reality. Roll on the Chrono Vision Disorder Effect Table to determine the lingering effect.


Chrono Vision Disorder Effect Table

When the target succumbs to the full effects of "Tick-Tock Goes the Clock," roll a d12 to determine the long-lasting consequence of their fractured timeline:

d12 Effect
1 Temporal Confusion: The creature cannot distinguish past from present, causing them to lose their first action each combat.
2 Fragmented Sight: The creature has disadvantage on Perception checks and ranged attack rolls.
3 Temporal Echoes: At the start of each turn, roll a d6. On a 1, the creature takes 1d6 psychic damage as echoes of the spell haunt them.
4 Unreliable Reality: The creature has disadvantage on saving throws against illusion spells and effects.
5 Lost Futures: The creature cannot benefit from temporary hit points or healing spells until it finishes a long rest.
6 Phantom Agony: Whenever the creature takes damage, it must succeed on a Constitution saving throw (DC 10) or lose its reaction for the turn.
7 Shattered Resolve: The creature has disadvantage on Charisma checks and saving throws.
8 Delayed Reactions: The creature’s initiative is reduced by 5 (to a minimum of 0).
9 Cursed Vision: The creature occasionally sees alternate versions of their allies, giving them disadvantage on the first attack roll of their turn.
10 Tethered Mind: Concentration checks have disadvantage, and the DC increases by +2 for the creature.
11 Waking Nightmares: The creature suffers from vivid hallucinations, making it frightened of creatures within 5 feet of it until the end of their first turn in combat.
12 Time’s Pawn: Once per day, the DM may force the creature to reroll one d20 roll and use the lower result.
* - (a broken clock gear and a drop of mercury)

Spell Tags: Damage Debuff Foresight

Available For: Warlock Wizard

Grevius

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