Summoning forth the strands of time you target a specific creature and you condense the strands and the fate of that creature into a mote of time and a gateway. The mote of time appears as a tiny object of your choosing and the gateway appears as a medium sized object of your choice, emitting green waves of magic. The creature can use their bonus action to break the mote of time which will teleport them back to the gateway as well as restore any damage that they have taken and abilities that they may have consumed. You can use your bonus action to move the gateway to a different spot. However, if the gateway is broken then the mote of time will not work and instead they take 3d6 psychic damage.
* - (A single spec of sand)
Level
8th
Casting Time
1 Action
Range/Area
Touch
Components
V, S, M *
Duration
Concentration
1 Hour
School
Divination
Attack/Save
None
Damage/Effect
Psychic
Comments