You unravel a creature’s presence in the present moment, casting them into a suspended fragment of time. Choose one creature you can see within range. The target must succeed on a Wisdom saving throw or vanish into a harmless temporal demiplane. While there, the creature is incapacitated, perceives only a gray void with faint echoes of the world they left behind, and cannot be targeted or affected by anything.
The target reappears in the space it left (or the nearest unoccupied space if that space is occupied) when the spell ends. If the caster loses concentration, the spell dissipates with no effect.
If the Spell Lasts the Full Duration
If you maintain concentration for the full minute without interruption, the target does not return to the present. Instead, they are secretly displaced in time, shunted either into the past or the future (your choice or determined randomly) by 10d100 years.
Only you, the caster, know when they have been sent. The creature has no control over their arrival point in history, though powerful magic (such as wish, true resurrection, or an equally potent chronomancy effect) could theoretically retrieve them.
Destroying the Hourglass: If the hourglass is destroyed, the creature returns to the spot in time at which they were cast away. Once the time passes, cast the spell the sand from the hourglass disappears, rendering the hourglass useless unless filled with more components. See Hourglass stat block and effects for destruction in spell stats.
Hourglass of the Last Moment
Wondrous Item, legendary, Spell focus
Armor Class: 20
Hit Points: 200
Damage Threshold: 0 (destroyed if reduced to 0 HP)
Size: Small
Weight: 3 lb.
Value: 15,000 gp (material component requirement for Temporal Exile)
Properties
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Chronomantic Focus. If used as a spellcasting focus for Temporal Exile, it is enchanted with the casting as the sands within collapse into a point of infinite density slowly dripping time to the opposite side of the hourglass.
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Temporal Fragility. The hourglass is weak to bludgeoning, force, or thunder damage.
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Time Sense. While near, you can always tell the exact time of day, down to the second, and the exact date on your home plane, regardless of planar travel.
Effects if Destroyed Outside of Spellcasting
When the Hourglass of the Last Moment is destroyed by means other than casting Temporal Exile, roll on the Temporal Shatter Table:
Temporal Shatter Table (d6)
| d6 | Effect |
|---|---|
| 1 | Local Time Stop. Time freezes in a 30-foot radius for 1d4 rounds for all creatures except the one who broke the hourglass. |
| 2 | Time Reversal. Everything in a 60-foot radius is rewound 1 minute into the past. Actions, positions, and spent resources are undone, but memories of both timelines remain. |
| 3 | Aging Surge. All creatures in a 30-foot radius must succeed on a DC 18 Con save or age 3d10 years instantly (effects of aging depend on race and magical protections). |
| 4 | Temporal Rift. A rift opens, summoning 1d4 Temporal Wraiths for 1d6 rounds before returning them. These Wraiths are responding to the time-stream disruption |
| 5 | Future Glimpse. Every creature in 60 feet sees a flash of a possible event from 1d100 years in the future. DM determines its accuracy. |
| 6 | Time Shunt. One random creature in 60 feet is displaced 1d100 years into the past or future (equal chance), as per Temporal Exile, with no saving throw. |
Temporal Wraith
Medium undead, neutral
Armor Class: 18 (temporal phase)
Hit Points: 187 (25d8 + 75)
Speed: 0 ft., fly 60 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 22 (+6) | 16 (+3) | 14 (+2) | 18 (+4) | 20 (+5) |
Saving Throws: Dex +11, Wis +9, Cha +10
Skills: Arcana +7, Perception +9, Stealth +11
Damage Resistances: necrotic, psychic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: cold, lightning, poison
Condition Immunities: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: truesight 120 ft., passive Perception 19
Languages: understands all languages it knew in life, plus Temporal Cant (cannot speak)
Challenge: 15 (13,000 XP)
Proficiency Bonus: +5
Time-Linked Nature. The Temporal Wraith exists partially outside the normal flow of time. It can’t be surprised, and it always acts on initiative count 20 (losing initiative ties).
Temporal Phase. The wraith can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Chrono-Absorption. When a creature within 30 feet regains hit points or gains temporary hit points, the wraith can use its reaction to negate that healing and instead regain the same number of hit points itself.
Time Anchor. While within 120 feet of the shattered Hourglass’s location, the wraith cannot be banished, plane shifted, or sent through time.
Actions
Multiattack. The wraith makes two Temporal Scythe attacks.
Temporal Scythe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 27 (6d8) necrotic damage, and the target must succeed on a DC 18 Wisdom saving throw or be slowed (as the slow spell) until the end of its next turn.
Phase Through Time (Recharge 5–6). The wraith targets one creature it can see within 30 feet. The target must succeed on a DC 18 Charisma saving throw or vanish into a temporal loop, reappearing in the same spot at the start of its next turn and losing the rest of its current turn.
Legendary Actions
The wraith can take 3 legendary actions, choosing from the options below. Only one option can be used at a time, and only at the end of another creature’s turn.
Chrono Step. The wraith teleports to an unoccupied space it can see within 60 feet.
Age Touch (Costs 2 Actions). The wraith touches a creature within 5 feet. The target must succeed on a DC 18 Constitution saving throw or age 1d10 years instantly. This effect can be reversed only by greater restoration or stronger magic.
Steal Moment (Costs 3 Actions). The wraith forces one creature it can see within 30 feet to make a DC 18 Wisdom saving throw. On a failure, the creature loses its reaction until the start of its next turn, and the wraith gains an extra reaction it can use this round.
Lore.
A Temporal Wraith forms when a major temporal relic — such as the Hourglass of the Last Moment — is destroyed violently. These spectral entities are fragments of time itself, tasked with correcting anomalies by erasing beings that have meddled too much with causality. They are not inherently evil, but they are utterly relentless in pursuing their “repair protocols.”
Previous Versions
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8/14/2025 2:34:36 AM
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