You carve spiraling runes of fate in the air and utter a word that ignites the branching lattice of possible timelines around your targets. Threads of potential futures spark, flare, and burn away until only the futures you choose are permitted to remain.
Primary Targeting
Choose one creature you can see within range to begin with.
The creature must make a Wisdom saving throw.
Portent Expenditure (Optional)
If you are a creature who possesses Portent dice (such as a divination-focused spellcaster), you may expend up to two of them as part of the casting.
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For each Portent die you expend, you may choose one additional target within range.
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Each added target makes its own saving throw and is affected separately.
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This does not allow you to replace the rolls of these saves with the Portent numbers; the dice are sacrificed to widen the spell’s reach.
On a failed save:
Only the futures you allow remain. For 2d4 + 1 rounds, you control the creature, guiding it along the narrow branch of destiny you preserved.
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It acts immediately after you in the initiative order.
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You determine its movement, actions, bonus actions, and reactions.
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You cannot force it to cast spells requiring consumed or costly components unless it already holds them.
On a successful save:
The creature rejects your chosen future—but in doing so, all its remaining possible futures burn away.
It becomes unable to move or take actions for 2d4 + 1 rounds, trapped in a state where no viable future paths remain.
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It has a speed of 0.
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It cannot take actions, bonus actions, reactions, or movement.
Additional Notes
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The rolled duration is the same for all affected creatures.
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Nonlinear, infinite-timeline, or paradox-born entities may behave unpredictably at the DM's discretion.
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