You tear open the timeline and step backward through causality itself.
When you cast this spell, choose one of the following effects:
1. Personal Rewind
You revert yourself to a previous state in time.
You may rewind up to 1 year into your past or future.
When you do:
- Your hit points, spell slots, conditions, and resources return to exactly what they were at that moment
- You retain full memory of the original timeline
- All other creatures continue from the new present normally
You reappear in the space you occupied at that time (or the nearest safe space), replacing your past/future self.
Chronal Shock
After using Personal Rewind:
- You gain 3 levels of Exhaustion
- You cannot cast this spell again for 7 days
- Your speed is halved for 1 hour
2. Temporal Redo
You force reality to replay a catastrophic moment.
Choose a point you can see within 120 ft.
For all creatures you choose, within that space, reality rewinds up to 1 hour.
- All creatures revert to positions and HP they had at the start of the fight
- Spells cast are uncast
- Damage taken is undone
- Creatures retain memory of the erased round
This effect cannot undo deaths caused by this spell’s caster.
3. Time Travel
You and up to 8 willing creatures travel to another point in time.
Choose:
- Anytime into the past
- Anytime within the most likely possible future
The DM determines the exact landing circumstances.
Temporal Anchor Rule
You may only arrive at:
- A location you have physically visited
- OR a place tied to a powerful artifact, deity, or Tree of Life-level phenomenon
Timeline Consequence
After Time Traveling:
Roll a d20 Chronal Fracture Check
| d20 | Result |
|---|---|
| 1 | 2d20 hostile time wraiths manifest |
| 2 | One traveler ages 1d20 years |
| 3 | Memory loss of the original timeline. |
| 4-15 | No immediate consequence |
| 16–19 | You gain advantage on all rolls for 1 hour |
| 20 | You glimpse a truth of your past, present, or future. |
4. Undo Fate
As a reaction when a creature within 500 ft would die:
You erase that death from existence.
The creature instead drops to 1 HP, and time violently stabilizes.
You take:
- 10d12 psychic damage (cannot be reduced)
- Gain 4 levels of Exhaustion
Spell Failure
If this spell is cast again before finishing a long rest:
Roll a d100.
On 1–10, the caster is removed from the timeline for 1 minute (banished outside time).
* - (a diamond hourglass worth 25,000 gp, which is consumed)
Previous Versions
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3/22/2026 9:27:00 PM
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