Level
3rd
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Concentration
1 Minute
School
Abjuration
Attack/Save
STR Save
Damage/Effect
Chronomancy
You lock a creature or object to its current place in time. Choose one creature or object you can see within range.
If the target is a creature, it must succeed on a Strength saving throw or be anchored for the duration. While anchored:
- Its speed becomes 0 if it is unwilling to move.
- It cannot be teleported.
- It cannot be forcibly moved by spells, magical effects, or extradimensional travel.
- It has advantage on saving throws against effects that would banish or displace it.
An unwilling creature can repeat the saving throw at the end of each of its turns, ending the spell on a success.
If the target is an object, it becomes immune to teleportation, forced movement, and magical displacement for the duration.
* - (a small iron pin)
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