You weave temporal chains around up to five creatures you can see within 90 feet. Each target must succeed on a Wisdom saving throw or be shackled by chronal energy for the spell’s duration. While shackled, a creature’s speed is halved, it can’t take reactions, and it has a –2 penalty to AC and Dexterity saving throws. At the end of each of its turns, a shackled creature can repeat the saving throw, ending the effect on itself on a success. A creature that succeeds on its initial saving throw is unaffected and immune to this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Lore: Discovered by the Dunamancers of Xhorhas, Temporal Chains manipulates the flow of time to bind foes in place. By unraveling the temporal threads that compose a creature’s existence, a chronurgist slows their movements and blunts their reflexes, creating openings for allies or buying time to regroup. Legends tell of its first casting holding a rampaging wyrm in stasis long enough for a fledgling kingdom to rally its defenses.
* - (A fine silver pocket watch (100 gp, not consumed))
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