Level
Cantrip
Casting Time
1 Reaction * Ritual
Range/Area
50 ft.
Components
V
Duration
30 Minutes
School
Transmutation
Attack/Save
None
Damage/Effect

You reach out and seize the flow of time, stretching a single moment into an eternity. For the duration, a shimmering 40-foot-radius sphere of distorted air centers on you. Inside this field, time is dilated by a factor of 22.6 million. To an outside observer, the field appears as a perfectly still, shimmering snapshot that lasts only a fraction of a second.

While the spell persists, you and one other creature of your choice within the area can move and speak as if time were flowing normally, but may not engage in any attack stages. To you, 1 minute of real-world time feels like approximately 43 years, though the spell's focus usually holds just long enough for a profound conversation or a desperate plan. This spell may be broken by only the caster or when the 1 hour limit runs out. 

Interaction Rules:
  • Frozen World: All other creatures, objects, and environmental effects (including explosions and projectiles) are effectively frozen in place. You cannot move or damage anything that was not part of the spell’s initial selection. 
  • The Conversation: You can communicate perfectly with your chosen companion, regardless of language, noise or chaos outside the field.
  • Limited Agency: You can move within the sphere, but you cannot leave it. This shimmering sphere can only be destroyed with Temporal Anchor spell. 
  • Lethal Conclusion: When the spell ends, the "real" time resumed is instantaneous. If the field was cast to delay a lethal effect, that effect resolves immediately upon the spell's conclusion. 

Description Addendum: Restrictions on Action

While inside the dilated field, you may move and take actions normally (such as casting spells to create light, food, or illusory aids for your conversation). However, the temporal stability of the field is fragile

  • Harmful Actions Prohibited: You cannot take any action, cast any spell, or use any ability that directly deals damage to yourself, the creature you have chosen to be inside the spell, or any objects currently held within the field.
  • Automatic Failure: Any attempt to deal damage causes that specific action to fail and be wasted. For example, if you attempt to strike the other creature with a sword, the blade meets a wall of infinite resistance just before impact.
  • Indirect Effects: You may cast spells that provide benefits such as transportation, language spells, appearance spells or spells to boost yourself (like Cure Wounds or Enhance Ability) or spells that are purely cosmetic/communicative.
 

 

 

* - In the face of certain death known only to you. (Example; you might be under an illusion of certain death to you, this option is available)

Available For: Druid

DogMucher

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