You trap a creature you can see within range in a time loop. The target must succeed on a Wisdom saving throw or be trapped by the spell. If it suceeds, it is immune to this spell if you cast it again.
Whilst in the time loop, the creature appears comatose and cannot be woken through any means until the spell ends. A trapped creature does not require any food or water, and does not age. Essentially, their body is kept in stasis for the duration of the spell.
Upon trapping a creature, you can decide a time period and exit condition. The time period can range between a few seconds and an hour. When that time period expires, the creature is reset back to how it was at the beginning of the loop. The creature will experience the same time period over and over until the spell ends.
The exit condition can be as specific or elaborate as you choose, but the DM must agree that the condition is able to be fulfilled. The condition can only be fulfilled by the trapped creature and can only be based on actions or qualities, not intangibles such as level, class, or Hit Points.
A Dispel Magic spell can end the spell as a 9th-level spell only when cast on the trapped creature.
Wheb the trapped creature is released from the time loop, they wake up with no memory of the time they missed, but retain all memories from within the time loop.
Only one time loop can be active at a time. If a second time loop is created, the first loop will end and release the trapped creature.
* - (a pile of sand, a drop of the casters blood, a gemstone worth 500 gp per hit dice of the opponent which the spell consumes)
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