You react to the presence of enemies, allowing you to set the pace of the battle to fit your own design. You set the initiative value of all creatures within range, completely overriding their roll. The initiative values you give to creatures must be able to be rolled by that creature normally. If two creatures would have the same initiative count after the effect of this spell, ties are resolved normally.
Any creature in range may choose to make a Wisdom Saving Throw to resist this effect. On success, they use the initiative they already rolled; on failure less than 6 from failing, they may be shifted up to the amount they failed by (ex. DC 14, they roll a 12, you can move them up to 2 initiative counts in either direction). On a failure by 6 or more, they are affected by your imposed value.
* - Initiative is rolled
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