You briefly stop the flow of time for everyone but yourself but you are not fully in control either...
Due to the spells instability The caster must make a d20 throw to see if the spell is successfully cast. (1-5 Temporal rapture : The spell catastrophically fails and you roll twice on the Temporal Anomaly Table) (6-9 Temporal fissile : the spell fails and the action + spell components are wasted) (10-19 chaotic success the spell succeeded but you roll once on the Temporal anomaly table).
If the spell is successful you take 1d2 turns in succession while no time passes for other creatures. During these turns: Your movement speed is halved. Other creatures cannot move, take actions or reactions, or perceive events occurring during the stopped time. Effects created by other creatures do not progress until normal time resumes. You cannot directly affect another creature or an object being worn or carried by another creature. If an action or effect you create would affect another creature, the spell immediately ends before that effect resolves. The spell also immediately ends if you move more than 1,000 feet from the point where you cast it. When the spell ends time resumes.
* - (115 gp worth of Rune Stones)Previous Versions
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8/17/2026 8:36:53 AM
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Coming Soon
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