You spend your action to skip or jump into the future. You land wherever you would have landed from skip/jumping except you phase out of your timeline and land 1 round (6 seconds) later. No time passes for you and you can’t take any actions nor do any of your concentration spells exist while you are jumping. Your concentration and other similar effects automatically resume (if able) without needing to make and checks or saves). For example, a Hexed creature will not be hexed during the part of the time line you are skipping. If still alive when you land/re-join the timeline that creature will continue to be hexed without being allowed to make a save. If that creature dies during the part of the timeline you’re skipping, when you rejoin the timeline nothing will be hexed and you cannot pick a new target to hex.
You may only jump/skip as far as you could jump normally. If you take your movement action first you may jump as a running jump. You cannot cast this spell while flying or falling.
When cast as a 4th level spell, you skip 1 round, as a 5th level spell you may skip up to 2 rounds, as a 6th level spell you may skip up to a minute, as a 7th level spell you may skip up to 10 minutes, as a 8th level spell you may skip up to an hour, and as a 9th level spell you may skip up to 1 day. When cast as a ritual (generally skipping in a circle), increase the maximum amount of time you can skip at that spell level by 10 times. Effects that increase a spell’s duration increase the maximum amount of time you can skip at that spell level. You must choose how many rounds during casting the spell and cannot change the interval, although choosing has no visible effect on the cast and the choice cannot be detected by any means short of telepathy.
Level
4th
Casting Time
1 Action
Ritual
Range/Area
Self
Components
S
Duration
Instantaneous
School
Divination
Attack/Save
None
Damage/Effect
Comments