You alter time around up to 5 creatures of your choice in a 35ft radius of a point you choose. Each target must succeed a Wisdom saving throw, or be affected by this spell.
An affected target’s speed is halved, all melee and ranged attacks it makes have disadvantage and every attack made on it has an advantage. The target seems as if it is stuck in slow motion. If a creature tries to use a spell, it must roll 1d20. On a 10 or lower, the spell takes effect two rounds after casting, and on an 11 or higher the spell takes effect the next round.
Each turn the creature has whilst still affected by the spell, the creature may make another saving throw. On a success, it breaks free, on a failure it stays affected. The only way for the spell to end is to break free with a successful wisdom saving throw or be let out by the caster.
* - (A droplet of blood, of which the spell consumes.)Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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3/6/2020 5:28:40 AM
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5e
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Coming Soon
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