School: Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
Casting Time - 3 rounds + 1 round / extra target
By means of a Timeslip, the barrier between reality and the demiplane of time is thinned, and the caster instantly slips between the two. Any creatures intending to attack someone who manages to Timeslip away beforehand lose their attacks for that round.
Slipping into the demiplane of time places the caster and his companions immediately downstream of their lifelines (add one round to the casting time for each companion). Lifelines trail off into the silver mist that surrounds them. If there is heavy turbulence in the area, the travelers are displaced slightly so that they are relatively safe.
When casting Timeslip from within the demiplane of time in order to slip back into reality, the caster must focus on a lifeline to make the connection with reality. The caster ends up somewhere within 1d10 miles of the creature whom the lifeline corresponds to. This feature also helps a caster who wishes to intersect their fate with that of the owner of a specific lifeline.
All that the caster (and any additional target) is wearing or carrying slips with them, up to a maximum of 25 pounds per level. Unwilling targets make a Wisdom save to negate the entire spell and cancel the slip.
The material components for this spell are a diaphanous square of fine silk and a small piece of basalt.
Based on the 2e AD&D spell of the same name, from the Chronomancer suppliment (TSR 9506).
* - (A diaphanous square of fine silk and piece of basalt)
A full list of 50+ Chronomancy spells, plus related monsters, items, backgrounds, etc, can be found in the comments of my Chronomancer (Wizard) subclass here.
https://www.dndbeyond.com/subclasses/6582-chronomancer
Chronomancer, Version 2 - [https://www.dndbeyond.com/subclasses/522102-chronomancer]
How does this work can you go back in time to your past? If im understanding it correctly it looks very powerful for a level 2 spell
Hi Dilope97,
Yes, you can travel into the past, the future, or even to any of the other planes using this spell. However...
What it really does is allow you to enter the Demiplane of Time, where you must battle and adventure your way through the alien environment, find the right location in that plane to allow you to re-enter prime reality at your new desired time and location (give or take a few years, and give or take a few miles), and cast it a second time there.
The Demiplane of Time is an extremely dangerous place, filled with hazards and monsters, as well as being difficult to simply move around in. This may be a level 2 spell, but it's not an instant jump through time, and it's not a guaranteed success that you'll get where/when you want to end up.
This spell is directly ported from the 2nd Edition spell from the Chronomancer supplement, and was an official TSR AD&D spell (also level 2). You can find more information on the Demiplane of Time (aka Temporal Prime) in that supplement or online. While several of my Chronomancer spells are ports from 2nd Edition to 5th Edition, many of my other spells/items/entries are actually original works. You can check out links to the rest of my time-related homebrew in the comments section of my Chronomancer subclass page:
[https://www.dndbeyond.com/subclasses/522102-chronomancer]