Level
3rd
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
3 Minutes
School
Transmutation
Attack/Save
None
Damage/Effect

School: Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)

By use of this spell, the caster manipulates time so that the recipient gains more use out of a single combat round. The creature does not move faster, but rather accellerates their ability to perceive and react.  This extra awareness and control grants multiple bonuses. Such an effected creature has previously been described as performing the most graceful and fluid of deadly dances, as every single movement is perfectly utilized to its fullest combat potential.

The target gains 1 extra melee attack for every 5 caster levels (up to four total attacks). Also, a +1 bonus is applied to the target's Initiative and AC, and enemies get Disadvantage against being surprised by the target, due to the extra attention that they can pay to fine details. This spell is not cumulative with itself or any other spell granting extra attacks. Also, it does not allow for casting of extra spells per round, or the extra use of magical items.

The material component required is a drop of mercury.

Based on 2e AD&D spell Melee Manager, from the Chronomancer suppliment (TSR 9506).

* - (A drop of mercury)

Available For: Sorcerer (Legacy) Wizard (Legacy)

Lowraith

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