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)
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 spell interact with extra attack? Are these additional "attack actions" or are they just singular attacks?
Excellent question, Destrezea, I think I left this too ambiguous. The way this was supposed to work (based on a 2nd Edition spell) was that you gain extra singular attacks, rather than entire additional attack sequences. The extra attacks granted by this spell should behave the same way the Fighter's Extra Attack ability functions.
When this spell is active, taking the Attack Action will result in your normal number of attacks, plus the additional melee attacks granted by the spell. Your move can be taken in between each of these attacks if you desire, and you may choose different valid targets for any or all attacks.
Ah, alright, thank you! Just had to be sure to be safe on the balance of this spell. I'll definitely be taking it for the character I'm currently creating, and thank you for the quick reply.
No problem! Thank you for bringing the ambiguity to my attention. I hope the spell helps make some memorable combats for your party :)
One more point of ambiguity that might exist: this spell adds 1 to 4 extra MELEE attacks to your Attack Action. That is every Attack Action you take while the spell is in effect, and that is any Attack Action, whether that is a melee attack or not.
You could take a ranged Attack Action, for example, and then mix in the extra melee attacks, like Legolas stabbing orcs with arrows before firing those same arrows; or like a Grammaton Cleric executing a gun kata, mixing martial art strikes with sidearm discharges. Or you could use a melee Attack Action and perform incredibly fluid attacks against multiple targets simultaneously, like River Tam fighting a horde of Reavers.
The spell doesn't specify that the Attack Action must be with a melee weapon; only that the granted extra attacks themselves are melee in nature.