School: Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
This spell takes the creature it was cast upon and rolls back its body to an earlier point in time. If it was in better health in the past, this simulates a healing ability without using clerical powers. Time is of the essence when using this spell, though, as the farther into the past the body is to be pushed, the greater the chance of failure.
The caster is able to unerringly push the body back one minute in time for every caster level. For example, a 9th-level caster is guaranteed to restore a person to the state of health its body was in up to nine minutes ago. For every additional minute that the caster attempts to push the body backward in time, there is a cumulative 5% chance of failure. If the 9th-level caster tried to use this spell to heal a warrior wounded just under 20 minutes before the spell was cast, that would be 11 minutes further than he could guarantee success, so the spell would have a 55% chance of failing.
Multiple Timeheals cannot be cast to increase number of minutes that the caster can guarantee pushing the body backward in time. The 9th-level wizard cannot cast three consecutive Timeheals to roll the patient back 27 minutes in time. This is because the caster is actually bringing the patient's past body into the present with each casting. Each time, that example spell goes back only nine minutes, and it brings back the same nine-minute-old version of the body.
Timeheal cannot recall a spirit from death (unless DM rules it has not yet departed, within a single round, within the last few seconds, for example) and therefore is only useful on a still-living character. A dead body that has Timeheal cast on it may be entirely healed of damage, but it remains dead, as the body's spirit has fled. If the spirit can somehow be reunited with the body, though (say through Raise Dead, or a ghost possessing its own body), the patient will then be alive and as well as the Timeheal can make him.
Timeheal can also be used to hurt an opponent that has recently healed itself. In this case, the caster must successfully touch the target (with an attack roll), and the target gets a Wisdom save. Any healing (or damage) done to the target since the moment that the body is being rolled back to is negated, but all the damage the body had at that point is immediately reapplied. The resources used to heal the target are entirely wasted. The standard chances of failure based on time and level still apply.
Based on the 2e AD&D spell of the same name, from the Chronomancer suppliment (TSR 9506).
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]
This is insanely powerful for a 4th level spell. A 7th-level Wizard has access to this spell, meaning that, from the moment they have this spell, they can restore 7 minutes' worth of damage. This renders most fights completely useless, as a barbarian can be reduced to 1hp in the matter of a single minute, if that (assuming they tank every blow).
Doing so to a Barbarian would require that the Chronomancer (squishy Wizard) succeed in making a Touch attack (move themselves within splatting-range of the Barbarian), and that the Barbarian fails a Wisdom save. And additionally requires the specific circumstance that the Barbarian had actually been taken down to 1 HP successfully within the past 7 minutes, and also then been healed back up sometime after that, but still before the casting of this spell.
In that particular case, the ability for the Barbarian enemy to heal back up after the entire party focus-fired them down to 1 is what makes the fight feel useless. If this spell actually landed, it would, if anything, simply restore the progress and accomplishments made by the rest of the party in the previous rounds.
If used to heal one's own Barbarian ally, who tanked all the hits for a single round, this 4th level spell has then basically just protected your party against 1 round of damage.
The spell may have the potential to be used to very powerful effect in extremely specific circumstances, but on average you aren't going to see anywhere near that kind of power to inflict damage.