School: Chronomancy (Transmutation)
(Intended for use with the Chronomancer subclass)
Temporal Stasis:
Upon casting this spell, the caster places the target into a state of suspended animation. This cessation of time means that the creature does not grow older. Its body functions virtually cease. This state persists until the magic is removed by a Dispel Magic spell or reverse of this spell, Temporal Reinstatement, is uttered.
The material component of a Temporal Stasis spell is a powder composed of diamond, emerald, ruby, and sapphire dust, with each crushed stone worth at least 100 gp.
Temporal Reinstatement:
The reverse, Temporal Reinstatement, requires only a single word, and no somatic or material components.
Based on the 2e AD&D Wizard spell Temporal Stasis.
* - (Crushed dust worth 100 gp each from diamond, ruby, saphire, emerald)
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]
Hey not to be a downer but if these spells dont have a save should the target be willing? I mean from a certain perspective if it's based on transmutation shouldn't the save be Wisdom if unwilling? Idk just a thought.
Yes, this should have a save. I converted some of these spells from 2nd Edition, and for some of those I forgot to mark as requiring a saving throw.
In nearly all cases Chronomancy spells will require a WIS save, if a save applies (as Wisdom is the stat tied to temporal constitution, and to other functionality of the Demiplane of Time)