You create an anchor in time, allowing you to come back to that point. For 1d4+1 rounds you are locked to that anchor, once the duration expires you return back to the anchor. Your health returns to the same amount you had when you initially cast the spell, and any spell slots expended are regained.
When the spell ends you must make constitution saving throws for each spell cast, gaining a point of exhaustion on a failure. The DC of each saving throw is equal to 10 + number of spells cast during the spells duration + the level of the spell cast.
For example: During the spell Clayton casts three spells, a 2nd level, a 5th level, and a 7th level. When the spell ends he must make three saving throws with DCs 15, 18, and 20 respectively.
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