You may wind a creature's personal time like a ball of string. Choose one target to make a Wisdom saving throw (which it may choose to fail) against your spell DC. On a failed save, you may choose one of the following effects:
Wind Forwards - The creature takes two turns worth of actions, but they will be frozen in time for their next turn.
Wind Backwards - The creature becomes frozen in time for one round, but may take two turns worth of actions on their next turn.
These effects cannot be stacked; creatures currently subject to wound time cannot be subject to it twice.
Should a creature be killed while their time is wound backwards and they are unable to take their future turns, the creature collapses into a temporal burst and creatures within 10ft must make a DC 13 Wisdom save or take 1d6 force damage.
Previous Versions
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9/23/2020 12:28:58 PM
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4
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0
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Coming Soon
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