"Time is but a concept, measured by mortals, for the gain of order, lets change that"
As you cast chronoshift a white circle forms around you in a 20 feet range, it forms the shape of a clock, with arrows around the outer edge forming at each hour.
starting with the round in which it is cast, roll a D12, the number rolled is equal to where the hand of the clock (centred on you) lands. Each turn taken by the caster after this until the spell ends you make a new d12 roll to determine the next lines direction.
All creatures and structures within a 60 feet line 10 feet wide from outside the clock (circles) outer edge must make a dexterity save, DC is your spell casting modifier +5, on success the creatures move out of the way of the line in the most direct path, on a failure anything in the line takes 12d12 damage rolled from the list below.
1. Thunder
2. Force
3. Poison
4. Acid
5. Fire
6. Cold
7. Radiant
8. Necrotic
9. Lightning
10. Psychic
11. Piercing
12. Bludgeoning
All damage is considered magical.
The line created by Chronoshift stays for the duration of the spell, any creature wishing to pass through a existing line must make the same dexterity save to pass through unharmed or take a further 12d12 of that damage type.
Once the spell ends, the circle (clock) and lines of magical damage fade leaving behind burned marks where the spell was cast including the lines
"time has not faired you well my friend, goodbye"
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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4/4/2021 12:03:42 PM
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6
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1
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5
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Coming Soon
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