Level
9th
Casting Time
24 Hours
Range/Area
Self
Components
V, S, M *
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect
Dunamancy (...)

You draw a 60-foot-radius circle on the ground inscribed with intricate, clockwork-like sigils. The sigils you draw determine the direction in time that you are traveling, past or future, as well as how far you intend to travel in either direction. When you finish casting the spell, the circle erupts in a 60-foot-high cylinder of light. You and each creature fully within the cylinder, as well as any object fully within the cylinder that isn’t attached to the ground, are instantly transported forward or backward in time by the amount specified by the sigils.

Past. If you choose to travel into the past, the anchor must be an object weighing at least 1 pound or a magical item that existed during the target time. The object is placed at the center of the circle, and everything transported by the spell appears in the same location relative to the past version of the object, or the nearest unoccupied space to that location. The exception is the object itself, which is not transported by the spell. After traveling this way, you suffer a level of exhaustion. The wish spell can remove a single level of exhaustion gained this way. Otherwise, the level is permanent.

When you travel to the past and do anything that alters history, it creates a new timeline, leaving your original timeline unaffected. A creature can return to its original timeline using the dream of the blue veil spell, in which case it appears at the same time that it left.

Future. If you choose to travel into the future, the anchor must be a willing creature that will still be alive during the target time. The creature stays in the center of the circle, and everything transported by the spell appears in the same location relative to the creature’s future self, or the nearest unoccupied space to that location. The exception is the creature itself, which is not transported by the spell.

If the creature dies before the target time, everything transported by the spell travels to the time of the creature’s death instead of the target time, and each creature transported by the spell takes 3d10 force damage.

* - (gem-infused chalks worth at least 1,000 gp, and an hourglass filled with diamond dust worth at least 25,000 gp, all of which the spell consumes, plus an anchor, the nature of which depends on the direction traveled)

Previous Versions

Name Date Modified Views Adds Version Actions
4/14/2021 9:44:02 PM
0
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Coming Soon

Spell Tags: Teleportation Dunamancy

Available For: Wizard (Legacy) - Chronurgy Magic

Ender_Dragneel2

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