Level
9th
Casting Time
10 Minutes Ritual
Range/Area
500 ft. (500 ft. *)
Components
V, S, M *
Duration
Concentration 1 Hour
School
Evocation
Attack/Save
None
Damage/Effect
Buff (...)

You call deep within your magical power to rip, mold, warp, and change the primal laws of the universe to bend to your will. When cast you can choose one of four laws to change. temperature, space, speed, and time. The range of the spell is centered on the caster and moves with the caster.

 

Universal heat control - You tear at the universe and seize control of the vibration of the space within range, you can change the temperature between -100 degrees and 300 degrees Fahrenheit and can change the temperature in an instant at will.

cold snap -  If the temperature reaches below -50 degrees all creatures besides the caster, those the caster chooses to exclude from the temperature shift, and those with cold immunity must make a con saving throw against your spell dc or take 2d6 cold damage per turn on a failed save and half as much on a success. Regardless of the result of the roll the target will have disadvantage on Dex checks and saving throws for the next 5 minutes. If the temperature is at -100 degrees and a creature within range doesn't have cold immunity and they have been affected for 10 or more minutes they will also take 2d6 necrotic damage per turn and half as much on a successful save. Cannot last for a time greater than the spell however the negative effects can last beyond the duration of the spell.

heat flash - If the temperature exceeds 250 degrees all creatures besides the caster, those the caster excludes from the temperature shift, and those immune to fire damage must make a con saving throw taking 2d6 fire damage per turn on a failed save and half as much on a success. Regardless of the result of the roll the affected creature will have disadvantage of Str checks and saving throws for the next 5 minutes. If the temperature is at 300 degrees and a creature within range doesn't have fire immunity and they have been affected for 30 or more minutes they must make a will save per turn of being affected and on a fail save gain one level of exhaustion, on a successful save the target will not have to make another will save for the next 10 minutes. Cannot last for a time greater than the spell however the negative effects can last beyond the duration of the spell.

temperature shock - As an action the caster can change the temperature within range by up to 300 degrees or can take a bonus action to change the temperature by up to 100 degrees, but cannot do both in the same turn. When the temperature goes from -50 degrees or lower and increases by 100 degrees the affected creature must make a Con save getting disadvantage to Con saves and checks for the next 5 minutes on a failed save, on a successful save there is no effect. If the temperature is increased from -50 or lower by 300 degrees the affected creature must make a Con saving throw taking 4d6 fire damage on a failed save and half as much on a successful one. Regardless of the result of the roll the affected target gets disadvantage on Con saving throws for the next 5 minutes. Cannot last for a time greater than the spell however the negative effects can last beyond the duration of the spell.

 

dimensional warping - Through exertion of your power and magical prowess the space around you becomes an imperceptible warped field where you can control the dimensions to your liking.

spatial dash - By shortening the distance between the caster and a desired location the caster can increase movement speed in both directions by 4 times. Inversely the caster can increase the space between the two points and decrease movement speed by 4 times in both directions. The point can be chosen and changed at will in any direction from any two points in range. The caster can control up to 5 at a time. Cannot last for a time greater than the spell.

trajectory manipulation -  By warping space in odd directions the caster can force an attack from any creature in range on any other creature in range to be made with disadvantage. Or the caster can make an attack by up to 2 people within range on another creature within range, including the caster to be made with advantage. Any creature that wants to not be affected by the spell must make an wis (investigation) check against your spell DC +5 not being affected by the spell on a success. The caster as an action can change the warping of space to make a creature who is unaffected by the spell remake the check. Cannot last for a time greater than the spell.

the unseen labyrinth  -  The caster can manipulate the space folding on itself repeatedly creating an invisible labyrinth. Any creature that is within range is affected excluding the caster and those that the caster chooses to be unaffected. Any affected creature has their speed reduced by 10 feet and cannot take the dash action. If any affected target is within 50 feet of another affected target it is treated as though they are in their own isolated space. If an affected target moves 20 feet from their original position they must make a Dex save being teleported back to their original position on a failed save and moving five feet back towards their original position on a successful one. An affected target that attempts to leave must make succeed 3 Wis (investigation) checks in a row against your spell DC, if any of those checks fail they take 1d10 psychic damage and must start again from zero successful checks. Any ranged attack on another creature that would pass through the space immediately fails unless the caster takes an action to allow the attack to pass through. Any creature that attempts to enter the space must make a Dex saving throw being randomly teleported to an un-isolated space within 50 feet on a failed save and moving back five feet from all nearby isolated spaces on a successful one. Any creature that attempts to enter must make succeed 3 Wis (investigation) checks in a row against your spell DC, if any of those checks fail they take 1d10 psychic damage and must start again from zero successful checks. Cannot last for a time greater than the spell.

 

acceleration control - The caster concentrates their magic power to not only enhance their perception of the world allowing them to see time at a different speed, but instead change the speed of the things around themselves and others. 

projectile preparation - The caster manipulates the speed of projectiles within range at will slowing them down by 2 times, reducing their range by 2 times, and giving advantage to any checks made to attempt to block the projectile, as well as reduce the damage of the projectile on the initial impact by 2 times. The caster can also choose targets at will to be unaffected by the spell. As an action the caster can choose up to 4 projectiles to increase the speed of by 2 times, increasing range by 2 times, and giving disadvantage to checks made to block the projectile, as well as increase the damage of the projectile on the initial impact by 2 times. Cannot last for a time greater than the spell.

reaction point - By decreasing the speed of all targets within range except for those the caster chooses to be unaffected by the spell, those affected by the spell get -5 to initiative and those unaffected by the spell can make a bonus attack or reaction against affected targets. All affected targets become immune to fall damage and the caster can willingly affect themselves. Any melee attack made by an affected target has the impact damage reduced by 2 times and any attacks from an affected target against an unaffected target are made with disadvantage. Any attacks made from an unaffected target against an affected target are made with advantage. Cannot last for a time greater than the spell.

uncontrollable speed - The caster increases the speed of up to 6 targets in sight by 5 times, if the target is within an enclosed area or the ground is in any way uneven, then the target will treat the ground as difficult terrain and dealing 1d6 force bludgeoning damage upon falling prone due to difficult terrain. If the terrain is slicked with oil or grease then it is guaranteed that the affected target will be knocked prone. The affected target also gets disadvantage on Dex checks while moving but gets advantage on investigation checks regardless of movement. Any affected targets will gain +10 initiative and can make a bonus attack or reaction against any non affected targets. Affected targets gain advantage to any melee attacks made against an unaffected target, and on a hit the initial impact damage of the weapon is increased by 2 times. However, if the attack misses then the affected target must make a Con saving throw taking 3d6 force damage from their weapon on a failed save and half as much on a success. If the weapon is non-magical then the weapon becomes damaged. any thrown weapon moves 2 times faster, has 2 times the range, deals double the initial impact damage, and unaffected targets get disadvantage on checks made to block the weapon. The affected target takes 3 times more falling damage and can start to take falling damage from 1 half the normal height. Any jump down attacks will deal 3 times as much damage but the recoil will deal 2 times more damage and 4 times as much on a failed attack, if the attack fails and the affected target's weapon is non-magical then the weapon will be damaged. Cannot last for a time greater than the spell.

 

 temporal shift - The caster fragments their power and sends it in different directions incidentally accessing dimensions outside of their temporal field.

targeted isolation -  By selecting a few creatures the caster can send them forward in time by up to 5 minutes in which they leave the material plane. The caster can only choose up to three targets within range and within sight. The affected targets are sent to the same place five minutes in the future meaning they are unable to be affected or targeted as they no longer exist in time and cannot exist until they return. The affected target has no concept of time and will believe that they were just affected when they return to the material plane. Any object that would normally have an attachment or semblance to the missing being will simultaneously disappear, and every being on every plane will for a moment forget the existence of the affected target. Cannot last for a time greater than the spell.

freeze field - The caster chooses a spherical area of any size within range where time will stop for everything for 10 minutes except the caster and anything the caster chooses. Anything that is affected by the spell will become fixed in place, indestructible, impervious, and unaware of their current condition. The caster can only control one area at a time but can as an action take down and replace the area in a different place at any size within range. Any creature or object that the caster does not exclude from the effect of the spell that attempts to enter the area will be stopped as if there were a impervious shield around it, the objects will not bounce off but rather fall down as if all it's momentum is lost. All creatures that are affected by the spell will have had no concept of time while trapped and will think that no time has passed and that there was no effect at all as there is no immediate issues. Cannot last for a time greater than the duration of the spell.

time fracture - The caster chooses a single target to be affected by the spell and locks them within a sphere centered on the target which remains for 1 minute. The caster can freely control time to a near unlimited degree however the body of the target within will be unaffected by any aging that may be caused by long amounts of time. The affected target will have a hyper awareness of time given to the target via the spell. The sphere is impervious, indestructible, and impossible to dispel with anything short of a wish spell. Within the sphere the affected target cannot move and the time can be constricted or dilated to a near infinite amount forcing the affected target to make a will saving throw against your spell DC +5. On a fail the target takes 20d12 psychic damage ignoring damage immunities and resistances and half as much on a successful one. Legendary actions cannot be used to succeed the saving throw. If used on a magical item with a consciousness the item will become inert and will never respond until awakened by a wish spell. Any ability's that would require the conscience of the weapon will not work (Ex: flight) however other ability's will still work. If the affected target dies due to this their soul is destroyed and lost to time and cannot be restored, and the body can be given a new soul. The caster takes half as much phycological damage due to a mental link that the caster automatically shares with the affected target upon activation. and the ability can only be used 1/month. Can last for a time greater than the spell but can only be activated during the duration of the spell. 

* - (A ruby and a sapphire gem, worth a total of 750 gp a handful of amethyst gems worth 500 , a large hourglass filled with gold pellets instead of sand, and a handful of topaz gems worth 250 which the spell consumes)

Spell Tags: Teleportation Damage Control Buff Debuff Movement Utility Environment Combat Special Psionic

Available For: Cleric (Legacy) Druid (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

vertonimal

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