A powerful archmage once said that "Chronomancy was the strongest magic of all. Even over friendship." A powerful school of magic for those that can tap into it and survive to tell the tale. The burden of manipulating time for your benefit often can lead to too ambitious mages from disappearing from time all together. So those that can theorize say, we may never know, after all, how could you?
Recall
Tier 1, SelfRecord where you were when you cast this spell. Until the end of your next turn, you can use your reaction to teleport back to that location or nearest unoccupied space. You can also trigger this spell when you are Defending from an attack, the attack is made at disadvantage first before you are teleported.
Déjà Vu
Tier 2, Single TargetForce a target to reroll an roll and take the new roll, then you may select a ally to gain Advantage 1 on the next roll.
Spacial Warp
Tier 2, Single TargetMove a creature to a space within its reach 4. If its a hostile creature, it must make a WIL Save. On success: It moves 2 spaces instead, on Failure: 4 spaces and takes 4d10 psychic damage.
Haste
Tier 3, Single TargetSelect an ally. Ally get the following:
- 1 Additional Action
- Advantage 1 on DEX Saves
- When ally defends, they can move 3 spaces
- Gain +3 Spd.
When concentration stops, target takes KEY psychic damage and are Dazed for 1 round.
Statis
Tier 4, AoE3x3. Creatures within the area are Slowed and Disadvantage on DEX Saves, and make only 1 attack.
Mandella Effect
Tier 5, Single TargetWhen a creature makes a Save or a miss, you can force it to critically fail it and take double damage .
Time Stop
Tier 8, SelfYou stop time for all but yourself. Regain 1d4+1 actions. Every roll you make is considered a crit. If you move outside 20 spaces of the casting place, the spell ends. You can also use this spell as a reaction to an attack.
Reality Break
Tier 9, Single TargetYou shatter the barriers between realities and timelines, thrusting a creature into turmoil, they must make a WIL Save to survive this spell. As long as you are concentrating on this spell, the creature disappears from reality. If you go beyond the limit, you make a STR Save to your own Spell Save DC. On Failure: Take 6d20 psychic damage and the target returns where it was banished. On Success: Take half and reset the concentration timer.
Reverse/Fast-Forward
Single TargetYou manipulate the flow of time in a small area, rapidly altering the age of objects in the area as you choose. Select any number of non-magical objects of size Small or smaller. This spell does not affect any object’s physical location in space, and nothing outside of this area is affected. For example, a page torn from a book is not transported back to its binding if the page is outside the spell's area, then Choose 1:
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Fast-Forward: Wet areas dry, metal rusts, and candles burn down to stubs. You speed up time for the objects, causing them to experience 10 minutes for every minute spent casting the spell.
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Reverse: Rotting apples freshen, torn documents are mended, and shattered vases become whole. You reverse the aging process for the objects, causing them to appear as they did 10 minutes ago for every minute spent casting the spell.