Time Spells

Forego

Cantrip Transmutation


  • Casting Time: 1 action
  • Range: 30'
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard, Artificer

You use the vitality of a recently damaged creature to accelerate its time flow to make it heal itself faster. If the target was damaged since your last turn, it can use its reaction to spend 1 hit die and heal itself as it has spent it at the end of a short rest. This effect can't make the creature regain more hitpoints than the damage it has taken since your last turn.

The amount of hit dice that the target can spend increases by 1 when you reach 5th, 11th, and 17th level.

Procrastinate

Cantrip Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Warlock, Wizard, Artificer

As part of casting this spell, cast a spell with the casting time of one action or one bonus action. Expend a spell slot and any material components used to cast the spell as usual. This spell has no effect on the turn you cast Procrastinate. If the spell has a target or targets, or an area of effect, choose them when you cast Procrastinate. The casted spell effects take place when Procrastinate ends.

Stretch the moment

1st-level Transmutation


  • Casting Time: 1 Bonus action
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Classes: Wizard, Artificer

You briefly free your mind from the time flow. You can make a Wisdom (Perception) check or an ability roll for recalling information as part of this action, you have advantage on that roll.

Rewind time

1st-level Transmutation


  • Casting Time: 1 Reaction taken when you miss a spell attack
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard, Artificer

You step back in time to prevent the failure. You can re-roll a level 1 spell or cantrip missed spell attack. If you miss again, you can cast this spell again as a free action to repeat the roll.

You spend spell slots each time you cast this spell as normal, no matter if is the first time you cast it in your turn or not. Rewind time is considered part of the spell that you are re-casting.

At higher levels When you cast this spell using a spell slot of 2nd level or higher, you may re-roll a missed spell attack of the same or lower level as the slot spended.

Deja Vu

2nd-level Transmutation


  • Casting Time: 1 Reaction taken when a creature is damaged
  • Range: 30'
  • Components: V, S, M (A pocket hourglass that you use to point at the target)
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard, Artificer

You twist the time around an enemy to make it experience a painful event twice. The target must succeed a Wisdom saving throw or take the same amount and kind of damage it just taken, up to 20 of damage.

At higher levels When you cast this spell using a spell slot of 3rd level or higher, its maximum damage increases in 10 for each level above 2nd.

Freeze

2nd-level Transmutation


  • Casting Time: 1 Action
  • Range: 30'
  • Components: V,S
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Warlock, Wizard, Artificer

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be locked in time for the duration. While locked, the creature is petrified and can't fall or be moved by any mean. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. Any damage or effect that would apply to the target while stopped, instead is delayed to be applied right after this spell ends. When Freeze ends, the creature can make a Constitution saving throw. On a succees, none of the effects delayed applys to it. On a fail, the creature takes all the delayed effects (and makes any saving throw, ability check, or anything that would be required by those effects).

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 15 feet of each other when you target them.

Time Transference

3rd-level Transmutation


  • Casting Time: 1 Reaction taken right before you start your turn
  • Range: 30'
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard, Artificer

You point at a creature you can see within range and give it some of your own time. The target of this spell can act on your turn as if it was its own. You are petrified until the end of your turn.

This spell doesn't change the initiative order and the creature who you has given your time can act normally on its own turn.

Delay

4th-level Transmutation


  • Casting Time: 1 Reaction taken when you are the target of a spell or attack
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 10 minutes
  • Classes: Sorcerer, Warlock, Wizard, Artificer

You escape from a immediate situation,postponing it to deal with it later. When you are target of any spell, attack or similar effect, you can freeze it in time if you can see the origin of the effect. The frozen effect takes place immediately after this spell ends. If you cast a spell of 4th level or higher while concentrating on this spell, you lose your concentration.

You only freeze the effect that affects you, but not any effect that occurs on other creatures. For example, you can delay the damage from a fireball, but your allies still take the fire damage from it when it explodes.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can make its range increases to 30' and you can target another creature reacting to an effect that targets it, but you need to use your action every turn to mantain your concentration on this spell. Casting a spell of 4th level or higher while concentrating on this spell still makes you lose your concentration.

Quick nap

4th-level Transmutation


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (a candle that is lighted while you cast this spell, and distinguish when you finish)
  • Duration: 4 hs
  • Classes: Bard, Druid, Wizard, Artificer

When you cast this spell, you and up to your spellcasting ability modifier of willing creatures you can see within 30', experiment a time slowdown. The time passes at half of speed for your minds, letting you take a rest, spending only half of the time resting. This spell can be used to take a short or long rest.

Instant Break

5th-level Transmutation


  • Casting Time: 1 action
  • Range: 60'
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard, Artificer

A wave of future energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target may use its reaction to expend up to 5 hit dice to heal itself as it has finished a short rest (use the normal rules of rests for rolling hit dice and restore hit points). Then, all creatures regain 1 spend hit die.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the amount of hit dice that can be spent and are regained increase by 1 for each slot level above 5th.


Checkpoint

5th-level Transmutation


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (A glass orb worth at least 150gp, which is used to look at the target while this spell is being casted)
  • Duration: 8 hs
  • Classes: Sorcerer, Warlock, Wizard, Artificer

When you cast this spell, you freeze the target's moment and store it in the glass orb. If the target dies before this spell ends, its body and gear disintegrate, and then the orb breaks (A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust). When the orb breaks in this way, the target reapears from it, or in the nearest unocupied space, in the same conditions that it was when the spell was casted (including hit points, gear, memory, etc). The target does not have any item, condition, memory or anything from the time between the moment in which this spell was casted and the present. When the spell duration ends, the orb disintegrates.

Borrow the future

6th-level Transmutation


  • Casting Time: 1 Bonus action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard, Artificer

You have the power to borrow your future self some of your magical energy. You can choose expended spell slots to recover which can have a combined level that is equal to or less than 6 (rounded up). You can't cast this spell nor regain those spell slots by any mean (including rests, class features, etc) for the next 48 hs. None of the recovered slots can be 6th level or higher.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the combined level of spell slots that you can recover increases by 1 for each level above 7th.

Time leap

7th-level Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a pocket hourglass that you break against the floor when you cast this spell)
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard, Artificer

When you cast this spell, you can choose up to six willing creatures within 30'. All of you dissapear, and reappear in the same place after any amount of time up to a number of days equal to your half of your level (you decide the amount of time when you cast this spell). If the place is occupied when you reappear, you reappear in the nearest unoccupied space.