January 8, 2016

Chronomancy Spells

Spells

Ninja_Prawn is super talented. If you want to see more like this, click here, and check out his other stuff.


Chronomancy Spell List The following spell list contains of the spells that belong to the sub-school of Chronomancy. An asterisk indicates new spells (see below for spell descriptions). None of these new spells are added to any class’ spell list, except where noted in the class descriptions in this supplement. If a spell can be cast as a ritual, the ritual tag appears within parentheses.

Cantrips (0 Level)
Manipulate Clockwork*
Moment to Think*

1st Level
Déjà Vu*
Enhance Reflexes*
Expeditious Retreat
Longstrider
Safiya’s Industrious Worker*
Slow Thinking*

2nd Level
Action*
Burst of Speed*
Delay*
Time's Arrow*

3rd Level
Haste
Restore Youth* (Ritual)
Slow

4th Level
Curse of Aging*
Curse of Youth*
Impressions of the Past*

5th Level
Erase*
Evasiveness*
Temporal Reversion*

6th Level
Dislocation in Time*
Improved Haste*
Improved Slow*

7th Level
Lesser Time Stop*
Mass Haste*
Sequester

8th Level
Time Freeze*

9th Level
Mass Improved Haste*
Temporal Bubble*
Time Stop
Zone of Altered Time*

Spell Descriptions
All spells are presented in alphabetical order.

Action
2nd-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a shaving of liquorice root)
Duration: 1 round
Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Burst of Speed
2nd-level transmutation
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (a shaving of liquorice root)
Duration: 1 round
Choose a willing creature that you can see within range. Until the start of your next turn, the target's speed increases by 20 feet and it gains a +2 bonus to AC.

Curse of Aging
4th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch must succeed on a Wisdom saving throw or become cursed indefinitely. While under the influence of this curse, the target ages at twice their normal rate, becoming two days older for every day that passes. In addition, they have disadvantage on all Strength checks and saving throws.
     A remove curse spell ends this effect.

Curse of Youth
4th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a child’s toy)
Duration: Concentration, up to 1 hour
This spell reverses time for a creature that you can see within range until it becomes a helpless baby. An unwilling creature must make a Wisdom saving throw to avoid the effect. Shapechangers and creatures that do not experience infancy automatically succeed on this saving throw.
     If the target drops to 0 hit points, it reverts back to its ‘normal’ age, and excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
     The target retains all of its game statistics except its base movement speed and hit points, which are changed to 10 feet and half of the target's maximum, respectively. It cannot take any actions, bonus actions or reactions, cannot cast spells and cannot communicate, except by crying (a person using the spell comprehend languages or similar abilities can interpret such crying to gain a rough understanding of the baby’s emotional state). While under the effects of this spell, the target is prone and cannot stand up without the help of an adult.
     The target’s gear is unaffected by this spell; it will likely fall off the target due to being vastly oversized.
     At Higher Levels: If you cast this spell using a spell slot of 6th level or higher and maintain your concentration on this spell for the entire possible duration, the target makes another Wisdom saving throw. On a failure, the target remains as a baby until the effect is ended by a remove curse spell. Additionally, if the target drops to 0 hit points, it does not revert to ‘normal’ age, and begins making death saves as normal. On a success, the effects end.

Déjà Vu
1st-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small silver mirror)
Duration: Instantaneous
You briefly rewind the thoughts a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw. A creature that took no actions on its previous turn automatically succeeds this saving throw. On a failed save, the target on its next turn must repeat the actions it performed in its previous turn. It can use its reaction as normal; it is not forced to repeat a reaction it made previously. If the situation has changed in such a way that the subject can’t take the same actions again, the subject stands still and takes no actions or bonus actions for 1 round.

Delay
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small crystal)
Duration: Instantaneous
You briefly slow time for a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be moved to last place in the initiative order from the beginning of the next round onwards.

Dislocation in Time
6th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (any device capable of telling the time)
Duration: Up to 10 minutes
You step out of the normal flow of time, and remain there for the duration or until you use your action to dismiss the spell.
     While dislocated in time, you can see and be seen by creatures and objects that remain in normal time, but everything there looks grey to you. You appear blurred and indistinct to them.
     You ignore all objects and effects other than those that you are wearing or that originate from within your person, allowing you to move through objects you perceive on the plane you originated from. Likewise, nothing you do can have any effect on normal time.

Enhance Reflexes
1st-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of mercury)
Duration: Concentration, up to 10 minutes
Choose a willing creature that you can see within range. Until the spell ends, the target has advantage on all Dexterity checks.
     At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Erase
5th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a quartz crystal worth at least 100 gp)
Duration: Instantaneous
You point your finger and fire a pale blue ray at a Small or smaller nonmangical object that you can see within range. Make a ranged spell attack against the target. On a hit, the target is erased from time.
     No trace remains of the erased object and the memory any creature (except the caster) that knew of its existence is altered to reflect the fact that the object never existed. If anything else in the world would not make sense in the absence of the object, history is re-written to explain it. The DM determines the new version of events. Generally, this spell makes the smallest possible change that would provide a plausible explanation.
     At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target a medium object or creature, including magical objects. On a hit, the creature takes 10d10 force damage. If it is reduced to 0 hit points by this damage, it is erased from time as described above, along with anything it is wearing or carrying.

Evasiveness
5th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, M (a scrap of silk)
Duration: Concentration, up to 1 hour
You touch a willing creature. Until the spell ends, the target gains a superhuman ability to dodge attacks. The target’s AC becomes 22, if it were lower, regardless of what kind of armor it is wearing.
     This spell puts enormous strain on the target’s body. After the spell ends, the target gains one level of exhaustion.

Impressions of the Past
4th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (an hourglass and a glass eye worth at least 100gp)
Duration: Concentration, up to 1 minute
You cast your senses back in time to perceive your current location as it was at some point in the past, including any events that were happening at that time. You must specify the exact time you wish to see, which cannot be more than 100 years ago. When viewing the past, it appears dreamlike and shadowy, but you are able to discern detail and hear conversation as normal, and any special senses you possess (such as darkvision) also work as normal.
     While perceiving the past, you can look in any direction, but you cannot move or speak and are
unable to sense your present surroundings.
     At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you may share this spell with one other creature that you touch. An unwilling target may make a Wisdom saving throw to avoid being affected. In addition, when you cast this spell using a spell slot of 8th level or higher, you can choose to perceive a time up to 1,000 years ago.

Improved Haste
6th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a liquorice root)
Duration: Concentration, up to 1 minute
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is tripled, it gains a +3 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Improved Slow
6th-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bottle of molasses)
Duration: 1 minute
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
     An affected target’s speed is reduced to a quarter of its base speed, it takes a -3 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.
     If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On a 16 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. If the creature uses nonmagical wings to fly, it is unable to fly while under the influence of this spell. If it is airborne when the spell is cast, it lands safely at the start of its next turn.
     A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a
successful save, the effect ends for it.

Lesser Time Stop
7th-level transmutation
Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous
You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 2 turns in a row, during which you can use actions and move as normal.
     This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 300 feet from the location where you cast it.

Manipulate Clockwork
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 round
You effect a minor change in a small or smaller clockwork item within range that you can see. Examples of things you could do include:
• Make the machine run faster or slower, up to double or half of its normal speed.
• Change the time displayed on a mechanical clock.
• Flip a switch or change a setting.
• Start or stop the device.
 You cannot damage or destroy a machine using this spell.

Mass Haste
7th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a shaving of liquorice root)
Duration: Concentration, up to 1 minute
Choose up to three willing creatures that you can see within range. Until the spell ends, the targets' speeds are doubled, they gain a +2 bonus to AC, have advantage on Dexterity saving throws, and it gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
     When the spell ends, the targets can’t move or take actions until after their next turn, as a wave of lethargy sweeps over them.
     At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th.

Mass Improved Haste
9th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a liquorice root)
Duration: Concentration, up to 1 minute
Choose up to three willing creatures that you can see within range. Until the spell ends, the targets' speeds are tripled, they gain a +3 bonus to AC, have advantage on Dexterity saving throws, and it gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Moment to Think
Transmutation cantrip
Casting Time: 1 action
Range: Self
Components: V
Duration: 1 round
You briefly stop the flow of time for everyone but yourself. When you cast this spell, your current turn ends and no time passes for other creatures, while you take 1 free turn, during which you can use actions and a bonus action as normal. However, you cannot move from the location where this spell was cast, nor can you affect any object other than those worn or carried by you (as everything else is frozen in time), make any kind of attack, or cast any spells. If you let go of an item you were carrying, it also becomes frozen in time. If you consume a potion during the free turn, it has no effect (though it is consumed). Listed below are a few examples of what you could do on your free turn:
• Make an Intelligence check to remember information about something.
• Make a Wisdom (Perception) check.
• Take the Hide action.
• Deploy a bag of caltrops.
• Draw or stow weapons and shields.

Restore Youth
3rd-level transmutation (ritual)
Casting Time: 8 hours
Range: Touch
Components: V, S, M (gold dust worth at least 500gp, which the spell consumes)
Duration: Instantaneous
You perform a long, complex ritual on another creature, reducing its apparent age by 3d10 years, to a minimum of 13 years. This effect does not extend the creature’s lifespan.

Safiya’s Industrious Worker
1st-level transmutation
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (a bar of iron)
Duration: 8 hours
You touch a willing creature. For the next 8 hours, they are able to perform mundane tasks with exceptional speed.
     Every hour spent crafting nonmagical items under the influence of this spell provides 4 hours’ worth of output. Therefore 20gp of items/progress can be made in an 8-hour work day.
     At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Slow Thinking
1st-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a drop of alcohol)
Duration: 1 minute
You slow down the thought processes of a creature of your choice that you can see within range. The target must succeed on a Constitution saving throw or have disadvantage on all Intelligence checks and saving throws for the duration.
     At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Temporal Bubble
9th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (a diamond hourglass filled with tiny gemstones or pearl dust, worth at least 45,000gp)
Duration: Concentration, up to 1 hour
You create a transparent, spherical demiplane centered on yourself with a radius of 10 feet. Time within this demiplane passes significantly faster than time outside, allowing you to experience 24 hours of time while those outside only experience 1 hour.
     No material can pass into or out of the demiplane, and no spell or effect created on one side of it can affect the other side.
     If any creatures other than yourself and you familiar (if you have one) would be caught within the area of this spell, the spell fails.

Temporal Reversion
5th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
The wounds of a creature you touch travel back in time to before they were inflicted. The creature regains hit points equal to 7d4 + your spellcasting ability modifier. This healing works as normal on undead and constructs.
     At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d4 for each slot level above 5th.

Time Freeze
8th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (an iron hourglass)
Duration: Instantaneous
Choose a creature that you can see within range. If the target has 150 hit points or fewer, it is paralyzed and frozen in time, unaware of its surroundings. Otherwise, the spell has no effect.
     The target must make a Wisdom saving throw at the end of each of its turns. On a successful save, this paralysis effect ends.

Time's Arrow
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of sand from an hourglass)
Duration: 10 minutes
This spell enchants a physical missile, such as an arrow, bolt or sling bullet so that it freezes in time and space. You may reposition the missile as part of the action to cast the spell, and the spell may be used on magical or otherwise enchanted missiles.
     The missile remains frozen in place until either a creature passes within 60 feet in front of it, something touches it, a strong wind blows upon it, the enchantment is dispelled or the duration ends. At that point, the missile moves suddenly, as if it was just fired or thrown. If a creature is in the line of fire, the missile makes an attack which adds your spell attack bonus to the attack roll, and does the basic damage of whatever missile type was used (missiles that vary by launcher use the highest possible damage dice).

Zone of Altered Time
9th-level Transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pair of hourglasses, worth at least 100gp each)
Duration: 1 hour
You create a transparent magical zone where time flows differently in a 50-foot cube centered on a point of your choice within range. No material, spell or effect can pass into or out of the zone unless it travels through another plane of existence to do so (such as by using misty step, etherealness or dimension door.) Choose one of the following effects for the zone.
     Dilated Time. Time passes slower inside the zone, so that any creatures inside it experience 10 minutes for every hour that passes outside.
     Hyperbolic Time. Time passes faster inside the zone, so that any creatures inside it experience 24 hours for every hour that passes outside.



Changelog: Curse of Youth: The creature reverts if killed. At 6th level or higher, if concentration on the spell is maintained for the duration, Wis save or become a baby permanently.
Time's Arrow: Typo: ('vary')

27 comments:

  1. Curse of Youth is outright better than Polymorph and is the same level. Erase would need to be played around by the DM so much that I'd never allow it. Slow and Haste are already some of the strongest buffs and debuffs.

    ReplyDelete
    Replies
    1. Upon reflection, Curse of Youth lacks the utility of polymorph, however it is strong enough to warrant it being higher level in my opinion.

      Delete
    2. Let me respond to these one at a time:
      Curse of Youth is really similar to polymorph, and does some things differently. For example, if a creature takes damage then returns to it's normal form, they regain all HP in Curse of Youth, but lose HP in Polymorph. For both spells, the cursed creature and a creature turned into, say, a frog, can take no meaningful actions. However, a baby will have actually quite a few hit points, where a frog will have very few and a much higher movement speed.

      There's a lot of trade-offs, but I can't see any one thing that pushes it highly above polymorph (a testament to how powerful polymorph is for the level, more than anything.)

      Erase is largely a DM-fiat spell, but one that fits thematically within the Chronomancy space. If you plan to use Chronomancy as a large feature of your campaign, this type of time-travel DM-fiat should already be familiar to you; otherwise, you're more than justified in removing that spell from your campaign.

      Slow and Haste are strong, yes, but the Improved versions occupy a 6th level space, giving a caster a version to cast with higher level slots. After all, Slow and Haste don't scale with level, and this gives you a little more bang for the buck.

      I'm firmly convinced that the Improved versions are not too powerful for their level, but I'm open to arguments to the contrary.

      Delete
  2. The issue I see with Curse of Youth over Polymorph is that with Polymorph, you CAN transform your opponent into a horribly weak form, but all it will do is give you one good round of hits on them, if even that. Once you kill the frog, excess damage carries over but they're not a frog. The best way to use it is as a bit of temporary removal.
    Curse of Youth kills the target. You cast it, it takes them out of play for a while, then, when the fight's over (it can move 5ft. per turn, it's not escaping), the melee guys beat on it until it's dead, the hit points don't matter when it can't fight back and all attacks have advantage.

    Slow and Haste are spells that scale up naturally without needing better spell slots. More multiattack gives slow more value and improved haste isn't much better than the standard version to warrant wasting a higher level spell slot on it.

    ReplyDelete
  3. One problem. The cantrip "moment to think" says anything that you let go of also becomes frozen in time. Wouldn't that make deploying caltrops impossible as they would stuck in mid air? Or do they fall to the floor only when the cantrip ends, and become deployed then?

    ReplyDelete
    Replies
    1. Precisely the latter. You would open your bag and the caltrops would freeze in midair, falling into their square at the end of the moment. They are still technically 'deployed' by this action, but the wording is understandably unusual, due to the nature of freezing time

      Delete
    2. @Aurtose
      Ah, I see the problem with my reasoning, I didn't think that a polymorphed creature transformed back when they took too much damage (I thought they died.) I'll have to change Curse of Youth to reflect something similar.

      Slow and Haste do not scale with better spell slots. You don't gain more than 1 additional attack with the Haste, regardless of level, and casting it at a higher level changes nothing in the spell. Slow only gets better when you fight more powerful monsters, not when you use higher spell slots. The point of the Improved versions of these spells is that you get something for the higher spell slots.

      Improved Haste is not much powerful, but the extra AC and the tripled movement speed is a definite increase. Additionally, there is no lethargy at the spell's end, which is a huge benefit.

      Delete
    3. I see a slight issue that the improved versions of the spells are different spells, so could be stacked with the normal versions (by different casters because of the concentration requirement). The wording means that they would have +5 AC, an additional 2 actions and either 3x speed or 6x speed.

      Delete
    4. That's a really good point. Let me ask Ninja_Prawn if he has a solution

      Delete
  4. One of my players wants yo know if these would be available for classes other than the chronomancer.

    ReplyDelete
  5. One of my players wants yo know if these would be available for classes other than the chronomancer.

    ReplyDelete
    Replies
    1. Yup. The next one is pretty far down the release schedule, but you'll see these spells used in other subclasses.

      Delete
  6. I once saw something about Darkness pack, when will this arrive?
    ALso love your work! Playing Kensai in one campaign atm and soon
    Chronomancy!

    ReplyDelete
    Replies
    1. Darkness update never got quite enough material to work as a full pack. I decided in one of my wiser moments to table it until better stuff comes around, rather than force it with half-cocked subclasses.

      Delete
  7. Can somebody explain to me the utility of the Moment to Think cantrip? It looks like to me that you are just sacrificing an action to cast it to gain a less useful action wherein you can only do a limited number of things. What is the advantage to using your turn casting this rather than just (for example) deploying the caltrops on your normal action?

    ReplyDelete
    Replies
    1. (This is Ninja_Prawn, the writer.) The main utility of this spell is that it gives you an additional bonus action and object interaction in the same turn - something that is otherwise impossible by any other means. There are times when that could be incredibly useful.

      Also, since it ends your turn and gives you another, any effects that trigger at the start or end of your turn (such as making a save against an ongoing condition or the Regeneration spell) get triggered again.

      Finally, I did write a number of chronomancy subclasses (that are not published here. Yet), including a Roguish Archetype that was based around Moment to Think in the same way Arcane Trickster is built around Mage Hand. So that would have made it look a lot tastier.

      Delete
    2. In theory, if you readied a moment to think, could you use the action and reaction given by the bonus turn to ready another moment to think, thus getting infinite turns?
      I realize that those infinite turns would only really give you a bonus action and object interaction, but is it technically possible?

      Delete
    3. Moment to Think does not allow you to cast any spells, so no, that wouldn't work.

      Delete
    4. I'm suggesting using the Ready action, not the Cast a Spell action.
      Or are you saying that readying a spell counts as casting for the purposes of moment to think? That would be the easiest fix, I think.

      Delete
    5. Oh, I see; there's two problems with that: First, the ready action uses your reaction, so you could only do that once, not chain it forever. Secondly, from the SRD: "When you ready a spell, you cast it as normal but hold its energy," so when you ready a spell, you need to cast it. Moment of Think doesn't allow you to cast spells, so you're not allowed to Ready a casting.

      Delete
  8. Two things:
    1) The new wording on Curse of Youth still seems somewhat overpowered since you can use it against a single humanoid opponent to turn them into a baby and then steal all of their gear before resuming the fight.
    2) In Deja Vu, what does "repeat the action it did last turn" mean? Does it mean just the same type of action (if they attacked before they have to attack again, if they dashed before they have to dash again)? Do their attacks need to target the same creature? The same square? The same square relative to them? If they cast a spell last turn do they need to try to recast the same spell? If they moved last turn where do they move this turn? Do they have to follow the same vector as before? What if difficult terrain interferes with this?

    ReplyDelete
    Replies
    1. Okay...
      1) That's a corner case, given that 99% of the time you won't be able to just drop everything in an ongoing combat and steal someone's gear, aside from the fact that only a minority of targets you're going to face even use gear in the first place. Besides, I don't think that's overpowered anyway.

      2) Some DM discretion is expected. My intent is that they should attack the same target if that target is still available, but could attack something else if not. Yes, I'd think it would have to be the same spell; if they're out of spell slots that would fall under the "situation has changed" clause. The spell does not affect movement; only actions are repeated (though I'd rule that dashing should be along the same vector due to that being hilarious).

      Delete
  9. Almost all of these are really thematic and have cool flavor, but many of them are also significantly underpowered. Moment to Think, for example, does literally nothing. It takes your action and then you get to choose from a limited list of things to all, all of which only take an action anyways. Even cantrips should have some usefulness. Improved haste is similarly thematic, but not worth a 6th level spell slot IMO. These are not the only examples.

    ReplyDelete
  10. It would make a lot more sense to have Time’s Arrow be cast as a reaction instead of taking an action lest it fall to the same stumblings as Countercharm

    ReplyDelete
  11. Personal Changes I would make to lesser time stop and moment to think: give moment to think a full turn with action and bonus action. Lesser time stop should also allow bonus actions. Also, moment to think could be used by a spellcasting npc (ie vampiric mage) as a legendary action or reaction to give an automattic success on anything dexterity related.

    ReplyDelete
  12. Zone of Altered Time seems like it makes Temporal Bubble 99% obsolete, and either of which seems to allow some long rest fuckery depending on the DM. Love the flavor on a lot of these spells though, really cool seeing how effective some of the Haste/Slow things can be when turned up or split out on lower effects.

    ReplyDelete