Pillars of Time (5e Spell)

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Pillars of Time
9th-level Conjuration (ritual)
Casting time: 1 minute
Range: 120 feet
Components: S, V, M, Holy Symbol or Diviners Stone, and 4 gems equaling to 1000gp each
Duration: Instantaneous


You chant the Astral words for Time, Fate, Epoch, Aeon, Young, and Old as you wave your hand in the direction which you are casting the spell at. A 20-foot radius circle appears, surrounded by 6 pillars, centred at a point within range, every creature within this 20-foot circle must make a Wisdom saving throw on a success the creature is considered restrained, on a failure the creature must roll a d6 and suffer an effect described by that number:

1: Time

The creatures' time seems to flow slowly while everything else continues at its normal rate. The affected creature's speed is halved and can only take one action in a turn (i.e. it can move or attack) for rounds equal to your Intelligence modifier. The creature also takes your Chrono Dice of damage.

2: Epoch

The creature is ripped through time to the start of the Universe, it experiences the mass release of energy that surges through its body, it takes 30d6 radiant damage.

3: Young

The creatures body is forced through a rapid de-aging process, it rolls a d4 the following effects happen depending on the number rolled

1-2 The creature is aged to Young (-1 to all mental skills, +1 to Dexterity)

3-4 The creature is aged to Child (-2 to all mental skills, +2 to Dexterity)


4: Old

The creatures body is forced through a rapid aging process, it rolls a d4 the following effects happen depending on the number rolled

1 The creature is aged to Middle Age (-1 to all physical skills, +1 to all mental skills)

2 The creature is aged to Old (-2 to all physical skills, +1 to all mental skills)

3 The creature is aged to Venerable (-3 to all physical skills, +2 to all mental skills)

4 The creature is aged to Maximum age, it must make a constitution save on a fail the creature has died of old age.

5: Aeon

The creature is petrified and must make a Constitution saving throw, on a failure the stone form of the creature weathers and cracks up falling to the floor in multiple parts.


6: Fate

The creature gets a glimpse at its end, the creature is now frightened and must now make an Intelligence saving throw, on a failure the creature takes 30d6 necrotic damage or half as much on a success.




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