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  Chronomancy 
  Spells 
  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* 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Chronomancy Spells 
  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. 
   
   
   
   
   
  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. 
   
   
   
  Credit: Ninja_Prawn 
  
   
  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 or be forced on its next turn to 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. 
   
   
   
  Credit: Ninja_Prawn 
  
   
  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 23, 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. 
   
   
  Credit: Ninja_Prawn 
  
   
       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. 
   
   
  Credit: Ninja_Prawn 
  
   
  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 
   
   
  Credit: Ninja_Prawn 
  
   
  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. 
   
   
  Credit: Ninja_Prawn 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Chronomancy Spells.pdf