Pillars of Time (5e Spell)

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

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 Wisdom modifier. The creature also takes your 20d6 force 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 25d6 radiant damage.

3: Young

The creature's body is forced through a rapid de-ageing 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 creature's body is forced through a rapid ageing 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 25d6 necrotic damage or half as much on a success.




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