Master Thistledown’s Spellbook

Last week I, via the Sliberberg Gazetteer clarified that Master Thistledown is a Chronomancer or time mage. Unfortunately, DND has a general lack of spells that manipulate time, which makes it kind of hard to make him feel like a master of time manipulation. And DND does have, like time stop and the time-related Dunamancy spells from the Explorer’s Guide to Wildemount are underwhelming. I seek with this post to rectify this imbalance with a selection of spells related to time and time-adjacent effects like entropy. None of these are playtested so proceed at your own risk

Accelerate Entropy:

  • Spell Level: 2nd-level
  • School: Transmutation
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

Description: You accelerate the natural flow of time around a target creature or object you can see within range, hastening the effects of entropy. The target suffers 1d4 necrotic damage as the fabric of time strains against it. Additionally, any non-living objects carried or worn by the target are affected by the accelerated entropy, causing significant damage. Each affected object sustains a stacking permanent -1 penalty to attack, damage and defense rolls.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.

Chrono Recall:

  • Spell Level: 4th-level
  • School: Divination
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small hourglass filled with silver sand)
  • Duration: Concentration, up to 1 minute

Description: You harness the threads of time, allowing you to peer into the past and witness events that occurred within your immediate vicinity. Choose a specific moment in the past, up to 1 hour ago. For the next minute, you can see and hear what transpired during that moment and the minute immediately following it.

Your vision extends to a range of 60 feet around you, and you perceive the past as if you were present at that moment. You cannot interact with or alter the events you witness; you are merely an observer.

When you cast this spell using a spell slot of 5th level or higher, you can extend the duration of the viewing period by 1 additional minute for each slot level above 4th, and you can choose a moment further into the past, up to a maximum of 24 hours ago with a 9th-level spell slot.

Chrono Sphere:

  • Spell Level: 6th-level
  • School: Transmutation
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a miniature hourglass filled with fine diamond dust)
  • Duration: Concentration, up to 1 minute

Description: You create a spherical field of temporal distortion with a diameter of 20 feet at a point you can see within range. Within this area, time behaves differently, either accelerating or decelerating.

  • Accelerated Time: Creatures within the sphere experience time moving at double speed. They gain an additional turn in the initiative order, acting immediately after their regular turn.
  • Decelerated Time: Creatures within the sphere experience time moving at half speed. They can only act on every other round, skipping their turn on the rounds when they cannot act.

At the start of each affected creature’s turn, they must make a Wisdom saving throw. On a failed save, they become disoriented by the temporal distortion, suffering disadvantage on attack rolls, ability checks, and saving throws until the end of their next turn.

When you cast this spell using a spell slot of 7th level or higher, the radius of the sphere increases by 10 feet for each slot level above 6th, and the duration extends by 1 additional minute for each slot level above 6th.

Foresight Glimpse:

  • Spell Level: 1st-level
  • School: Divination
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Description: You briefly tap into the flow of time, gaining a glimpse of future events. For the duration, you have advantage on your next initiative roll and on Dexterity saving throws. Additionally, you gain advantage on your next attack roll or ability check made before the spell ends.

Master Thistledown’s Anti-Entropy Enchantment:

  • Spell Level: 4th-level
  • School: Abjuration
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small hourglass filled with rare elemental dust)
  • Duration: Concentration, up to 1 hour

Description: You touch an object or creature, imbuing it with a protective enchantment that halts the effects of entropy and decay for the duration.

For the duration of the spell, the target is shielded from the ravages of time, and the natural processes of decay and deterioration cease to affect it. Objects remain pristine and unblemished, while creatures are immune to the effects of aging and disease.

Additionally, any ongoing effects or conditions caused by entropy, such as corrosion, rust, or degradation, are suspended for the duration of the spell.

When you cast this spell using a spell slot of 5th level or higher, the duration of the anti-entropy enchantment increases by 1 additional hour for each slot level above 4th.

Master Thistledown’s Temporal Collaboration:

  • Spell Level: 5th-level
  • School: Divination
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small hourglass filled with fine sand)
  • Duration: Concentration, up to 1 hour

Description: You reach across the bounds of time, forging a telepathic link between your present self and a version of yourself from a specific moment in the past or future.

Specify a moment in time to which you wish to connect, whether in the past or future. For the duration, you establish a telepathic channel between your current self and your past or future self at that moment.

Through this telepathic link, you can communicate with your past or future self as if they were present, sharing thoughts, ideas, and information across the temporal divide. However, your past or future self retains its own autonomy and may not necessarily share your goals or perspectives.

The telepathic link remains active for the duration of the spell, allowing for ongoing collaboration and exchange of knowledge. However, any actions taken or decisions made by your past or future self are independent of your present self’s control.

Master Thistledown’s Temporal Recall:

  • Spell Level: 3rd-level
  • School: Divination
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small hourglass filled with powdered silver)
  • Duration: Instantaneous

Description: You touch a willing creature and invoke the power of temporal magic to unlock a specific piece of knowledge within its mind.

Specify a fact, memory, or piece of information that the target creature either knows or will come to know in the future. The target immediately recalls and comprehends the specified knowledge with perfect clarity, as if it had just learned or experienced it firsthand.

The knowledge recalled can pertain to any subject within the creature’s realm of understanding, including events, locations, people, or objects. However, it must be information that the creature is capable of comprehending and retaining.

Master Thistledown’s Temporal Summoning:

  • Spell Level: 7th-level
  • School: Conjuration
  • Casting Time: 1 hour
  • Range: 30 feet
  • Components: V, S, M (a rare hourglass filled with powdered diamond, worth at least 1,000 gp)
  • Duration: Permanent until dismissed

Description: You delve into the fabric of time itself, reaching forward to pluck an object or person from a future moment and bring it into the present.

During the casting of the spell, you must specify the exact object or person you wish to summon and have knowledge of its existence in the future. The target must be within 100 years of the current moment.

Upon completion of the casting, the specified object or person appears in an unoccupied space within 30 feet of you, manifesting fully in the present timeline. If the target is a creature, it appears with all its possessions, equipment, and memories up to the moment of its summoning.

Once summoned, the object or person persists in the present timeline indefinitely, remaining until you choose to dismiss the effect using an action. If the summoned creature is slain or the object destroyed, it vanishes, returning to its original timeline.

Master Thistledown’s Temporal Vortex:

  • Spell Level: 9th-level
  • School: Conjuration
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a rare hourglass filled with quicksilver, worth at least 5,000 gp)
  • Duration: Concentration, up to 1 minute

Description: You tear open a rift in the fabric of time itself, creating a swirling vortex of temporal energy at a point you can see within range.

The vortex persists for the duration, forming a 20-foot-radius sphere centered on the target location. Any creature that enters the area occupied by the vortex must make a Wisdom saving throw. On a failed save, the creature is sucked into the vortex and disappears from the current timeline.

Creatures sucked into the vortex are transported through the currents of time, emerging at a random moment up to 10 years in the past or up to 10 years in the future, determined by rolling 1d20 and consulting the following table:

1-10: The creature is transported to a random moment up to 10 years in the past. 11-20: The creature is transported to a random moment up to 10 years in the future.

The exact moment to which the creature is transported is determined by the DM, who may choose a significant or random event within the specified timeframe.

Reverse Entropy:

  • Spell Level: 2nd-level
  • School: Transmutation
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Description: You touch one object or creature no larger than a humanoid and harness your temporal power to reverse entropy in a minor capacity. Choose one of the following effects:

  • The creature gains 1d4 hit points as the flow of time momentarily rejuvenates its vitality.
  • A dulled weapon becomes sharp once more, regaining its edge and effectiveness in combat.
  • A projectile that has been fired returns to its point of origin, reversing its trajectory as if time itself rewinds its flight. Alternatively, you can return an object that has moved under the effect of gravity to its original position.
  • You can return a body of liquid of a volume equaling that of a large person to a container from whence it originated
  • A broken object no larger than a humanoid is repaired, its fractures and damage visibly mending as the effects of time are reversed.
  • Effects caused by the release or absorption of energy, such as wood burning, ice melting or a mechanical trap being triggered are reversed.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the hit points gained by the creature increase by 1d4 for each slot level above 2nd.

Temporal Echo:

  • Spell Level: Cantrip
  • School: Divination
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

Description: You briefly attune your senses to the flow of time, allowing you to glimpse echoes of events that have occurred or will occur in the immediate future or past.

Choose a specific moment within the last 6 seconds or the next 6 seconds. You gain insight into events that occurred or will occur within that brief timeframe, perceiving snippets of information or sensory impressions related to the chosen moment

Temporal Flux:

  • Spell Level: 5th-level
  • School: Transmutation
  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, M (a small hourglass filled with quicksilver)
  • Duration: Concentration, up to 1 minute

Description: You manipulate the flow of time within a 30-foot radius centered on yourself, causing time to either rewind or progress to a specified moment in the past or future. Choose a period of time, up to 10 seconds in the past or future. For the duration, time within the affected area either rewinds or progresses to that chosen moment.

If you choose to rewind time, events within the area replay in reverse, creatures move backward, and effects unravel. If you choose to progress time, events accelerate, creatures move forward, and effects occur rapidly.

Creatures within the area must make a Wisdom saving throw or become disoriented by the temporal manipulation, suffering disadvantage on attack rolls, ability checks, and saving throws until the end of their next turn.

When you cast this spell using a spell slot of 6th level or higher, you can extend the duration of the temporal manipulation by 10 additional seconds for each slot level above 5th, and you can choose a period further into the past or future, up to a maximum of 1 minute with a 9th-level spell slot.

Temporal Journey:

  • Spell Level: 9th-level
  • School: Conjuration
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a large hourglass filled with rare elemental dust)
  • Duration: Instantaneous

Description: You harness the most potent form of temporal magic, enabling you and up to six willing creatures of your choice to embark on a journey through time itself.

Specify a moment in the past or future to which you wish to travel. You and the chosen creatures instantly vanish from your current location and reappear at the specified moment, occupying the exact positions you were in when you cast the spell.

The destination moment can be any point in time, past or future, that you are aware of or have knowledge of through research or divination. You cannot travel to moments beyond your own lifespan or to periods of time you have not yet experienced.

Upon arrival, you and the chosen creatures find yourselves in the chosen moment, subject to the events and conditions present at that time. Be mindful of the potential consequences of your actions in the past, as altering the course of history can have far-reaching implications.

Temporal Lock:

  • Spell Level: 3rd-level
  • School: Enchantment
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Description: You point at a creature you can see within range, invoking the power of temporal magic to lock it in a momentary stasis.

The target must make a Wisdom saving throw. On a failed save, it becomes frozen in time, unable to move or take actions for 1 round. While locked in this temporal stasis, the target is considered incapacitated and unaware of its surroundings.

At the end of each of its turns, the target can repeat the saving throw, ending the effect on a success.

When you cast this spell using a spell slot of 4th level or higher, the duration of the temporal lock increases by 1 additional round for each slot level above 3rd.

Temporal Reversion:

  • Spell Level: 7th-level
  • School: Transmutation
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small hourglass filled with powdered opal)
  • Duration: Instantaneous

Description: You reach out and touch a creature or object, harnessing your temporal magic to rewind its existence to a specified moment within the last 3 rounds of combat or 15 seconds.

The target creature or object returns to the state it was in at the chosen moment, including its physical condition, location, and any other relevant factors. Any effects or conditions affecting the target at the chosen moment are also reverted.

If the chosen moment places the target in a location that is now occupied or otherwise invalid, the spell fails, and no effect occurs.

When you cast this spell using a spell slot of 8th level or higher, the range of time you can target increases by an additional round or 5 seconds for each slot level above 7th, up to a maximum of 6 rounds or 30 seconds with a 9th-level spell slot.

Temporal Shift:

  • Spell Level: 8th-level
  • School: Transmutation
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small hourglass filled with crushed sapphire)
  • Duration: Concentration, up to 1 minute

Description: You touch a creature or object, wielding your mastery over time to accelerate or reverse the effects of aging and experience.

  • Regression: You attempt to reverse the effects of time on the target, causing it to regress in age. The target must make a Wisdom saving throw. On a failed save, it regresses to the specified age, experiencing the full effects of the temporal shift. Any experiences and memories gained by the target during the period between its original age and the target age are erased from its memory, effectively reverting it to a previous state of existence.
  • Progression: You attempt to accelerate the effects of time on the target, causing it to progress in age. The target must make a Wisdom saving throw. On a failed save, it progresses to the specified age, experiencing the full effects of the temporal shift. At the end of the spell’s duration, the target must make another Wisdom saving throw. On a failed save, it becomes disoriented by the sudden shift in its perception of time, suffering disadvantage on attack rolls, ability checks, and saving throws until the end of its next turn.

When you cast this spell using a spell slot of 9th level, the range of time you can target increases by 10 years for each slot level above 8th, up to a maximum of 100 years with a 9th-level spell slot.

Thought Acceleration:

  • Spell Level: 2nd-level
  • School: Divination
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Description: You invoke the magic of thought acceleration, temporarily speeding up your perception of time to think and react with heightened speed.

For the duration of the spell, your thoughts race at an accelerated pace, allowing you to process information and make decisions much faster than normal. You gain the following benefits:

  • Your Dexterity score increases by 2 for the duration of the spell, as your reflexes and agility are enhanced by your accelerated thought processes.
  • You gain advantage on Dexterity saving throws, as your heightened awareness and quick thinking allow you to react swiftly to danger.
  • You can take the Dash action as a bonus action on each of your turns, allowing you to move with incredible speed.

Time Loop:

  • Spell Level: 6th-level
  • School: Transmutation
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small hourglass filled with mercury)
  • Duration: Special

Description: You weave the fabric of time around yourself or a willing creature, creating a localized temporal anomaly known as a time loop.

Specify a duration for the time loop, indicating when it will end. The time loop can last for any duration you choose, from minutes to hours, or even days, but cannot exceed 24 hours in total.

Once the time loop is initiated, the affected creature experiences a repeating cycle of time within the specified duration. Events unfold exactly as they did during the initial iteration of the loop, with every action and decision mirroring those made previously.

During each iteration of the time loop, the creature retains full memory of previous cycles, allowing it to learn from past mistakes and make different choices in subsequent iterations. However, any changes made within the time loop do not affect the outside world; only the creature and its immediate surroundings are subject to the temporal anomaly.

At the end of the specified duration, the time loop collapses, and time resumes its normal flow. The creature emerges from the time loop at the moment it entered, with all memories of the repeated cycles intact.

Leave a comment