Manipulation of time is a risky and not always popular pastime. Too many aspiring wizards have been lost to time loops due to a faulty magical experiment, which has largely made the practice of Chronomancy extinct. There are only very few remaining who can harness the wheel of time without losing themselves to it.
|2nd||Quick Study, Halt the Wheel|
When you choose this school at 2nd level, the time you must spend to copy a spell into your spellbook is halved. The casting time of any wizard spell you cast as a ritual is also halved.
Halt the Wheel
Also at 2nd level, you may use your action to target a creature within 60 feet of you that you can see and force them to make a Constitution saving throw. On a failed save, you cause the creature to become lethargic, giving the creature one level of exhaustion. You cannot make a creature exceed exhaustion level 3 using this feature. You may use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses after finishing a long rest.
Starting at 6th level, you may add the spells slow and haste to your spellbook, if they are not there already, without expending any materials to inscribe them. Using this feature, you may choose to cast one of these spells once without expending a spell slot and without having them prepared. Once you have done so, you can’t do so again until you’ve finished a long rest, but you may still expend a spell slot to cast the spells normally if you have them prepared.
Beginning at 10th level, your manipulation of time grants you slight teleportation abilities. When you take the dash action, you may teleport yourself in a chosen direction and reappear in an unoccupied space within range. The range equals your movement speed.
You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses after finishing a short or long rest.
Starting at 14th level, you can change the known outcome of one living creature you can see. After knowing the result of a creature’s attack roll, ability check or saving throw, you may use a reaction to briefly rewind time, potentially changing the roll’s outcome. The creature rolls again and you choose whether this new roll has advantage or disadvantage. The creature must use the new result. Once you’ve used this ability, you can’t use it again until you finish a short or long rest.
Aaralyn’s Stolen Notes to Velea Copyright 2018 Anne Gregersen Author Anne Gregersen