Chrononons deals with the flow of time. These spells, which are able to manipulate time, are seen in Dungeons & Dragons in several different third -party sources, including Valdy's Spire of Secrets and Explorer's Guide to Wildemount, the latter have the entire subtlass concentrated around wizards specializing in these time.
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CHRONOMATOR SPIRE OF SPIRE OF SECRETS, Chronurgy Spells in Explorer's Guide to Wildemount, and the general time -bending spell in the fifth edition handbook is considering determining which of these time spells is your Spellcaster. It's time to play with time in your campaign.
10
Delay
|
Level |
First |
|
School |
Transformation |
|
Source |
Valda's Spire of Secrets |
Sometimes everything you need is a little more time. The delay is the magic that gives you. It looks simple, but can be used to create some unique opportunities. The delay allows you to target creation and, when the wisdom is unsuccessful, are moved to the very bottom of the order of the initiative.
This will give your team time to get a plan, cooperate and potentially manage any threats before they can interrupt or intervene. A small fast spell that can have a big impact.
9
Short -circuit
|
Level |
Fifth |
|
School |
Transformation |
|
Source |
Explorer's guide to Wildemount |
The rapid movement of the wrist sends creatures that falls to time. With an unsuccessful economical wisdom throw, creation is worthy of another space in time. This forces any charm or attack that is released and the magic to be unnecessary. At the beginning of the next turn they react in an unoccupied space.
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The best part is that the creation you sent in time does not remember that the magic of the cast or that you are the one who occupied it. It's a fun way to play with your enemy in fighting and roleplay.
8
Terrible warning
|
Level |
Fourth |
|
School |
Divination |
|
Source |
Valda's Spire of Secrets |
Dire Warning is a warning in the future about something that happens. It is quite a great charm that will be very useful when it comes to roleplaying. You will receive a six -liter message from your future self, either warn you of something or help you make a positive decision or impact.
In the future, when you get to the point where your future self warns you, you will need to spend ten minutes delivery of the message back to your past self. This contributes to a unique and wholegrain moment, ideal for campaigns of heavy roleplay.
7
Appeal
|
Level |
Second |
|
School |
Spell |
|
Source |
Valdas Spire of Secrets |
Sometimes you need a low level magic to remember the action quickly and save yourself. Nothing main, but useful with a pinch. That's exactly why the memory is such a good charm.
Record a place when you throw this magic of bonus action, and as a reaction, when the enemy comes to five feet from you or attacks you, you can get your place back in time at the chosen location. This stint occurs in time before starting an attack or movement, allowing you to travel back enough to get from the way of danger.
6
Slow
|
Level |
Third |
|
School |
Transformation |
|
Source |
Handbook |
This magic does the opposite of the spell of rush and affects up to six creatures. Slow allows you to change the time in a cube of 40 feet and requires wisdom to save up to six cubes. In failure, their speed is half, they cannot respond, gain punishment on their AC.
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They can only choose an event or a bonus action, not both. This magic is great if you can earn magic and truly destroy a group of enemies to get a chance to come for you and your party by slowing down time around them.
5
Rush
|
Level |
Third |
|
School |
Transformation |
|
Source |
Handbook |
Tested and real clamp, rush is still a magic that plays over time. Your speed is doubled and gives you several advantages, including +2 in armor class, benefits for dexterity and other action.
You move so quickly, thanks to the magic that accelerates you. But what happens if the magic and speed end? When you adapt, you will feel a crash when you adapt to zero when you adapt to the time you settle. Haste is great on a pinch and is usually worth the disadvantage.
4
Reality break
|
Level |
Eigth |
|
School |
Spell |
|
Source |
Explorer's guide to Wildemount |
The time spell that has several different results, the reality Break literally breaks the reality and time to throw creation into unknown riots and madness. The magic takes a minute and the creation plunges up to time until its effects until the time of time or uses to throw wisdom to save itself.
The results of this time include damage to 8D12 force, damage to 10D12, because the creature is teleported by a worm hole or blinded and cooling from the cold of emptiness. It is a dark and frightening charm that proves how dangerous manipulation can be.
3
Ravation
|
Level |
Ninth |
|
School |
Necromance |
|
Source |
Explorer's guide to Wildemount |
This charm is very expensive, but it is also very good. You focus on creature and do it by horror of rapid aging. This magic causes 10D12 necrotic damage at a failed constitution. But this is not all, because rapid aging builds creation at a point where there is only 30 days to die from old age.
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With this condition comes a disadvantage on offensive roles, controls of abilities and savings of feasts, and this will reduce their speed to half. The only way to reverse this terrible aging is wishes or greater renewal to ninth levels to restore them to the previous age. The failure of this spell is devastating and dangerous.
2
Paradox
|
Level |
Ninth |
|
School |
Transformation |
|
Source |
Valda's Spire of Secrets |
What is the best part of time control? Be able to return something you have already done. You twist the flow of time into the knots and cancel the action you have taken. Although it does not affect any movements that others have done, nor other indirect consequences of your actions, you must completely cancel any damage caused by you and remove the event you have done.
Be careful, however, because this charm causes psychic damage to 10D8 on anyone who issues the action they have done because history is redirected to replace changes. That's why it's a paradox. You will have to find out if what you did is worth reverse time.
1
Time to stop
|
Level |
Ninth |
|
School |
Transformation |
|
Source |
Handbook |
The magic of manipulating manipulation, Time Stop does exactly what he says. You can completely stop the flow of time for all except yourself and if you stay in the spell parameters, you will be able to do as you wish while the time is stopped.
While everyone else is stuck in time, you can do anything until you stay up to 1,000 feet from where it was occupied, and it doesn't affect anyone at the time of the stop or anything they wear. The final charm of time is not much better than being able to stop the time around you.
- The original release date
-
1974
- Number of players
-
2+
- Age recommendation
-
12+ (although the younger one can play and enjoy)
- The length of the game
-
From 60 minutes to hours at the end.
- Franchise
-
Dungeons & Dragons
- Publishing
-
Wizards