Tome of Temporal Arcana History It is a curious story of how this tome came into my possession, but since it hasn't happen yet, I will not bore you with it. This tome is the companion and guide to the Wizard belonging to the School of Temporal Arcana. This tome contains spells both dangerous and paradoxical. These spells are either new to most arcana lexicons, or so old that they have been forgotten. In all cases, those are the same. It also points to common spells that belong to the School of Temporal Arcana. Have a happy yesterday! ~ Ruan Ulebus, 2nd Wizard of the Vale, Ronin of Alrahdun Introduction The spells in this document are all present on the wizard spell list. The spells are all from the School of Temporal Arcana. The spells are presented in alphabetical order. Spell Descriptions Action Envelope 2nd-level Temporal Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V,S

V,S 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. Delay 3rd-level Temporal Casting Time: 1 bonus action

1 bonus action Range: 60 feet

60 feet Components: V,S

V,S Duration: Instantaneous You 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 at the beginning of the next round for 1 round. Evasiveness 5th-level Temporal Casting Time: 1 action

1 action Range: Touch

Touch Components: V, M (a scrap of silk)

V, M (a scrap of silk) Duration: Concentration, up to 1 minute You touch a willing creature. Until the spell ends, the target gains a superhuman ability to dodge attacks. The target’s AC can’t be less than 20, regardless of what kind of armour it is wearing. The target gains the ability to take the dodge action as a bonus action. This spell puts enormous strain on the target's body. After the spell ends, the target gains one level of exhaustion. Halt Temporal Cantrip Casting Time: 1 reaction

1 reaction Range: 30 feet

30 feet Components: V,S

V,S Duration: Instantaneous When a creature that you can see within range moves, you cast this spell, it must succeed on a Constitution saving throw or be slowed in time, the creature can only move half of its remaining speed until its next turn. If this remaining speed is 10 feet or less, the target stops moving. Impresssions of the Past 4th-level Temporal Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M (an hourglass and a glass eye worth at least 100gp)

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 5th 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 Temporal Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (a licorice root)

V, S, M (a licorice 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 +4 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional two actions on each of its turns. Those actions can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. 1 Improved Slow 6th-level Temporal Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S, M (a bottle of molasses)

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 -4 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. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 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 o f its turn. On a successful save, the effect ends for it. Lesser Time Stop 7th-level Temporal Casting Time: 1 action

1 action Range: Self

Self Components: V

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. Mass Haste 7th-level Temporal Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (a shaving of licorice root)

V, S, M (a shaving of licorice 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. Moment to Think Temporal Cantrip Casting Time: 1 action

1 action Range: Self

Self Components: V

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 a skill check.

Take the Hide or use object action. Slow Thinking 1st-level Temporal Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (a drop of alcohol)

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. The target may repeat the saving throw at the end of each of its turns, ending the effect on a success. 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. 2

Temporal Bubble 8th-level Temporal Casting Time: 10 minutes

10 minutes Range: Self

Self Components: V, S, M (a diamond hourglass filled with tiny gemstones or pearl dust, worth at least 30,000gp)

V, S, M (a diamond hourglass filled with tiny gemstones or pearl dust, worth at least 30,000gp) Duration: Concentration, up to 10 minutes 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 your familiar (if you have one) would be caught within the area of this spell, the spell fails. Temporal Burst 2nd-level Temporal Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (a shaving of licorice root)

V, S, M (a shaving of licorice 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. Temporal Loop 2nd-level Temporal Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (a small silver mirror)

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. Temporal Push 2nd-level Temporal Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V,S

V,S Duration: Instantaneous You target one creature that you can see within range. The target must exceed on a wisdom saving throw or be pushed forward into time. If the target fails the saving throw, it is removed from time and vanishes for 1 round. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it is occupied. Temporal Rift 4th-level Temporal Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V,S

V,S Duration: Instantaneous A temporal rift made of arcane fissures and rips appears in a location you choose within range. The area of the rift consists of up to four 10 foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a constitution saving throw. It takes 10d4 force damage on a failed save, or half as much damage on a successful one. The creatures that fail their save suffer that the next time that they take damage, the damage die may be rerolled and the higher number may be used. Temporal Reversion 5th-level Temporal Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

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 equal to 7d4 + your spellcasting ability modifier. This healing works as normal on undead and constructs. Damage can only be healed this way if it had been recieved in the last hour. 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. Temporal Shield 1st-level Temporal Casting Time: 1 Reaction, when an ally is hit by a weapon attack

1 Reaction, when an ally is hit by a weapon attack Range: 30 feet

30 feet Components: V, S

V, S Duration: Instantaneous When an ally is hit by a weapon attack within range. You cast in reaction to the damage taken. Your spell temporally shields your ally. They do not take the damage from the attack until the start of your next turn. At that time, the spell ends. 3