- Spell Level: 2
- Spell School: Conjuration
- Casting time: 1 Action
- Range: 60 ft
- Target: 3 creatures
- Components: V, S
- Duration: Instant
Summary
Classes: Wizard
Source: Homebrew
You manipulate the threads of time around you, causing temporal disruption to affect creatures within range. Choose up to three creatures you can see within range. Each target must make a Constitution saving throw against your spell save DC. On a successful save, the spell has no effect. On a failed save, the target takes 2d4 force damage plus your spellcasting modifier. Additionally, any creatures that failed their saving throws are subject to the chaotic forces of temporal displacement. These creatures are randomly teleported up to 30 feet from their original positions. The Dungeon Master determines where each affected creature ends up, taking into account the surrounding environment and any potential hazards.
At Higher Levels: For each level, you may target an addition creature and damage increases by 1d4