Looking into the potential futures of one willing creature within range you grant the target an insight into their near future. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use.
Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use,
If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
As an action, target a creature you can see within 60 feet of you. That creature must succeed on a Wisdom saving throw or be thrown into a limited time loop. Manipulating the chronurgic magics around the target, you create a limited time loop and, on a failed save, force them to carry out the same action and bonus action as their last turn in combat. While stuck in this time loop, the target has a movement of 0 and cannot take reactions. At the end of the target's turn it can attempt to make the saving throw again. On a success, it breaks free of the time loop.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect an additional creature for each slot level above 2nd.
You touch an object that weighs no more than 10 pounds, causing it to become out of sync with the material plane. The object is frozen in time and space. If the object is floating, it can hold up to 4,500kg Only you and any creatures you designate are attuned to the object’s frequency and can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Any creature not attuned to the object’s frequency can use an action to make a DC 30 Strength check. On a success, the creature can move the object up to 10 feet. On a failure, the creature feels a slight vibration from the object but is unable to move it.
At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the effect is permanent until dispelled.
You target a location you can see within range, all nonmagical inanimate objects within a 5ft. radius sphere of that point are broken down into small fine particulate matter, effectively disintegrating them. Creatures wearing such items may make a Dexterity saving throw to avoid their destruction. At the start of your next turn, or when you lose concentration on this spell, the disintegrated matter returns to where it was when the spell was cast. If a creature or object is in the location the matter returns to, they are shunted to the nearest available space, taking 1d10 force damage per 5ft. moved.
You weave entropic energies into a creature and effect the probability of a roll. You grant advantage or disadvantage to a roll being made within range.
When an attack you can see is made against you or an event such as a trap, hazard or spell occurs that would require you to make a Dexterity save you may use your Reaction to cast this spell. When you do time slows just for a few moments for you to select an occupied space you can see within 30 feet of you and when you are instantly teleported to that space. If that space is away from the triggering event or is not within the targeted space of the triggering attack, you evade it and are completely unharmed. You must have a speed greater than 0 and not be Restrained.
You cast a shimmering orb of electricity at one creature. Make a ranged spell attack roll, on a successful hit, electricity explodes from the orb in a brilliant azure light. The creature takes 3d8+spellcasting modifier of lightening damage and must make a constitution saving throw or be blinded until the end of your next turn. All creatures within a 10' radius of the target must make a constitution saving throw or be blinded until the end of your next turn. If the spell does not hit the target, the ball of electricity dissipates with no other effect.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 2nd.
Roll a d20. If the result is lower than your current level, the spell succeeds. If it's the first time a day that you have cast this spell, it automatically succeeds.
Turn back a small amount of time (6 seconds) to undo all movement, conditions, damage, spent charges, cast spells and other effect that were caused by a character during his or her turn.
At the end of the spell, that character restarts his or her turn and can choose to do all the previous actions again, but all checks and rolls must be done again.
Outside of combat this can be used to avoid triggering a trap or to avoid another similar happenstance.
Once used the target ally receives 1 level of exaustion.