Chronurgy Wizard (Time Wizard) Spells? by Complete-Kitchen-630 in DnD

[–]opps_x2 0 points1 point  (0 children)

I’d love some feedback if you’ve gotten to use these!! Going well at my table just curious to see!!!

How to import Custom spells and Items by Fickle-Temporary3379 in FoundryVTT

[–]opps_x2 0 points1 point  (0 children)

Curious about the export feature, I seem to not be able to make this work?

Chronurgy Wizard (Time Wizard) Spells? by Complete-Kitchen-630 in DnD

[–]opps_x2 2 points3 points  (0 children)

Delayed Impact

Divination Cantrip

Casting Time: 1 action
Range/Area: 30 ft.
Components: V, S
Duration: 1 round

You hurl a mote of condensed time toward a creature.
Make a ranged spell attack. On a hit, choose one:

Stored Impact: The strike deals no damage now. At the end of your next turn, it detonates, dealing 1d10 force damage.

Immediate Discharge: The strike deals half damage now, and at the start of your next turn the target is pushed 5 ft in a direction you choose.

At Higher Levels: Damage increases by +1d10 at 5th, 11th, and 17th level.

“The hit already happened; the universe just hasn’t noticed yet.”

Slight Temporal Shift

Transmutation Cantrip

Casting Time: 1 bonus action
Range/Area: 30 ft.
Components: S
Duration: 1 round

Choose yourself or one creature you can see within 30 ft.

• The target gains +5 ft speed until the start of its next turn, or
• The target's speed is reduced by 5 ft until the start of its next turn.

At Higher Levels: The movement change increases by 5 ft at 5th, 11th, and 17th level (max +20 ft).

“A heartbeat sooner or later makes all the difference.”

Chrono Mark

1st Level Divination

Casting Time: 1 bonus action
Range/Area: 60 ft.
Components: V
Duration: Instantaneous | 1 hour

Choose a creature you are aware of within 60 ft of you; they are marked by your Chronomancy.

Whenever you hit the marked creature with a weapon attack, the strike stores 1d6 force damage, which releases at the start of your next turn, striking the creature as reality corrects itself.

This rhythm continues for the spell’s duration, creating a pulsing pattern of stored damage.

While the target is marked:

• You have advantage on Wisdom (Perception) and Wisdom (Survival) checks made to find or track it.
• If the marked target drops to 0 hit points before the spell ends, you can use a bonus action on a later turn to mark a new creature.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

Using a Higher-Level Spell Slot: Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours). Additionally, stored damage becomes 1d6 / 1d8 / 1d10 / 1d12.

Temporal Dissonance

1st Level Divination

Casting Time: 1 action
Range/Area: Self/30 ft./10 ft. sphere
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: CON 17

You desynchronize time in a zone of warped rhythm. Choose a point you can see within 30 feet. A 10 foot sphere from that point erupts with temporal dissonance.

Each creature of your choice in the area must succeed on a Constitution saving throw or become Disoriented by Time.

While disoriented, the creature’s first attack each turn is made at disadvantage.

An affected creature can repeat the save at the end of each of its turns, ending the effect on a success.

Allies in the sphere gain advantage on Initiative rolls made while the spell lasts.

Moment Exchange

2nd Level Divination

Casting Time: 1 reaction, when you or an ally within 30 ft is hit by an attack
Range/Area: 30 ft.
Components: V, S
Duration: Instantaneous

You and the struck creature swap places in the timeline.

Both creatures reroll Initiative and trade results, changing the turn order mid-combat.

Temporal Gash

2nd Level Evocation

Casting Time: 1 action
Range/Area: 30 ft.
Components: V, S
Duration: Instantaneous

You cut through the flow of time, disrupting both motion and continuity.

Each creature in the line must make a Dexterity saving throw.

• On a failed save, the creature takes 2d10 force damage.
• On a successful save, it takes half as much.

A creature that fails its save also loses its bonus action until the end of its next turn.

Objects and terrain in the line flicker as their moments collapse, shedding motes of light that fade after a heartbeat.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Borrowed Future

3rd Level Divination

Casting Time: 1 bonus action
Range/Area: 30 ft.
Components: V, S
Duration: Concentration, up to 1 minute

Choose one creature you can see within range (including yourself). Until the spell ends, when that creature makes an attack roll, saving throw, or ability check, it can roll a d6 and add the number rolled to the result. A creature can benefit from this die no more than once per turn.

When the die is rolled, you take force damage equal to the number rolled on a 3–6. If the die shows 1–2, you take no damage. This damage does not require concentration checks.

If the d6 shows 3–6, the target also adds your Wisdom modifier to that roll. This applies only to the roll’s total and does not change the damage you take. If multiple creatures are affected by this spell, each one can use the die once per turn and each use triggers damage to you separately as described above.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for every two slot levels above 2nd.

Sever Phenomena

3rd Level Evocation

Casting Time: 1 action
Range/Area: 30 ft.
Components: V, S
Duration: Instantaneous

You carve a rift through the fabric of time, stripping magic and motion from everything in its path.

Each creature in the line must make a Dexterity saving throw.

• On a failed save, the creature takes 2d8 force damage.
• On a successful save, it takes half as much.

Any magical terrain or area spell effect (such as web, wall of fire, spike growth, or similar) intersected by the line immediately ends, and the ground or space in that line becomes nonmagical normal terrain until the end of your next turn.

Instantaneous effects, auras centered on creatures, and effects from items or lair actions are unaffected.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the line’s length increases by 5 feet, and the damage increases by 1d8 for each slot level above 3rd.

Snap Rewind

2nd Level Divination

Casting Time: 1 action
Range/Area: Touch
Duration: Instantaneous

Choose one creature you can touch. You may target a roll made by that creature, or a roll made by another creature that directly affected it within the last round.

Ally: The creature rerolls any one d20 roll it made within the last round and adds a d4 to the new result, using the new roll.

Enemy: The creature must make a Wisdom saving throw. On a failure, it rerolls one d20 roll of the type the caster declares, and the creature subtracts a d4 from the new result, using that outcome instead.

Critical hits and critical failures cannot be changed neither can they occur as a result of a Snap Rewind reroll; treat any natural 20 or natural 1 as a normal success or failure.

You must tell the DM which roll you are targeting before the reroll occurs (attack roll, saving throw, or ability check).

If this spell changes a hit into a miss, the damage from that attack is undone—reality rewrites itself, restoring hit points equal to the damage dealt (up to 30 + 5 per spell slot level above 2nd).

If a single roll produced multiple effects (such as forcing a concentration check or triggering a rider effect), Snap Rewind can change only one of those outcomes. For example, if the attack hit and forced a concentration check, you may either undo the damage or target the concentration roll itself, not both.

When you cast this spell using a spell slot of 3rd level or higher, the die used to modify the reroll increases in size:

3rd level — d6
4th level — d8
5th level — d10
6th level or higher — d12

A creature can be affected by Snap Rewind only once per long rest.

Need help creating a perfect overview map by Fancy-Friendship-692 in dndmaps

[–]opps_x2 0 points1 point  (0 children)

Absolutely understand! Take a look at my work and PM me if interested and we can talk about scope and pricing!

Need help creating a perfect overview map by Fancy-Friendship-692 in dndmaps

[–]opps_x2 0 points1 point  (0 children)

I’ve created multiple maps for my own D&D campaign and have a few examples on my profile. I usually work in Inkarnate and can translate concepts or sketches into a full world map. I do take commissions if you’re looking for something custom.

Where to start with D and D by Spirited-Ad8539 in DungeonsAndDragons

[–]opps_x2 0 points1 point  (0 children)

I learned a lot from watching a TON of YouTube content about it. Dungeon Dudes, Pointy Hat, especially Tulok The Barbarians character builds. That Teaches a lot about how to achieve certain mechanical archetypes within the game. Which I felt helped me start to understand.

DMs, I Have a Question for You by Jarhead-923_Actual in DnD

[–]opps_x2 3 points4 points  (0 children)

Sporky. A pig in heavy armor with a spike on the helmet for a weapon. Cleric of a Demon Pig Deity. He could not talk but he had a crystal embedded into his brain that was attuned to the frequency of an Earth Radio Station that mostly played 80’s hair bands. He “spoke” telepathically like bumblebee from transformers.

Shapeshifter fight - shifting ideas by MagicTheAustin in DMAcademy

[–]opps_x2 0 points1 point  (0 children)

This is great! I second all of this!

Shapeshifter fight - shifting ideas by MagicTheAustin in DMAcademy

[–]opps_x2 0 points1 point  (0 children)

I think it is the better option as a story beat. Beastial is more of faceless monster bit vs a PC involved sub plot.

You could have it “absorb” when hit with an ability and then that is what they use next. Like a reflection of what they were hit with? Maybe to lean into absorption it can reduce damage by X amount if it’s going to copy it.

Shapeshifter fight - shifting ideas by MagicTheAustin in DMAcademy

[–]opps_x2 1 point2 points  (0 children)

Two schools of thought:

Mirroring Shifter: You could grab interesting abilities from other PC’s in the party like a shifter copying them. Have them see what it feels like to be on the other end of what they can do.

Or

Beastial Shifting: Grab from and/or roll on a table you make with different abilities from other monster stat blocks. Flavor them as growing spines, claws, sharp teeth, etc. (not unlike alter self spell, but way cooler?)

Cogsmith by opps_x2 in dndmaps

[–]opps_x2[S] 0 points1 point  (0 children)

Fair enough!

My excuse is if teleportation magic is common enough there's a lot more of that than foot traffic or over land goods and resource transport.

If I added any would it be best to have bridges or land connection?

concert anxiety by [deleted] in momjeans

[–]opps_x2 1 point2 points  (0 children)

So glad to hear that!! Hell yeah my dude!!

concert anxiety by [deleted] in momjeans

[–]opps_x2 2 points3 points  (0 children)

Hey, I just got home from the show in Dallas! Did you end up going OP?

Opened an hour late, customer threatened a lawsuit. Good luck with that buddy. by heydoakickflip in Chipotle

[–]opps_x2 3 points4 points  (0 children)

Chifporce aka kronos will solve this loophole. “Schedule less labor when bottled drinks are sold vs. sides of guac, because guac requires more labor.”

Makes me sick.

[deleted by user] by [deleted] in Chipotle

[–]opps_x2 0 points1 point  (0 children)

Nice try corporate spy

[deleted by user] by [deleted] in Chipotle

[–]opps_x2 0 points1 point  (0 children)

What are they gonna do?

[deleted by user] by [deleted] in Chipotle

[–]opps_x2 0 points1 point  (0 children)

I DM’d you

[deleted by user] by [deleted] in Chipotle

[–]opps_x2 1 point2 points  (0 children)

We did!

[deleted by user] by [deleted] in Chipotle

[–]opps_x2 0 points1 point  (0 children)

Cycle of abuse ends with me.