TEXT:  
  i 
   
   
            Codex Two of the Enchiridia Mysteria 
   
   
  
   
  ii 
   
  Legalese 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all 
  other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the 
  USA and other countries. 
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with 
  permission under the Community Content Agreement for Dungeon Masters Guild. 
   
  All other original material in this work is copyright 2018 by Mark Burton (a.k.a. Lord Rumfish) and published under 
  the Community Content Agreement for Dungeon Masters Guild.  
   
   
   
   
  Design: Mark “Lord Rumfish” Burton. 
   
  Art: DMs Guild Creator Resources presented by Wizards of the Coast, Character Stock Art 
  featuring David Revoy presented by Arcana Games, Planar Art Pack: The Planes, Spheres, and Aether presented by 
  Arcana Games, “Arcana Games” Dungeon Masters Guild Logo Pack presented by Arcana Games, and the following 
  artists hosted by Pixabay: Genty, P. Schreiner, Pete Linforth, Stefan Keller. 
   
  Proofing: Lord Rumfish, Mary. 
   
  Special thanks: See Foreword. (Also, check out this alternate cover art.) 
   
   
   
   
   
  
   
  iii 
   
  FOREWORD 
   
  By its very definition, a fantasy game is a delve into the fantastical, where one accomplishes mystical 
  acts that cannot be performed in the mundane realm of normal life. While time manipulation and travel 
  have often been staples of science fiction, I see no reason why fantasy games cannot also create these 
  stories, and indeed, many fantasy novels do so with regularity. 
   
  Why should we be afraid? 
   
  Welcome to Codex Two of the Enchiridia Mysteria. In this collection of 25 new spells about time you will 
  find everything ranging from the subtle to the overt. Full time travel itself is even possible. There is a 
  wealth of transmutation spells, as well as two abjurations, two conjurations, one divination, and one 
  necromancy spell within the bounds of this codex. The classic spells Snake’s Swiftness and Snake’s 
  Swiftness en Masse have returned, and the rest are brand-new. Chronomancers rejoice! Though the 
  arcane casters are more prolific, there is something for everyone in this grimoire. Clerics of Labelas 
  Enoreth (also known in an ancient human aspect as Chronos) gain some powerful options. 
   
  If you are still concerned about the problems and paradoxes of time travel, fear not: I have a section of 
  optional rules for paradox in three different variants. The first option may serve you well enough, but if 
  you need extra incentive to keep your players cautious, you can consider the second and third options. A 
  truly sadistic Storyteller could use all three at the same time, but I don’t advise it. Strike the best balance 
  for keeping the game fun while also threatening consequences. If paradox isn’t enough, the players 
  might get a visit from the quarut inevitable, described at the end of this tome. 
   
  Mom taught me the importance of lessons from the past, and of the strength and understanding that 
  comes from knowing your personal history. Dad taught me about science and geologic time, and 
  sparked my curiosity to learn more. I would not exist in this timeline were it not for them; my eternal 
  love, honor, and gratitude goes to you both. My friends and playtesters have given me an astounding 
  platform to express my creativity, and to explore the dreams of others. I give special mention to Bob for 
  this tome, who was in the right place at the right time to become a member of the Ancients. 
   
  To Mary, my love and my universe: space is also time. All points in time are eternal, and our love is fixed 
  forever into this continuum. Not only this, but we meet each other across an infinite number of other 
  dimensions, where every version of our story is told. I would not trade this existence with you even for 
  that multitude of possibilities, and death has no hold when our existence is permanent. Regardless of 
  what happens in this linear timeline, we are forever. 
   
  And Gabriel: would you please take out the trash now?  
  
   
  iv 
   
  Table of Contents 
  Legalese ......................................................................................................................................................... ii 
  FOREWORD .................................................................................................................................................. iii 
  Optional Rules: Paradox Variants ................................................................................................................. 1 
  SPELL LISTS .................................................................................................................................................... 5 
  SPELLS BY SAVING THROW ........................................................................................................................... 7 
  SPELLS ........................................................................................................................................................... 8 
   
   
   
  
   
  1 
   
  Optional Rules: Paradox Variants 
   
  Generally, a Storyteller (Dungeon Master) can handle anything the players throw at them, twisting fate 
  in unforeseen ways that play off the actions of the characters. Time manipulation, and full-fledged time 
  travel, might be a bit daunting even to a veteran Storyteller, however. Multiple problems could arise, 
  but two of the biggest ones are these:  
  • 
  How do I handle time paradoxes? 
  • 
  How can I punish players who over-manipulate the timestream to “break the game”? 
  In the variant rules below, I will address both problems. Some are a rules-light approach that offers a 
  vague danger in the hands of the Storyteller, while others offer a measurable, tangible system of 
  mounting problems for the characters. Use whatever works best for your campaign. 
   
  Variant One: Charisma Save and Storyteller Chooses 
  This is the most rules-light of the options. Whenever a character performs an action with time 
  manipulation you deem to be dangerous, paradoxical, or “game-breaking”, simply have any affected 
  characters roll Charisma saving throws. Use the following DCs as guidelines: 
  • 
  Minor Danger or Paradox. A minor continuum upset might include things like trying to earn 
  several hundred extra gold pieces through betting or investing. DC 12. 
  • 
  Major Danger or Paradox. A major continuum upset could involve things like saving your sibling 
  from drowning as a child or trying to earn thousands of gold pieces. DC 16. 
  • 
  Catastrophic Danger or Paradox. When characters attempt to assassinate dictators, prevent or 
  cause wars, introduce advanced magic or technology to primitive people, or cause similarly 
  world-altering changes, it creates untold changes and paradox. DC 20. 
  While there may always be some unforeseen consequences, the Charisma save determines just how 
  badly those consequences go. If the character succeeds, the changes work out – mostly. They may have 
  to deal with some details forever being different than they’re used to, and this is especially true of 
  world-altering changes (you averted the Great War – yaay! Several of your favorite NPCs were never 
  born, and your castle no longer exists – boo!). The Storyteller takes full control of the details. 
  If the Charisma save is failed, the Storyteller turns their mind to the darkest, strangest, most twisted 
  problems they can dream up for the changes in the continuum. Earning too much gold in a certain place 
  and time may cause a shortage of currency that leads to a war in the characters’ modern timeline. 
  Saving your little brother from drowning might lead to him growing up to become the insidious mind-
  controlling enchanter you never got to meet. Bringing advanced technology to the past could lead to the 
  present being a completely transformed wasteland with wholly unfamiliar technology (and NPCs) when 
  the characters come back! 
   
  
   
  2 
   
  Variant TWO: Paradox Points 
  In this system, characters have an immediate danger posed to them by fluctuations in the continuum. 
  Even minor time manipulation can accrue paradox with multiple uses, and the best way to let time 
  restore itself is to allow linear time to pass without interruption. The more paradox is accrued, the more 
  time is required to remove it. 
   
   
  Gaining Paradox 
  Almost every action of time manipulation causes a gain in paradox. Low-level time magic is somewhat 
  safe, and cantrips notably never cause gains in paradox. Actions that manipulate the timestream can 
  cause gains in paradox as well, with examples below. 
   
  Paradox Gained 
  Example Action 
  Paradox 
  Gained 
  Notes 
  Casting 1st – 3rd 
  level time magic 
  0 or 1 
  The first two time-based spells you cast in this level range do not gain paradox. 
  If you cast a time spell in this level range within one minute of two or more time 
  spells that are 1st level or higher, the spell gains 1 paradox. 
  Casting 4th – 5th 
  level time magic 
  1 
  Time spells in this range always gain 1 paradox, regardless of the number cast or 
  how recently. 
  Casting 6th – 8th 
  level time magic 
  2 
  Time spells in this range always gain 2 paradox. 
  Casting 9th level 
  time magic 
  3 
  9th level time spells always gain 3 paradox. 
  “Paradox” in the 
  name 
  1 
  Time spells or effects that use the word “paradox” in their name always gain 1 
  additional paradox. For example, Paradox Flux and Invoke Paradox would total 
  up to 3 paradox each. The Storyteller can add this paradox to other dangerous 
  or unstable time magic at their discretion. 
  Minor paradoxical 
  action 
  1 
  Earning a small amount of money through time manipulation, or other fairly 
  innocuous actions. 
  Major paradoxical 
  action 
  3 
  Saving the life of an NPC who seemed destined to die, trying to earn a large sum 
  of money through time manipulation, and other unpredictable or unbalancing 
  effects. 
  Catastrophic 
  paradoxical action 
  5 
  Killing Drizzt Do’Urden as a child, saving the Netherese Empire from its 
  downfall, teaching a group of tribal shaman advanced time manipulation magic 
  thousands of years ago. 
   
   
   
   
   
  
   
  3 
   
  Removing Paradox 
  They say time heals all wounds, and whether this is true or not it does cause a reduction in paradox and 
  is the primary way to get rid of it. No time spells, other than cantrips, can be cast during this wait time or 
  else the process to remove paradox must start over. Other actions are far more difficult and may hinge 
  on plot elements of the campaign, as described below. 
  Paradox Lost 
  Starting 
  Paradox 
  Score 
  Duration without 
  non-cantrip time 
  magic 
  Paradox 
  Lost 
  Special 
  1 
  10 minutes 
  1 
   
  2 
  1 hour 
  1 
   
  3 
  4 hours 
  1 
   
  4 
  24 hours 
  1 
   
  5 
  3 days 
  1 
   
  6 
  10 days 
  1 
   
  7 
  30 days 
  1 
   
  8 
  90 days 
  1 
   
  9 
  1 year 
  1 
   
  5 or more 
  n/a 
  1 
  The Storyteller spends a point of your paradox to give you a natural 1 on any 
  d20 roll, or a twist of fate. A twist of fate is a storytelling plot device that 
  allows the Storyteller to arbitrarily make things difficult for you.  
  n/a 
  n/a 
  3 
  Perform a task for a quarat inevitable (see p. 17), which will in some way 
  clean up the timestream. 
  n/a 
  n/a 
  All 
  A cleric successfully uses their Divine Intervention class ability to remove a 
  target’s paradox. Doing so will cause the cleric to gain paradox equal to 1 less 
  than the amount they removed from the target. 
  n/a 
  n/a 
  All 
  A Wish spell. The creature who cast the Wish gains 3 paradox, and risks never 
  being able to cast Wish again, as described in the spell. 
   
  Effects of Paradox 
  Aside from allowing the Storyteller to give you critical failures and twists of fate, as shown in the 
  Paradox Lost table, here are additional problems caused by having a paradox score. 
  Paradox Effects 
  Paradox Score 
  Effects 
  0 – 3 
  No detrimental effects. 
  4 – 6 
  Once per day, the Storyteller gives the character disadvantage on one attack, check, or saving 
  throw. 
  7 – 9 
  The character cannot gain inspiration and loses inspiration if they have it. The character 
  always fails death saving throws. Additionally, story-based problems may arise, such as being 
  pursued by a quarat inevitable (see p. 17), although this could be an opportunity to reduce 
  paradox by assisting the timestream. 
  10 
  The character fades from existence, and all knowledge of them is erased. At the Storyteller’s 
  option, the character may instead become a terrible extraplanar spirit trapped between 
  timestreams and with its personality fragmented by different potential timelines. The 
  character is gone more effectively than being dead, and even a Wish cannot bring them back. 
   
  
   
  4 
   
  Variant Three: Temporal Backlash 
  You can adopt this variant rule to scale back the number of time spells being cast without worrying 
  about story repercussions. 
  Whenever a character casts a time spell of 1st level or higher within 1 minute of two other time spells of 
  1st level or higher, they are dealt necrotic damage that also reduces their maximum hit points until they 
  take a long rest. This damage cannot be reduced and the HP reduction cannot be avoided. If a 
  character’s max HP is reduced to 0, they die. A character who dies this way cannot be resurrected. 
  Stated again for clarity, the 3rd time spell within 1 minute deals 1d6 necrotic damage to them, and this 
  scales upwards by another d6 for each additional time spell of 1st level or higher within a 1 minute time 
  span: 2d6 necrotic damage for the 4th time spell, 3d6 for the 5th, 4d6 for the 6th, and so on. 
  The backlash for true paradoxical actions and game imbalance is more insidious and a constant 
  annoyance: for each instance of minor paradox, after the character completes a long rest they are dealt 
  1d6 necrotic damage and their maximum HP is reduced by that amount. This effect lingers for a long 
  time, 30 days for minor paradox. Major paradox deals 3d6 necrotic damage to a character after a long 
  rest, reducing their max HP. This effect lasts for 90 days. Finally, catastrophic paradox deals 5d6 necrotic 
  damage to a character after a long rest, reducing their max HP. Depending upon how severe the 
  catastrophe is, this effect may either linger for a year and a day, or for the rest of the character’s 
  existence. 
  This variant is a less harsh penalty, especially to high-level characters. It requires a lot of bookkeeping on 
  the player’s part, however. 
   
   
   
  
   
  5 
   
  SPELL LISTS 
   
  Bard Spells 
    
  CANTRIPS 
  Ebbing Speed 
  Instant Crafting 
   
  1st LEVEL 
  Accelerate Duration 
  Chronolocation 
  Snake’s Swiftness 
    
  2nd LEVEL 
  Delay 
  Guise of Age 
   
  3rd LEVEL 
  Better Late than Never 
  Reverse Wound 
  Snake’s Swiftness en Masse 
   
  4th LEVEL 
  Warding Stasis 
    
  5th LEVEL 
  Puzzling Pause 
  Temporal Anchor 
   
  6th LEVEL 
  Paradox Flux 
   
  7th LEVEL 
  Invoke Paradox 
   
  8th LEVEL 
  Time is Money 
   
  9th LEVEL 
  Timeshift 
   
   
   
  Cleric Spells 
    
  CANTRIPS 
  Instant Crafting 
  Touch of Dust 
   
  1st LEVEL 
  Chronolocation 
   
  2nd LEVEL 
  Gift of Chronos 
   
  3rd LEVEL 
  Better Late than Never 
  Reverse Wound 
   
  4th LEVEL 
  Grow Old 
  Warding Stasis 
   
  5th LEVEL 
  Temporal Anchor 
   
  9th LEVEL 
  Restored by the Continuum 
   
   
   
  Druid Spells 
    
  CANTRIPS 
  Instant Crafting 
  Touch of Dust 
   
  1st LEVEL 
  Snake’s Swiftness 
   
  2nd LEVEL 
  Guise of Age 
  Ray of Erosion 
   
  3rd LEVEL 
  Better Late than Never 
  Reverse Wound 
  Snake’s Swiftness en Masse 
   
  4th LEVEL 
  Crumble to Dust 
  Grow Old 
   
  5th LEVEL 
  Temporal Anchor 
   
   
   
  PALADIN Spells 
   
  2nd LEVEL 
  Gift of Chronos 
   
  3rd LEVEL 
  Slowing Smite 
   
  5th LEVEL 
  Temporal Anchor 
   
   
  Ranger Spells 
   
  1st LEVEL 
  Chronolocation 
  Snake’s Swiftness 
   
  3rd LEVEL 
  Snake’s Swiftness en Masse 
   
  5th LEVEL 
  Temporal Anchor 
  Time’s Arrow 
   
   
  Sorcerer Spells 
    
  CANTRIPS 
  Ebbing Speed 
  Instant Crafting 
  Touch of Dust 
   
  1st LEVEL 
  Accelerate Duration 
  Chronolocation 
  Snake’s Swiftness 
   
  2nd LEVEL 
  Delay 
  Guise of Age 
  Ray of Erosion 
   
  3rd LEVEL 
  Better Late than Never 
  Snake’s Swiftness en Masse 
   
  4th LEVEL 
  Crumble to Dust 
  Grow Old 
  Warding Stasis 
   
  5th LEVEL 
  Puzzling Pause 
  Temporal Anchor 
   
  6th LEVEL 
  Paradox Flux 
    
  7th LEVEL 
  Invoke Paradox 
   
  8th LEVEL 
  Time is Money 
   
  9th LEVEL 
  Timeshift 
  
   
  6 
   
  Warlock Spells 
   
  CANTRIPS 
  Ebbing Speed 
  Instant Crafting 
  Touch of Dust 
   
  1st LEVEL 
  Snake’s Swiftness 
   
  2nd LEVEL 
  Delay 
  Guise of Age 
  Ray of Erosion 
   
  3rd LEVEL 
  Better Late than Never 
   
  4th LEVEL 
  Grow Old 
   
  5th LEVEL 
  Temporal Anchor 
   
  6th LEVEL 
  Paradox Flux 
   
  7th LEVEL 
  Invoke Paradox 
   
  8th LEVEL 
  Time is Money 
   
  9th LEVEL 
  Timeshift 
   
  Wizard Spells 
    
  CANTRIPS 
  Ebbing Speed 
  Instant Crafting 
  Touch of Dust 
   
  1st LEVEL 
  Accelerate Duration 
  Chronolocation 
  Snake’s Swiftness 
   
  2nd LEVEL 
  Delay 
  Guise of Age 
  Ray of Erosion 
   
  3rd LEVEL 
  Better Late than Never 
  Snake’s Swiftness en Masse 
   
  4th LEVEL 
  Crumble to Dust 
  Grow Old 
  Warding Stasis 
   
  5th LEVEL 
  Puzzling Pause 
  Temporal Anchor 
   
  6th LEVEL 
  Paradox Flux 
   
  7th LEVEL 
  Invoke Paradox 
   
  8th LEVEL 
  Time is Money 
   
  9th LEVEL 
  Timeshift 
   
  
   
  7 
   
  SPELLS BY 
  SAVING THROW 
   
  STRENGTH (0) 
   
  DEXTERITY (0) 
   
  CONSTITUTION (2) 
  Grow Old 
  Ray of Erosion 
   
   
   
   
   
   
   
  INTELLIGENCE (0) 
   
  WISDOM (1) 
  Slowing Smite 
   
  CHARISMA (4) 
  Crumble to Dust 
  Delay 
  Invoke Paradox 
  Time’s Arrow
   
   
  
   
  8 
   
  SPELLS (25 total) 
   
  ACCELERATE DURATION 
  1st level transmutation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  Choose an active effect or spell, such as an 
  ongoing poison or a stinking cloud spell. You 
  cause that effect or spell to accelerate in 
  duration by 1 round, potentially bringing it 
  closer to its full duration. This can cause a spell 
  or effect to end prematurely. 
   
  If the effect or spell causes harm, such 
  as ongoing damage, or if it allows a saving 
  throw every round to end its effects, then those 
  take place immediately, as if 1 round of the 
  effect had passed. 
   
  If you ready an action to cast this spell 
  targeting a newly-cast spell or effect, if that 
  effect’s duration normally lasts 1 round, the 
  spell or effect ends immediately with no effect. 
  It causes spells such as time stop to last one 
  round less than normal in the alternate 
  timestream. 
   
   
  BETTER LATE THAN NEVER 
  3rd level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V 
  Duration: Instantaneous 
    
  You convert the potential time you could have 
  acted sooner into a powerful series of spells. 
   
  As part of the action used to cast this 
  spell, you cast two cantrips you know (this can 
  be the same cantrip twice). If you naturally got 
  the lowest initiative, you instead cast three 
  cantrips you know. 
   
   
  CHRONOLOCATION 
  1st level divination 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Instantaneous 
    
  Most casters think of this spell as a way to know 
  what time it is, but it has more profound uses. 
  When you cast this spell, you learn all of the 
  following about the timestream in a 30 ft. 
  radius centered on you: 
   
  • 
  The current time of day, down to the 
  precise second. 
  • 
  The date, both in your calendar (if 
  possible) and in local calendar (if any). 
  • 
  The amount of time you have traveled, 
  and if it was forwards or backwards, 
  since the last time you cast this spell. 
  • 
  A general idea of the state of the local 
  and planar timestream. This spell will 
  not provide a detailed analysis, but it 
  can inform you that time fluctuates 
  relative to Material Plane time, or that 
  local time is frozen in stasis, or 
  randomly shifts backwards, etc. 
   
   
  CRUMBLE TO DUST 
  4th level transmutation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  This spell causes creatures and objects within a 
  40-foot cube to erode and crumble, as if time 
  had greatly accelerated.  Those affected must 
  make Charisma saving throws or take 7d8 
  necrotic damage.  Creatures who succeed are 
  
   
  9 
   
  poisoned until the end of your next turn but 
  take no damage. 
           
  At Higher Levels: When you cast this 
  spell using a spell slot of 5th level or higher, you 
  deal 1d8 additional necrotic damage for every 
  slot level above 4th. 
   
  DELAY 
  2nd level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  Choose a creature within range to delay its 
  action. That creature must make a Charisma 
  saving throw, and on a failure that creature 
  does not act until initiative count 0. Its place in 
  the initiative order becomes 0 for the rest of 
  this combat. 
   
  Out of combat, this spell causes a 
  creature to take a stupefied pause for about 5 
  or 6 seconds. 
   
  EBBING SPEED 
  Transmutation cantrip 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S 
  Duration: 1 round 
    
  You accelerate your timestream briefly, 
  performing a Dash action as part of casting this 
  spell.  You also gain +2 AC against any 
  opportunity attacks that occur from this 
  movement.  At the end of your turn, you 
  become restrained until the end of your next 
  turn as time catches up with you. 
  This spell’s AC bonus against 
  opportunity attacks increases by 2 when you 
  reach 5th level (+4 AC), 11th level (+6 AC), and 
  17th level (+8 AC). 
   
  GIFT OF CHRONOS 
  2nd level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
    
  You invoke the blessing of your deity Labelas 
  Enoreth, who was also once known in a human 
  aspect as Chronos. The target can choose to use 
  one of the following blessings before the 
  duration ends, but only one. 
   
  • 
  Divine Awareness. The target may act 
  during a surprise round even when 
  surprised, but on initiative count 0. 
  • 
  Inspired Initiative. The target may add 
  1d4 when they roll initiative, totaling 
  the dice together. 
  • 
  Swift Strike of the Continuum. One time 
  only, when the target uses the Attack 
  action on their turn, they may make an 
  additional attack. This ability cannot 
  cause a creature to make 6 or more 
  attacks as a single Attack action. 
  • 
  Celerity of the Lifegiver. The target may 
  gain a burst of movement speed for 1 
  round, doubling their movement speed. 
  This does not stack with similar abilities. 
  • 
  The Philosopher’s Reflexes. The target 
  gains advantage on one Dexterity saving 
  throw. 
  • 
  Instant Balm. The target can use their 
  reaction when they take damage, 
  instantly healing 1d8 plus your 
  spellcasting ability modifier. If this 
  equals or exceeds the damage, it is as if 
  they were never struck: no harmful side 
  effects of the attack remain, such as 
  suffering from an ongoing spell or 
  condition. 
   
  
   
  10 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 3rd level or higher, the target can 
  gain one additional blessing for every two slot 
  levels above 2nd (2 blessings at 4th, 3 blessings 
  at 6th, and 4 blessings at 8th). They may choose 
  the same blessing more than once. 
   
   
   
   
  GROW OLD 
  4th level necromancy 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
    
  You touch a creature with the weight of old age, 
  and they instantly look bent and gnarled with 
  the ravages of time. Make a melee spell attack 
  against a target creature. On a hit, the target 
  suffers all of the following: 
   
  • 
  3d8 necrotic damage. 
  • 
  Disadvantage on Strength, Dexterity, 
  and Constitution attacks, checks, and 
  saving throws. 
  • 
  Speed is reduced by half. 
  • 
  Roll a d10: on 1-2, the creature is 
  blinded, and on 3-4 the creature is 
  deafened. 
   
  At the end of each of the target’s turns, it can 
  make a Constitution saving throw (with 
  disadvantage) against the spell. On a success, 
  the spell ends. 
   
  If the spell lasts for the full duration, the 
  target permanently ages 1 year. If this would 
  bring the target past the age of their natural 
  death, they die. This aging can be reversed by 
  greater restoration or wish. 
   
   
  GUISE OF AGE 
  2nd level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: 8 hours 
    
  You touch a willing creature and cause a rapid 
  shift in its age. The creature can appear 
  extremely old, or as young as 13 years of age or 
  an equivalent age for non-humans. Those who 
  are not intimately familiar with the target will 
  not recognize them with casual observation.  
  Someone who is at least familiar with 
  the target and is suspicious of them can make 
  an Intelligence (Investigation) check, DC equal 
  to your spell save DC, or realize this is the same 
  creature at a different age. 
  This spell grants anyone who uses a 
  disguise kit on the target advantage on their 
  Intelligence check to make the disguise. An 
  observer would have to perceive the disguise 
  before having a chance to investigate further. 
  
   
  11 
   
   
  INSTANT CRAFTING 
  Transmutation cantrip 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (the set of crafting tools 
  that would normally be used) 
  Duration: Instantaneous 
    
  You can perform feats of mundane crafting 
  instantly, provided you are skilled in the tools to 
  be used. When you cast this spell, target any 
  collection of unattended raw materials within 
  range, specify what item to turn the materials 
  into, and specify how much effective time to 
  spend crafting that item. The spell assumes a 
  10-hour workday can produce 5 gold pieces’ 
  worth of goods at market value, with lesser 
  amounts of time producing fewer items (20 
  arrows would take 2 hours of work, while a 
  single arrow would take 6 minutes of work). 
   
  As long as the raw materials are present 
  (half the market value of the items to be made), 
  and you are proficient with the necessary tools, 
  the item or items are created. If you desire, the 
  item can appear in your hand; otherwise, it 
  appears on the ground at your feet. 
  After casting this spell, you cannot cast 
  it again for twice the length of time it would 
  have taken to craft the items (so 10 hours of 
  work would mean you cannot cast this spell 
  again for 20 hours). 
   
   
  INVOKE PARADOX 
  7th level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Instantaneous, unless noted 
  otherwise 
    
  Taking a gamble, you purposefully initiate 
  localized paradoxes in the timestream, hoping it 
  will be in your favor. The paradoxes will often 
  affect creatures within 60 feet of you, but some 
  do not follow this pattern. Roll on the following 
  table to see what happens: 
   
  Invoke Paradox Results 
  d% Roll: 
  Effect: 
  01 – 08 
  You and all creatures within 60 feet must make 
  Charisma saving throws or take 12d6 necrotic 
  damage. Those who save take half. 
  09 – 15 
  In a 60 ft. radius, you and all allied creatures 
  double their speed for 1 round and enemies 
  must make Charisma saving throws or be 
  paralyzed for 1 round. 
  16 – 20 
  You must make a Charisma saving throw or take 
  5d10 necrotic damage and be under the effects 
  of a slow spell for 2d4 rounds. 
  21 – 28 
  All enemies within 60 feet must make Charisma 
  saving throws or be affected by grow old. The 
  duration of this effect is concentration, up to 1 
  minute, but treat the spell as having multiple 
  targets. 
  29 – 37 
  You and all allies within 60 feet gain an 
  additional bonus action and an additional 
  reaction for 1 round. 
  38 – 45 
  You and all creatures within 60 feet are affected 
  by temporal anchor if you fail a Charisma saving 
  throw. 
  46 – 48 
  You take 2d10 extra force damage from all 
  weapon and spell attacks for 2d4 rounds. If you 
  try to teleport during this time, the teleport 
  occurs at random (Storyteller’s choice) and 
  always causes 2d10 force damage to you. 
  49 
  Time stop is immediately cast on you. 
  50 – 59 
  The legend lore spell is immediately cast on you. 
  The Storyteller chooses the subject matter. 
  60 – 64 
  You are frozen in stasis for 1d4 rounds. During 
  this time, you are immune to all damage, you 
  cannot be targeted, you cannot act, and you do 
  not perceive any passage of time. 
  65 – 75 
  You and all allied creatures within 60 feet are 
  under the effects of a haste spell for 1d4 rounds. 
  No concentration is required. 
  76 
  A quarut (see p.17) appears within 60 feet, 
  systematically trying to disable and capture you. 
  77 – 91 
  Recent wounds are reversed. You and all allied 
  creatures within 60 feet are healed for 4d10 HP. 
  92 – 99 
  1d4 creatures at random within 60 feet of you 
  gain an additional action on their next turn. 
  100 
  A version of you from another timeline appears 
  and immediately takes its turn, trying to kill you 
  and take your place. 
   
  
   
  12 
   
  PARADOX FLUX 
  6th level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: 10 minutes 
    
  The creature you touch is slightly out of 
  synchronicity with the timestream and can take 
  advantage of those fleeting moments. The 
  target gains a number of flux reactions equal to 
  your spellcasting ability modifier, minimum 1.  
  These flux reactions act like reactions 
  but can exceed the usual limit of one reaction 
  per round, so for example a barbarian could 
  make four opportunity attacks in a single round, 
  or a wizard could cast counterspell three times. 
  When the spell ends, any remaining flux 
  reactions are lost. 
  At Higher Levels: When you cast this 
  spell using a spell slot of 7th level or higher, the 
  target gains 1 additional flux reaction for every 
  slot level above 6th. 
   
   
  PUZZLING PAUSE 
  5th level transmutation 
  Casting Time: No action during your turn 
  Range: Self 
  Components: V 
  Duration: 1 round 
    
  With but a brief utterance during your turn, you 
  have an accelerated window of time to perform 
  some minor action. 
  You gain an additional bonus action for 
  this turn only. If you do not use the bonus 
  action before your turn is over, it is lost. 
  This spell does not count against the 
  number of spells you can cast if you use a bonus 
  action to cast a spell (Player’s Handbook, 
  p.202). 
   
  RAY OF EROSION 
  2nd level transmutation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a pinch of dust) 
  Duration: Instantaneous 
    
  A dusty grey ray blasts from your 
  pointing finger to a target that you can see 
  within range. The target can be a creature or an 
  object. A creature targeted by this spell must 
  make a Constitution saving throw. On a failed 
  save, the target takes 3d6 + 10 necrotic 
  damage. If a creature fails the save by 5 or 
  more, the creature gains one level of fatigue. 
  This spell automatically erodes a Small 
  or smaller nonmagical object to dust. If the 
  target is a Medium or larger object, this spell 
  wears away a portion of it, dealing damage and 
  possibly destroying it if the object was weak 
  enough. A magic item is unaffected by this spell. 
  At Higher Levels: When you cast this 
  spell using a spell slot of 3rd level or higher, the 
  damage increases by 2d6 for each slot level 
  above 2nd. 
   
   
  RESTORED BY THE CONTINUUM 
  9th level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (gemstones worth at least 
  10,000 gp, which the spell consumes) 
  Duration: Instantaneous 
    
  Calling on Labelas Enoreth, Lord of the 
  Continuum, you instantly restore a creature to 
  full vigor at some cost to yourself. A target 
  creature in range that you can see gains the 
  benefits of a long rest immediately. You gain 3 
  levels of exhaustion. 
   
   
  
   
  13 
   
  REVERSE WOUND 
  3rd level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V 
  Duration: Instantaneous 
    
  The most recent wound the target has suffered 
  is healed, removing all damage it dealt. If a 
  special effect of that attack was based on the 
  damage it dealt, such as maximum HP 
  reduction, that effect is removed as well. 
  Multiple castings of this spell do not work: the 
  target must suffer a new wound since the last 
  casting of the spell for it to have any effect. 
   
  If no one remembers how much 
  damage the last wound created on the target, 
  they are healed for 3d6 plus your spellcasting 
  ability modifier. 
   
   
  SLOWING SMITE 
  3rd level transmutation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 minute 
    
  The next time you hit a creature with a melee 
  weapon attack during this spell’s duration, your 
  weapon is surrounded in a grayish haze, and the 
  attack deals an extra 3d8 necrotic damage to 
  the target. 
  Additionally, the target must succeed 
  on a Wisdom saving throw. If it fails, then for 
  the duration the target’s speed is halved, it 
  takes a -2 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. 
  A creature affected by this spell makes 
  another Wisdom saving throw at the end of its 
  turn. On a successful save, the effect ends for it. 
   
   
  SNAKE’S SWIFTNESS 
  1st level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a few snake scales) 
  Duration: Instantaneous 
    
  You give one willing creature the swiftness of a 
  snake, striking with incredible speed. The target 
  can use their reaction to immediately make one 
  melee or ranged weapon attack. 
  If the target is unwilling or has no 
  reaction left, the spell fails. 
   
   
  
   
  14 
   
  SNAKE’S SWIFTNESS EN MASSE 
  3rd level transmutation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a few snake scales) 
  Duration: Instantaneous 
    
  Choose up to six willing target creatures. Each 
  of those creatures can use its reaction to 
  immediately make one melee or ranged 
  weapon attack. 
   
  If a target is unwilling or has no reaction 
  left, the spell fails. 
   
   
   
  TEMPORAL ANCHOR 
  5th level abjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a piece of a device made 
  for telling time, such as a chip of stone from a 
  sundial or a gear from a clock) 
  Duration: 10 minutes 
    
  You fire a purple ray towards a target creature 
  or object, making a ranged spell attack. On a hit, 
  the target becomes temporally anchored in the 
  local timestream, unable to go faster or slower 
  than normal. 
  The target cannot gain the benefits of 
  spells or effects such as haste, time stop, 
  foresight, or expeditious retreat, but it is not 
  hindered by time effects either, such as slow. 
  This causes time-travelling creatures to be 
  temporarily unable to move through time. 
  If you cast this spell on a target locked 
  in a pocket of stasis (removed from the flow of 
  time and unaffected by almost all actions), 
  make a check using your spellcasting ability, DC 
  20. On a successful check, the stasis effect ends. 
   
   
  TIME IS MONEY 
  8th level conjuration 
  Casting Time: 1 minute 
  Range: Self 
  Components: V, S, M (a coin purse) 
  Duration: Concentration, up to 24 hours 
    
  Many things can be lost between dimensions, 
  disappearing in folds in the fabric of reality, 
  locked away in eternal stasis or in some state of 
  quasi-being. Whoever developed this spell was 
  only interested in salvaging one thing from 
  beyond the reaches of paradox: gold pieces. 
   
  While this spell is active, you are slowly 
  coaxing gold coins lost to oblivion back to 
  reality – and into your coin purse. If you 
  concentrate for the full 24-hour duration, at the 
  end of that time you conjure up 1d20 plus your 
  spellcasting ability modifier gold pieces. These 
  coins are real and permanent. 
   
   
  TIME’S ARROW 
  5th level transmutation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 minute 
   
  The next time you hit with a ranged weapon 
  attack, in addition to the normal effects of the 
  attack, the attack deals an extra 5d8 force 
  damage to the target, and the target must make 
  a Charisma saving throw. 
   
  On a failure, the target phases out of 
  the timestream into the future, effectively 
  losing rounds of activity. A creature or object 
  that is timeshifted cannot be affected in any 
  way: damaged, targeted, moved, etc. The target 
  does not experience the passage of time nor 
  perceive its surroundings, and all effects on it 
  are suspended until it returns. When the target 
  reenters the timestream, it appears standing on 
  
   
  15 
   
  the ground in the nearest unoccupied square to 
  the location it previously occupied. 
  At the end of its turn each round, a 
  creature timeshifted by this spell must make a 
  Charisma saving throw. On a success, it 
  reappears in the timestream, and the spell 
  ends. Otherwise, it remains timeshifted as long 
  as you maintain concentration. 
   
   
  TIMESHIFT 
  9th level conjuration 
  Casting Time: 8 hours 
  Range: 10 feet 
  Components: V, S, M (gemstones worth at least 
  50,000 gp, which the spell consumes, and an 
  object associated with the time period) 
  Duration: Instantaneous 
    
  By means of this lengthy ritual, you and up to 
  eight willing creatures of your choice that you 
  can see travel through time. You can target an 
  object to travel with you instead, though it must 
  fit entirely within a 10-foot cube, and it can’t be 
  held or carried by an unwilling creature. 
   
  The destination does not have to be 
  precisely known; the time period you will end 
  up in depends upon the focus object used 
  during spellcasting. There are three types of 
  moments in the object’s timeline you can visit: 
  the moment it was finished being made, a 
  historical moment in the object’s history, or the 
  moment the object was broken (if applicable). 
  Since objects from the future are extremely 
  difficult to get, if not impossible, mages who 
  know this spell might go to any length to 
  acquire such an item. 
  Objects of great historical significance 
  are the easiest to identify, usually an 
  Intelligence (History) check at DC 15 gives a 
  clear enough picture of the object’s timeline. 
  Minor objects are more difficult, ranging from 
  DC 20 to DC 25. A petty or unimportant object 
  would be DC 30 for a best guess as to a general 
  range of time periods you might end up in. Even 
  if you know nothing about the object, you can 
  always use it to travel to one of the types of 
  moments listed above. 
  You and anyone else traveling with you 
  appears on the same plane as where you cast 
  the spell, within 1 minute of the moment 
  described for the object (you can specify 
  before, concurrent, or after), and at a distance 
  of 1d6 times 1,000 feet away from the location 
  of the object as it exists in that time period. 
  From that point, you experience time as normal 
  for the plane, and further magic can be used to 
  send you across planes, etc. 
  
   
  16 
   
  TOUCH OF DUST 
  Transmutation cantrip 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Instantaneous 
    
  The creature or object you touch instantly feels 
  the ravages of time. On a successful melee spell 
  attack, you deal 2d6 necrotic damage to the 
  target. 
  This spell’s damage increases by 2d6 
  when you reach 5th level (4d6 necrotic 
  damage), 11th level (6d6), and 17th level (8d6). 
   
   
  WARDING STASIS 
  4th level abjuration 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a cocoon) 
  Duration: Concentration, up to 10 minutes 
    
  Choose up to six willing target creatures other 
  than yourself. Each of those creatures enters 
  stasis, and becomes immune to all damage, 
  they cannot be targeted, they cannot act, and 
  they do not perceive any passage of time. 
  Effects on those creatures are suspended until 
  they return to the normal timestream. 
   
  As a bonus action on your turn, you can 
  release one or more creatures from this spell, 
  causing them to reenter normal time. 
   
   
   
  LIKE WHAT YOU SEE? 
  If you have enjoyed this product (or 
  even if you haven’t), I’d like to put in a 
  shameless plug here for my other 
  works on Dungeon Masters Guild. 
  These include “Spells from Elsewhere,” 
  “Backgrounds from the Underdark,” 
  “Mind Magic,” and “Arcane Tradition: 
  Magi of the Staff.” 
   
  “Spells from Elsewhere” has a 
  nice subtheme of time magic that 
  makes a great companion to this book. 
  It imagines magic that comes from 
  other planes or worlds, or exotic 
  locations like the deep sea. 
   
  “Backgrounds from the 
  Underdark” is just what it sounds like: 
  character backgrounds for those who 
  are associated with the Underdark. It 
  seemed to be lacking within the core 
  rules, so I fixed that. 
   
  “Mind Magic” is Codex One of 
  the Enchiridia Mysteria (this tome is 
  Codex Two). Diviners, enchanters and 
  illusionists enjoy a lot of great options, 
  but all classes benefit from it. 
   
  Finally, “Arcane Tradition: 
  Magi of the Staff” is a one-page 
  supplement that adds a new arcane 
  tradition for wizards who prefer to use 
  staffs. It’s pay-what-you-want, so go 
  ahead and check it out! 
  
   
  17 
   
  INEVITABLE 
  (QuarUt) 
   
  Quaruts are among the most powerful of inevitables 
  in existence. They protect two of the most precious 
  and tenuous things of all: time and space. They use 
  their uncanny sense of both temporal and spatial 
  awareness to know when transgressions that disrupt 
  the space-time continuum are taking place, and then 
  they hunt down the perpetrators. 
   
  Temporal Enforcers. Quaruts are concerned 
  about spellcasters who use such powerful magic as 
  Invoke Paradox, Sequester, Time Stop, Wish, 
  Timeshift, and Restored by the Continuum, or clerics 
  who use their Divine Intervention ability frequently. 
  In the eyes of a quarut, the use of these spells plays 
  havoc with the universe and risks all beings. 
  However, despite their displeasure with spellcasters 
  that use these spells and abilities, quaruts employ 
  similar spells with impunity. 
   
  A creature transported to Mechanus by a 
  quarut is jailed immediately in the Asylum of 
  Anomalies. A trial date is also immediately set for 
  the creature, although this process can be 
  complicated due to the non-linear timeline of the 
  court system for such offenses. 
  Thematic Appearance. Produced in the 
  greatest factories of Mechanus, quaruts appear 
  humanoid in form, though that is where the 
  resemblance ends. Typical of most inevitables, a 
  quarut has a clockwork body, complete with gears 
  and pistons. Numerous small timepieces and 
  hourglasses function within its body. A quarut is 
  etched with various symbols involving time. In place 
  of a head, it has a continually flowing hourglass. 
  Sometimes the sand inside the hourglass seems to 
  be flowing up; no quarut has ever explained why this 
  is so. 
   
  Word is Law. Inevitables care nothing for 
  the spirit of an agreement, only the letter. 
   
  Constructed Nature. A quarut doesn’t 
  require air, food, drink, or sleep. 
   
   
  Medium construct (inevitable), lawful neutral 
  Armor Class 23 (natural armor) 
  Hit Points 525 (42d8 + 336) 
  Speed 40 ft., fly 30 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  24(+7) 
  13(+1) 
  26(+8) 
  21(+5) 
  17(+3) 
  20(+5) 
   
  Saving Throws Dex +9, Int +13, Wis +11, Cha +13 
  Skills Arcana +21, History +21, Insight +11, Intimidation +13, 
  Perception +11 
  Damage Resistances thunder; bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities charmed, frightened, paralyzed, poisoned, 
  unconscious 
  Senses truesight 60 ft., passive Perception 21 
  Languages all but rarely speaks 
  Challenge 27 (105,000 XP) 
  Immutable Form. The quarut is immune to any spell or effect that 
  would alter its form. 
   
  Innate Spellcasting. The quarut’s innate spellcasting ability is 
  Intelligence (spell save DC 21, spell attack bonus +13). The quarut 
  can innately cast the following spells, requiring no material 
  components. 
   
  At will: chronolocation, dispel magic, plane shift (self only), scrying, 
  slowing smite, temporal anchor, timeshift (self only) 
  1/day: circle of death, forcecage, grow old, sequester, time stop 
   
  Legendary Resistance (3/day). If the quarut fails a saving throw, it 
  can choose to succeed instead. 
   
  Magic Resistance. The quarut has advantage on saving throws 
  against spells and other magical effects. 
   
  ACTIONS 
  Multiattack. The quarut makes three slam attacks. 
   
  Unerring Slam. Melee Weapon Attack: automatic hit, reach 5 ft., 
  one target. Hit: 50 force damage. 
   
  Dust to Dust (Recharge 5-6). Arcane energy emanates from the 
  quarut’s head in a 60-foot cube. Every creature in that area takes 60 
  necrotic damage. Each creature that takes any of this damage must 
  succeed on a DC 21 Wisdom saving throw or be paralyzed until the 
  end of the quarut’s next turn. 
   
  Quarantine. The quarut targets up to two creatures it can see 
  within 60 feet of it. Each target must succeed on a DC 21 Charisma 
  saving throw or be teleported to a teleportation circle in the Asylum 
  of Anomalies in Mechanus. A target fails automatically if it is 
  incapacitated. If either target is teleported in this way, the quarut 
  teleports with it to the circle. 
   
  After teleporting in this way, the quarut can’t use this 
  action again until it finishes a long rest. 
  QUARUT 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Lord Rumfish/Codex 2 of the Enchiridia Mysteria - Time Magic.pdf