Swing Time
5-level Transmutation
Casting Time: 1 action
Range/Area: self
Components: Verbal, Somatic, Material
Materials: Sunstone
Duration: Concentration (maximum 1 minute)
A wave of time magic seeps out of the chronomancers body in a 15-foot cube originating zim. Thick, amber particles float around in the area and ze momentarily gains control of the passage of time for environment within this immovable cube.
With control of the environment you can, as a bonus action:
- Move time forward. Causing the area to age forward for the amount of time of zis choosing up to 24 hours. Possible things that could happen are: plants die, rust forms on metal, the ground cracks, etc.
- Any creature in the area must also make a dexterity save or be knocked prone as the ground shifts to fit the new environment.
- Move time backwards. Causing the area to revert back to the way it was before however long ago of zis choosing up to 24 hours. Possible things that could happen are: Plants de-age or seize to exist, the ground turn into dirt or grass, metal can shine again, etc.
- Stop time. Causing the area to stop aging. Rusting, oxidizing, growing, etc.
- Cause time itself in the area to rip apart, ending the spell. Any creature in the area must make a Constitution saving throw as they feel themselves rip apart. On a failed save, a creature takes 4d8 + proficiency bonus in force damage and is stunned for 1 minute. On a successful save, a creature takes half as much damage and isn't stunned. At the end of each of its turns, a stunned creature can make a Constitution saving throw, ending the effect on itself on a success.

At higher levels: When cast this spell using a spell slot of 6th level or higher the affected area increases by 5 feet and the damage increases by 1d8 for each slot level above 5th.
Available for: Elderday magic - Time Magic