Temporal Divergence
TransmutationTransmutation spells change the properties of some creature, thing, or condition.
PFS Legal
Available to
- Casting Time
- 1 swift actionMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, S, M (mithral wishbone worth 100 gp)V (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.M (Material): One or more physical substances consumed by the casting. Cost is negligible — covered by your spell component pouch — unless a gp value is listed.Full rule on Archives of Nethys ↗
- Range
- personalHow far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Target
- youHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- instantaneousHow long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
This spell allows you to witness two divergent decisions and choose which to pursue. Upon completing this spell, you must immediately choose two other different spells that you could cast at that moment and that each have a casting time of 1 standard action; these spells take effect simultaneously, and you must track all resulting effects, areas of effect, saving throws, and other outcomes separately as if each had been cast normally and the other spell had never happened. Once you’ve seen how each spell resolves, you must choose which version of reality occurred, expending the standard action, prepared spell, and material components as necessary. The other spell’s results are ignored and do not require an action or expend the prepared spell, spell slot, or material components. If the targets of the spell you did not choose expended any resources or effects to resist your spell, those resources or effects are also not expended. If you cast this spell and do not or cannot immediately follow the instructions described above, this spell has no effect.
For example, after casting this spell, a wizard could cast temporal stasis on a demon and fireball on a group of orcs. Seeing that the demon succeeds at its saving throw against temporal stasis and that the fireball kills many orcs, the wizard chooses the fireball to take effect. The temporal stasis is treated as if it had not been cast, and its spell slot and costly material component are not expended.
Casting this spell more than once in a single day is risky. On the second and subsequent casting in a 24-hour period, you must succeed at a DC 25 Will saving throw or be exposed to a crippling array of possibilities and paradoxes that leave you confused for 24 hours. Whenever this confusion would cause you to attack the nearest creature, you instead expend your highest-level remaining prepared spell or spell slot, if any, with no effect.
For example, after casting this spell, a wizard could cast temporal stasis on a demon and fireball on a group of orcs. Seeing that the demon succeeds at its saving throw against temporal stasis and that the fireball kills many orcs, the wizard chooses the fireball to take effect. The temporal stasis is treated as if it had not been cast, and its spell slot and costly material component are not expended.
Casting this spell more than once in a single day is risky. On the second and subsequent casting in a 24-hour period, you must succeed at a DC 25 Will saving throw or be exposed to a crippling array of possibilities and paradoxes that leave you confused for 24 hours. Whenever this confusion would cause you to attack the nearest creature, you instead expend your highest-level remaining prepared spell or spell slot, if any, with no effect.