This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ==== Create Paradox ==== **Create Paradox** **Tradition**: [[Chronomancy]] **Rank:** Expert **Castings:** 1 **Duration:** 1 minute A shimmering, undulating tangle of tortured time appears in the center of the target space. When you cast the spell, and again at the start of each of your turns, choose three different numbers between 1 and 20, so that on the second round, you have chosen six numbers, nine numbers on the third, and so on. You can choose a number that was chosen on a previous turn. When a creature in the target space makes an attribute roll or luck roll and the number rolled on the die matches a number you have chosen, discard the number you chose and the target is removed from time until the spell ends. A creature so removed does nothing. When the spell ends, roll a d6 for each creature removed from time by this spell: ^d6^Result^ |1|The creature remains removed from time. The only thing the creature can do is to make a luck roll once every 24 hours. On a success, the creature returns to an empty space within 5 yards of the target space. If the creature gets three failures, it is never seen again and memories of it eventually fade from the world.| |2|The creature appears in an empty space of its choice within 5 yards of the target space and makes a Will roll. On a failure, the creature becomes stunned (luck ends).| |3|The creature reappears in an empty space of its choice within the target space and takes 6d6 damage.| |4|The creature reappears in an empty space of its choice inside the target space.| |5|The creature reappears in an empty space inside the target space and heals 6d6 damage.| |6|The creature and a duplicate of it appear in empty spaces inside the target space. The creature’s possessions, if it has any, appear in a pile on the ground in an empty space of your choice. The creature and its duplicate use the same rules, but regard each other as enemies. When one becomes incapacitated, it ceases to exist, but, while they both exist, each loses 1d6 Health at the end of each round.|