Skip Day
When this spell is cast, all persons and intelligent creatures within 10 feet of the caster are instantly transported 24 hours into the future.
Creatures outside the area of effect will believe
that the affected characters have disappeared.
Unwilling creatures can attempt a saving throw
vs. spell to resist the effect of skip day.
No time passes for creatures affected by skip
day; they are in the exact condition that they
were in before the spell was cast. They are fatigued, have recovered no hit points, and carry
the same spells. Wizards must wait for actual
time to pass before they can memorize spells.
The affected creatures remain in the same location as they were before skip day was cast. Their
immediate environment is likely to have
changed; for instance, fires have burned out, enemies who were attacking have departed, and
weather has changed for better or worse.
Although skip day is a possible substitute for
teleporting out of a dangerous situation, it is not
without risk; characters could reappear in a situation more threatening than the one they left behind (for instance, a forest fire may have started
or a pack of hungry wolves may have arrived).
[Tome of Magic]
Sphere: Time
(Invocation/Evocation)
Level: 6
(Invocation/Evocation)
Level: 6
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: 10-foot radius
Saving Throw: Negates
Components: V, S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: 10-foot radius
Saving Throw: Negates
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