Chrominus is related to time flow. Able to manipulate the manipulation in time, these spells are seen in several different third -party sources books, including Walda’s Spire of Secretariat and Explorer’s guide to Wild Mount, which has a full -fledged substance in the latter.

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In Waldra’s Spire of Secretariat, the Curromane Mantra, Explorer’s Guide to Wild Mount, and D&D Fifth Edition Player’s Handbooks are all considered when the bending mantra is all considered when they decide which of these mantras are the best options for your Spell Castor. Now it’s time to play over time in your campaign.
10
Deadline
Surface |
Ago |
School |
transmutation |
Source |
Spire of Walda secrets |
Sometimes you need a little more time. Delay is a magic that will give you just that. It may seem simple, but it can be used to create unique opportunities. The delay allows you to target a creature, and by saving a failed wisdom, they move below the initiative.
This will give your team time to get any plans, work together, and potentially handle before preventing or interfering with any risks. A small instant time magic that can have a major impact.
9
Worldly shent
Surface |
Fifth |
School |
transmutation |
Source |
Leader of Explorer for Wild Mount |
A sharp glimpse of the wrist revolves around a creature over time. On a failed wisdom throw, the creature is thrown into somewhere else over time. It compels to completely remember any magic or attack, and is forced to lose magic. At the beginning of the next turn, they re -inspired the unmanned site.

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The best thing is that the creature you sent by time does not remember whether they are being spells or you are the ones who cast it. This is a fun way to play with your enemy in both fighting and rollplay.
8
Serious warning
Surface |
Fourth |
School |
Divinid |
Source |
Spire of Walda secrets |
There is a serious warning that you are warning yourself about something that will happen in the future. It is a beautiful cool magic that will be very useful to talk about roll playing. You receive a long message of six words from your future self, either you warn of something or help you make a positive decision or impact.
In the future, when you come to the point that your future yourself has been warned about you, you will need to spend ten minutes to deliver a message over time to your past. It makes a unique and whole circle moment, which is best for roll play heavy campaigns.
7
Remember.
Surface |
Second |
School |
Ingredient |
Source |
Waldas spirits of the secret |
Sometimes you need lower -level magic to remember a process quickly and protect yourself. Nothing is important, but is useful in a pinch. That is why remembering is such a good magic.
When you cast this bonus action spell, record a place, and as a reaction, when an enemy comes within five feet or attacks you, you can re -claim to your place on time at the selected location. On time this task is done before attack or motion stimulation, which you can travel enough to get out of danger.
6
Lazy
Surface |
Third |
School |
transmutation |
Source |
Player’s Handbook |
This magic does the opposite of magic quickly, which affects six creatures. Slowly allows you to change time in a 40 -foot cubic, which requires wisdom to be saved within cubes. On failure, their speed is half, they cannot react, they receive a fine on their AC.

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They can only choose a process or bonus action on their turn, not both. This magic is great if you can benefit the dimensions of magic and really destroy a group of enemies before they have the opportunity to come for you by reducing the time around you and your party.
5
Quick
Surface |
Third |
School |
transmutation |
Source |
Player’s Handbook |
A trial and true important, rush is still a magic that is messed up over time. Your speed is doubled, which gives you several organs, including your coach class +2, benefit from the skill of skill, and an additional action on your turn.
You are moving so fast, thanks to the magic that sharpens you. But when what happens when the magic and the speed end? When you adjust the time to settle yourself, you are disqualified at the speed of zero, you feel the accident. Surveys are great in a pinch and is mostly worth malfunction.
4
The interval of reality
Surface |
eigth |
School |
Ingredient |
Source |
Leader of Explorer for Wild Mount |
The magic of a time that has many different results, breaking the truth literally breaks reality and time so that a creature can be thrown into an unknown turmoil and madness. The magic continues for a minute, and the creatures will remain under its effects for time or they roll the wisdom of wisdom to protect themselves.
The results of this worldly turmoil include damaging the 8D12 force, damaging the 10D12 force because the creature is telephoned, or blinded by insect holes, and the cold of the cold from the cold of falsehood. It is a dark and terrifying magic that proves how dangerous the manipulation of time can be.
3
The destruction of time
Surface |
Ninety |
School |
necromancy |
Source |
Leader of Explorer for Wild Mount |
This magic is very expensive, but it is also great. You target a creature and suffer the horror of rapidly. This spelling causes 10d12 necrotic damage to a failed constitution. This is not all, however, with rapid aging, the creature is kept in a place where it has only 30 days left before it goes through old age.

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Along with this condition, attacks, examination of the ability, and the saving of throwing, and it reduces their walking speed by half. The only way to reject this horrible age is to restore their previous age through the ninth level of casting or maximum rehabilitation. The failure of this magic saving is destructive and dangerous.
2
Paradox
Surface |
Ninety |
School |
transmutation |
Source |
Spire of Walda secrets |
What is the best part of controlling time? You have already done something. You have twisted the flow of time in the planets, calling you the action taken. Although this does not affect any other movements of others or your actions do not affect any other indirect results, you have to completely eliminate any damage caused by you, eliminating the event.
Be careful, though, because this magic is 10D8 psychological damage that is also ending its tasks, because history redirects itself to change itself. That is why this is a contradiction. You have to decide whether you are able to change what you have done.
1
Time Stop
Surface |
Ninety |
School |
transmutation |
Source |
Player’s Handbook |
In the last time, the magic of manipulation, the time stop does exactly what he says. You can completely stop the flow of time for everyone except you, and as long as you stay in the magic parameters, you will be able to do your custom work while time will be closed.
Even though all the rest gets stuck in the time, you can do anything as long as you stay within a thousand feet of place where it was put, and no one is affected by wearing a stop or anything. The magic of the final time, it is not much better than being able to stop the time around you.

- The original release date
-
1974
- Player counting
-
2+
- Age recommended.
-
12+ (though small games and can enjoy)
- The length of each game
-
60 minutes to hours.
- Name of the franchise
-
Dhangon and Dragon
- Publishing partner
-
Beach witte