This spell is a part of the Flashback spell string and is found in the Flashback rune stone.
The praeteriamancer does not always need to destroy an enemy. Sometimes it is enough to simply remove them. To reach into the currents of time - the same currents they have spent their entire practice learning to read, to navigate, to survive - and throw someone into them. Let the timestream do what it does to things that don't belong in it.
Time Trip does not send the target somewhere specific. It does not deposit them neatly in another era to be dealt with later. It simply releases them into the flow and lets the currents take them, tumbling backward and forward through moments they were never meant to witness, buffeted by the raw force of time moving around a thing that has no anchor in it. The damage they sustain is not from the praeteriamancer's power. It is from the timestream itself, and how violently it rejects an uninvited traveler. Some survive the crossing relatively intact. Others do not. The praeteriamancer rolls and watches and does not pretend to control what the currents decide. The damage dealt by time itself is dependent upon two roll; one roll of a 1d12 that shows just how much power Rumination funnels into the timestream - represented by d10s. The number of d10s rolled shows the damage in its entirety dealt by the timestream.
The target remains adrift until the battle concludes, until the danger has passed and the praeteriamancer either releases them deliberately or simply stops holding the thread. They return disoriented, damaged, and with no clear sense of how long they were gone. For the praeteriamancer, it may have been minutes. For the target, it could have been anywhere.
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