Tier Level: 
2
Spell Type: 
⏳ Haste or Slow Effect
Stat Cost: 
4 Soul
Spell Cast Speed: 
3
Range & Area: 
1 target
Duration: 
happens on target's active turn
Cast Roll: 
Normal Arcana
Effects: 

This spell is a part of the Currents of Time spell chain and is found in the Currents of Time rune stone.

Unlike the future, what happened in the past happened. It is forever set in stone, remembered by both sides of the coin of praeteriamancy - Memory and Rumination. While Memory would simply record the event, Rumination obsesses over it. While Memory can be called upon when desired, Rumination shows up whether the memory is wanted or not. Rumination needs no permission, and Rumination cannot let go. These are all facts that the growing praeteriamancer has been learning. Both symbols are chroniclers of the past, one is simply more forceful in making sure that the past is not forgotten. 

Time Repeated is a low and blunt application of praeteriamantic power. It is not a careful manipulation of the past but a forceful reminder of it. The praeteriamancer reaches back along the target's immediate timeline, not through Memory but through Rumination, finds the last sequence of actions that person took, and simply makes them happen again. Not a copy. Not an echo. The same actions, reasserted by Rumination as though the present has no say in the matter.

On the target's next turn, it all plays out again - in the same order as before. If they moved, they move again, in the same direction as before, though the amount of movement must be rolled for again - the connection to Rumination not yet strong enough to replicate variables, and the target proceeds to the new space regardless of what occupies that space. If they struck someone, they strike at the same area again - and the blow lands on whoever is standing in that spot, whether it is the same enemy, a different one, or an ally who has since stepped forward, or nothing at all if the space is now empty. If they cast a spell, it is cast again, and the soul cost is taken again whether they can bear it or not. The rolls are their own - the past does not hand over its outcomes, only its actions - but those actions will occur. Rumination does not negotiate. Rumination does not let the past actions be forgotten. This is why the spell cuts both ways. The praeteriamancer has no control over what gets repeated - only that it will be. A devastating strike repeated can end a fight. A miss-positioned move repeated can end an ally should they walk off an edge or into a trap. Rumination does not distinguish. It only remembers, and it ensures that the memory will stay.

Rune Stone Effect: 

N/A

Requirements: 
Currents of Time