Time is the continued progress of existence that occurs in an apparently irreversible succession from the past, through the present, and into the future. It gives rise to duration, sequence, and interval, defining the relations between change and the laws of nature.
Time is one of the
six laws of creation which first shaped and arranged the universe at its creation. Time is closely linked to the laws of
Space and
Magic -- together these three aspects define how the universe is arranged into a perceivable and changeable reality.
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Time travel
Time travel is not possible on an individual basis. Rather, time travel can only be achieved by changing the flow of time for the entire
Universe, causing everyone and everything to go backwards or forwards in time. Such an effort can only be achieved with the
Timewheel and to attempt magics of such magnitude through spellcraft would be folly.
The only exception to this rule is the
Time Stop spell. The elusive
Goddess of Time might also grant other special powers to her chosen servants and allies.
Any effects that alter the flow of time by slowing or quickening in specific locations must be closely controlled by a DM to avoid paradoxes. An example of such an effect is the
Time Warp effect of the
Feywild (
external link) as described in D&D 5th edition
Dungeon Master's Guide. Even though the
Time Warp does not reverse time, it can allow grandfather paradoxes in certain scenarios. These are to be avoided and players should be discouraged from seeking to cause paradoxes.
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