Withdraw (spell)

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Withdraw causes the flow of time to slow with respect to the caster. Once the spell is discharged, the caster will experience 10 "withdrawn rounds," or two minutes of apparent time, for each proper combat round that passes for everyone else.

Withdraw
Range self
Duration 1 round per level
Area of Effect self; see below
Casting Time 1 round
Saving Throw none
Level cleric (2nd)

During this time, the caster's presence is forgotten by the rest of the world. Further, to maintain the effect, the caster is bound within the combat hex occupied when the spell was discharged. Any other creatures in that hex will be gently pushed out into the safest possible adjacent hex to the caster. So long as what the caster does can be accomplished within the withdrawn hex, the spell's duration will be unaffected. But moving out of that hex will break the spell.

Once in place, the caster can make good use of the time offered. Spells can be cast, so long as the effects do not break the surrounding hex boundary; food or drink can be consumed, books or scrolls can be read; items can be hunted for; wounds can be bound and healing accomplished. The caster may also think and consider the best possible next move or strategy, in the time given.