You can use this once per full moon.
This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a TIME you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.
The TIME you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the TIME determines whether you arrive there successfully. The GM rolls d100 and consults the table. If successful, you are transported to the same location as where you stand when you cast the spell, but you are in the new time.
| Familiarity | Mishap | Similar Area | Off Target | On Target |
|---|---|---|---|---|
| Your timeline | - | - | - | 01-100 |
| Time once removed | - | - | - | 01-100 |
| Very familiar | 01-05 | 06-13 | 14-24 | 25-100 |
| Seen casually | 01-33 | 34-43 | 44-53 | 54-100 |
| Viewed once | 01-43 | 44-53 | 54-73 | 74-100 |
| Description | 01-43 | 44-53 | 54-73 | 74-100 |
| Future | 01-50 | 51-100 | - | - |
Familiarity. "Your timeline" means a time which you know- you have lived through it. "Time once removed" means someone you know closely- a friend or family member- has lived through this time.
"Very familiar" is a time you have heard of very often, a time you have carefully studied, or a time you can see when you cast the spell. "Seen casually" is some time you have heard of more than once but with which you aren't very familiar. "Viewed once" is a time you have heard of once, possibly using magic. "Description" is a time whose period and description you know through someone else's description, perhaps from a history book.
"Future" is a time that doesn't exist yet.
On Target. You and your group (or the target object) appear when you want to.
Off Target. You and your group (or the target object) appear a random amount of time away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the time that was to be traveled. For example, if you tried to travel 120 years, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 years. The GM determines higher or lower by rollies (ten and under is lower, eleven and higher is higher).
Similar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target time. If you are heading for the era of the great war, for example, you might wind up in a different war. Generally, you appear in the closest similar time, but since the spell has no range limit, you could conceivably wind up anywhere in time.
Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see when you wind up (multiple mishaps can occur, dealing damage each time).
Comments