You briefly step outside the flow of time, leaving the present moment untouched as you travel into the past. You and up to 4 other creatures are affected. Any equipment you carry is affected.
You choose a specific moment and location in the past to arrive at. While in the past, any changes you make can alter the present you return to, whether as minor as misplacing an object or as significant as preventing a creature’s birth.
However, the fabric of reality resists paradox. If your actions would erase yourself or create a contradiction, reality adapts to preserve your existence. For example, if you prevent your parents from meeting, other individuals may take their place in your history, allowing you to continue to exist. These changes do not retroactively alter your knowledge or abilities gained in the original timeline.
Time Travel Outcome Table
| Familiarity | Mishap | Wrong Era | Skewed Timeline | On Target |
|---|---|---|---|---|
| Fixed Temporal Anchor (e.g. permanent time portal, anchor point) | — | — | — | 01–100 |
| Anchored Object (e.g. a diary from that time, a magic item from that era) | — | — | — | 01–100 |
| Very Familiar (You lived in that time, frequently viewed in visions) | — | — | 1–24 | 25–100 |
| Observed Casually (Watched through scrying or read detailed records) | — | 34–43 | 44–53 | 54–100 |
| Viewed Once (Seen in a vision, visited briefly) | 01–43 | 44–53 | 54–73 | 74–100 |
| Described (Only known through secondhand description or legend) | 01–43 | 44–53 | 54–73 | 74–100 |
| False History (Misinformation or fabricated event) | 01–50 | 51–100 | — | — |
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