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.
The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table. In order to determine familiarity, make a history check. 25-30 You are intimately familiar with your chosen time. 20-24 You are familiar with your chosen time. 15-19 You are somewhat familiar with your chosen time. 10-14 You are vaguely familiar with your chosen time. 5-9 You have a faint memory of the chosen time. 1-4 You have no memory of the chosen time.
| Familiarity | Mishap | Similar Area | Off Target | On Target |
|---|---|---|---|---|
| Associated Object | - | - | - | 01-100 |
| Intimately Familiar | - | - | - | 01-100 |
| Familiar | 01-05 | 06-13 | 14-24 | 25-100 |
| Somewhat Familiar | 01-33 | 34-43 | 44-53 | 54-100 |
| Vaguely Familiar | 01-43 | 44-53 | 54-73 | 74-100 |
| Faint Memory | 01-43 | 44-53 | 54-73 | 74-100 |
| No Memory | 01-50 | 51-100 | - | - |
Familiarity. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.
On Target. You and your group (or the target object) appear where you want to.
Off Target. You and your group (or the target object) appear a random amount of time off 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 the direction off target randomly by rolling a d2. 1 being forwards, 2 being backwards
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 area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.
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 where you wind up (multiple mishaps can occur, dealing damage each time).
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