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Time Travel

School conjuration (teleportation) [chronothurgy]; Level time warden 6

CASTING

Casting Time 1 standard action
Components V, M (diamond worth 1,500 gp)

EFFECT

Range personal and touch
Target you and touched objects or other touched willing creatures
Duration instantaneous
Saving Throw none and Will negates (object); Spell Resistance no and yes (object)

DESCRIPTION

This spell instantly transports you to a designated point in the past or future, which might be as distant as 10 years per caster level. This spell can duplicate the effects of the time jaunt time warden ability. It can also be used to travel through time to the past or future to make arrangements or set up events to work to your advantage. When used in this way, it has the same capacity as a limited wish spell.

For any other use of this spell, time travel is possible only if the GM is willing to allow it. You can bring along objects as long as their weight doesn’t exceed your maximum load.

You can also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. You must have some clear idea of the location and layout of the time to which you are headed.

The GM can indicate to a caster that trips to specific times are allowed, or they might require trial and error on the part of the caster. Normally, since a caster can time travel only to eras he has some concept of, 13 you will have some clue that your GM is willing to allow transport to a given time when your character gains a clear idea what that time was like. (In this regard the time travel spell is very similar to plane shift—it gives players a capacity to move outside the normal scope of a campaign, and it is most useful when a GM has prepared material for such transit.) If a time travel trip is attempted that falls outside these parameters, the temporal dissonance it would cause is too great to overcome. The spell fails, but the material component is not consumed.

Section 15: Copyright Notice

The Genius Guide To: The Time Warden. Copyright 2011, Rogue Genius Games. Author: Owen K.C. Stephens