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<blockquote data-quote="FleshEatingBlackFlutterby" data-source="post: 9186673" data-attributes="member: 7040567"><p>Depends on the Dungeon Master and the books. By RAW, Dragonlance's Time Reaver spell doesn't (mostly because the gods themselves disallow it) but Call of Cthulhu d20's Create Time Gate does, potentially with disasterous consequences. Then there's 2E stuff if you allow conversions. The Chronomancer's Handbook's Time Slip spell, etc., etc., etc..</p><p></p><p>I allow it in my campaigns because time travel is a sci-fi/fantasy staple and there are even several well made splat books that cover it. Of course, messing with time can have it's own nasty consequences if the DM allows it at all.</p><p></p><p>The real question for my gamers isn't...</p><p>Can you?</p><p>The real question is...</p><p>How much do I value my own existence?</p><p></p><p>Then there are the powerful gods and guardians of time that punish meddlers rather harshly.</p><p></p><p>Addendum...In my campaigns, I'll still be using Transtemporal as being literally transcended beyond time vs. beings that lack Slipstream and triple actions vs. those who have slipstream, because to me...transcending time should literally mean you have transcended time in all ways.</p><p></p><p>Kinda like The Incarnation of Time in Piers Anthony's Incarnations of Immortality series. He could reverse time, speed it up, traverse it freely, act outside of time or inside of time. Time was essentially his plaything or tool. He had absolute and total control over it.</p><p></p><p>The only real defense against him would have been Slipstream, catching him unaware (entirely possible since he was once mortal and still has a few mortal personality quirks that can be exploited), and trickery.</p><p></p><p>Of course, by the time any immortal faces a Transtemporal being, said immortal likely has Slipstream and other defenses (Abrogate, etc.). So ungimped Transtemporal is really only nasty vs. creatures that shouldn't be going after Transtemporal creatures anyway.</p></blockquote><p></p>
[QUOTE="FleshEatingBlackFlutterby, post: 9186673, member: 7040567"] Depends on the Dungeon Master and the books. By RAW, Dragonlance's Time Reaver spell doesn't (mostly because the gods themselves disallow it) but Call of Cthulhu d20's Create Time Gate does, potentially with disasterous consequences. Then there's 2E stuff if you allow conversions. The Chronomancer's Handbook's Time Slip spell, etc., etc., etc.. I allow it in my campaigns because time travel is a sci-fi/fantasy staple and there are even several well made splat books that cover it. Of course, messing with time can have it's own nasty consequences if the DM allows it at all. The real question for my gamers isn't... Can you? The real question is... How much do I value my own existence? Then there are the powerful gods and guardians of time that punish meddlers rather harshly. Addendum...In my campaigns, I'll still be using Transtemporal as being literally transcended beyond time vs. beings that lack Slipstream and triple actions vs. those who have slipstream, because to me...transcending time should literally mean you have transcended time in all ways. Kinda like The Incarnation of Time in Piers Anthony's Incarnations of Immortality series. He could reverse time, speed it up, traverse it freely, act outside of time or inside of time. Time was essentially his plaything or tool. He had absolute and total control over it. The only real defense against him would have been Slipstream, catching him unaware (entirely possible since he was once mortal and still has a few mortal personality quirks that can be exploited), and trickery. Of course, by the time any immortal faces a Transtemporal being, said immortal likely has Slipstream and other defenses (Abrogate, etc.). So ungimped Transtemporal is really only nasty vs. creatures that shouldn't be going after Transtemporal creatures anyway. [/QUOTE]
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