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<blockquote data-quote="Obly99" data-source="post: 8906420" data-attributes="member: 7035194"><p>No, Time Conduit is a level 9th spell. It is not epic because it was created specifically to be given to mortals as a "sweet" so that they didn't try to get too far into the maze of time. It does not allow you to change history. The epic version that really makes you travel through time and allows you to change events is this one.</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Teleport Through Time</span></strong></p><p></p><p><strong>Conjuration</strong> [Teleport, Time]</p><p></p><p><strong>Spellcraft DC:</strong> 847</p><p></p><p><strong>Components: </strong>V, S</p><p></p><p><strong>Casting time:</strong> 1 week</p><p></p><p><strong>Range:</strong> Personal and touch</p><p></p><p><strong>Target: </strong>The character and touched objects or other touched willing creatures weighing up to 1,000 lb./level</p><p></p><p><strong>Duration:</strong> Instantaneous</p><p></p><p><strong>Saving Throw:</strong> None and Will negates (object)</p><p></p><p><strong>Spell Resistance:</strong> No and Yes (object)</p><p></p><p><strong>To Develop:</strong> 7,623,000 gp; 153 days; <strong>Seed:</strong> transport (DC 27). <strong>Factor:</strong> 1,000 punds per caster level (+30 DC), transport is in time instead of space (+80 DC), you can change the history (+750 DC), you can bring and take objects (+60 DC). <strong>Mitigating factor:</strong> increase casting time to a week (-40 DC), no way for further reduce the DC (-10 DC), only to the past (-20 DC), you do not arrive in the moment precise (-20 DC), change of mishap (-10 DC).</p><p></p><p>A far more powerful version of the teleport spell, this spell instantly transports the character to the same location, but to a different time. Interplanar travel is not possible, and the spell fails on any plane where time is meaningless. The character can bring along objects and willing creatures totaling up to 1,000 pounds per caster level. Unwilling creatures cannot be affected by this spell. Only objects held or in use (attended) by another person receive saving throws and spell resistance.</p><p></p><p>To cast this spell, the character must be able to state the arrival time accurately, down to the minute. The spell never transports the caster and companions to the precise minute desired, but it cannot function at all without a specific minute in time to target. This "drift" effect of not arriving at the precise time desired grows with the "distance" through time (measured in years, months, and weeks) traveled. Thus, a caster teleporting to last month arrives closer to her goal than one traveling 250 years. The minimum temporal distance traveled is 1 day, so this spell is not useful for going back to the beginning of a melee that is still progressing.</p><p></p><p>This spell requires some knowledge of the destination time, so it cannot transport anyone into the future since the future is entirely unknown to the caster. Even spells that give knowledge of the future cannot give definite enough knowledge to allow this spell to work. It is possible to use this spell to travel forward in time, but only to the point in the caster's life when the caster first went back in time. Since the caster may not know exactly what is transpiring at the destination time, prudent time-travelers prepare for the worst. The errors in arrival for this spell occur in time rather than in location, since the character does not change locations at all. To see how closely the character arrives to the planned arrival time, consult this table.</p><p></p><table style='width: 100%'><tr><td><p style="text-align: center"><strong>Temporal<br /> Distance Traveled</strong></p> </td><td><p style="text-align: center"><strong>Temporal<br /> Drift*</strong></p> </td><td><p style="text-align: center"><strong>Chance of<br /> Mishap</strong></p> </td></tr><tr><td><p style="text-align: center">1 day to 1 month</p> </td><td><p style="text-align: center">+/- 1d8 minutes</p> </td><td><p style="text-align: center">5%</p> </td></tr><tr><td><p style="text-align: center">1 month to 1 year</p> </td><td><p style="text-align: center">+/- 1d8 hours</p> </td><td><p style="text-align: center">7%</p> </td></tr><tr><td><p style="text-align: center">1 year to 10 years</p> </td><td><p style="text-align: center">+/- 1d20 hours</p> </td><td><p style="text-align: center">10%</p> </td></tr><tr><td><p style="text-align: center">10 years to 100 years</p> </td><td><p style="text-align: center">+/- 1d8 days</p> </td><td><p style="text-align: center">15%</p> </td></tr><tr><td><p style="text-align: center">100 years to 1,000 years</p> </td><td><p style="text-align: center">+/- 1d20 days</p> </td><td><p style="text-align: center">20%</p> </td></tr><tr><td><p style="text-align: center">1,000 years +</p> </td><td><p style="text-align: center">+/- 1d20 months</p> </td><td><p style="text-align: center">25%</p> </td></tr></table><p>* There is a 50% chance that the number is a negative number.</p><p></p><p>Add or subtract the temporal drift to the destination time to determine the exact time of arrival.</p><p></p><p>Mishaps result in the spell failing and the character taking 1 point of Intelligence damage for every 10 years of expected time travel due to the mental bombardment that time travel brings with it. Thus, a character trying to transport through 100 years would take 10 points of Intelligence damage. Intelligence can be reduced to 0 through this damage (but not lower).</p><p></p><p>In the case that a traveler meets himself, the two are instantly destroyed and removed permanently from the timeline by the generated paradox (it cannot be recovered by the deities, only by a Demiurge or highter in power with the Transtemporal ability), unless it posses the Slipstream ability (in that case, both the version gains a Will save DC 500 for negate the effect; this save must be repeated every round in which at least one creature perceives both versions of the traveler; if the version of the past is the one that fail the save, they are both destroyed), while if he has the Transtemporal ability is immune. However, should a traveler die while traveling in the past, the traveler's body immediately vanishes from the point of time it traveled to and returns to the point where the spell was cast at the time that the spell was cast. In other words, if a traveler perishes in a fire, the instant that the traveler died in that fire is the instant in which the traveler is no longer in that time period, and the body is never found within that location since it returns to the moment of time in which the traveler finished the spell and began time traveling. A <em>wish</em> spell allow a number of creatures (up to the caster level of the caster of wish) to return to their time, in the point where the spell was cast, 1 second after the spell was cast.</p><p></p><p>As usual, creatures with the Slipstream cosmic ability cannot be undermined by time travel.</p><p></p><p>Contrary to normal epic spells, the <em>teleport through time</em> final DC cannot be reduced by adding participants, increasing the casting time, accepting to take damage or with other normal means that allow to reduce the DC of an epic spell.</p><p></p><p><strong>Special Note:</strong> The introduction of time travel into any campaign can be fraught with peril, so tread carefully. Players will wonder how much they can mess with the timeline, and you may run into instances of the grandfather paradox. Further, changes made very far back in time cannot really be worked out completely because of the chaotic aspect of events. Thus, it is simplest to use the rule that changes in time are minor and somehow time smooths them out. This argues for a determinism and predestination in the ways of your world, but you can say that once events have transpired, small perturbations are possible (this person lives rather than dies, but does not contribute to events in a meaningful way), but the large-scale events themselves somehow happen anyway. If the cause is changed, another cause comes along. In the case of someone killing their own grandfather, the PC might find that he is the same but has a different family when returning to the present. As long as you keep the knowledge of how to travel in time restricted, your campaign will not fall apart.</p><p></p><p></p><p>You can create portals that traverse time rather than location. Portals share some common features and qualities. All portals are two-dimensional areas, usually a circle with a radius of up to 15 feet (you can increase the radius of 5 ft. for every 1,000,000,000 gp that you spend more than the standard price), but sometimes square, rectangular, or another shape. The portal itself is intangible and invisible. A portal is a one-way trip. Once created, a portal cannot be moved. For correctly activate the portal, it is necessary to make a Knowledge (History) check and a Use Magic Device check DC 40 with 1 minute of work. If even one check fails the portals does not activate. Once activated, the portal remain actived for 10 rounds.</p><p></p><p>Setting up a portal for time travel requires some knowledge of the destination time, so it cannot transport anyone into the future since the future is entirely unknown to the caster. Even spells that give knowledge of the future cannot give definite enough knowledge to allow this portal to work. Creatures who touch or pass through the area of the portal are instantly teleported through time to the moment the portal's activator has specified. It is not possible to poke one's head through a portal to see what's on the other side. A portal can only transport creatures that can fit through the portal's physical dimensions. If a creature or solid object already occupies the area where a portal leads, the user is instead transported to a suitable location as close as possible to the original destination. A suitable location has a surface strong enough to support and enough space to hold the user. Unattended objects cannot pass though a portal. For example, a character can carry any number or arrows through a portal but he cannot fire an arrow through a portal. An unattended object that hits a portal simply bounces off. Unless the builder has preset some limit, any number of creatures can pass through a portal each round. A creature using a portal can take along up to its heavy load of gear. In this ease, gear is anything a creature carries or touches. If two or more creatures touch the same piece of equipment, it counts against both creatures' weight limits.</p><p></p><p>As with the spell teleport through time, some temporal displacement occurs. The errors in arrival for this spell occur in time rather than in location. To see how closely the character arrives to the planned arrival time, consult this table. A portal never has a mishap.</p><p></p><table style='width: 100%'><tr><td><p style="text-align: center"><strong>Temporal<br /> Distance Traveled</strong></p> </td><td><p style="text-align: center"><strong>Temporal<br /> Drift*</strong></p> </td></tr><tr><td><p style="text-align: center">1 day to 1 month</p> </td><td><p style="text-align: center">+/- 2d8 minutes</p> </td></tr><tr><td><p style="text-align: center">1 month to 1 year</p> </td><td><p style="text-align: center">+/- 2d8 hours</p> </td></tr><tr><td><p style="text-align: center">1 year to 10 years</p> </td><td><p style="text-align: center">+/- 4d20 hours</p> </td></tr><tr><td><p style="text-align: center">10 years to 100 years</p> </td><td><p style="text-align: center">+/- 5d8 days</p> </td></tr><tr><td><p style="text-align: center">100 years to 1,000 years</p> </td><td><p style="text-align: center">+/- 5d20 days</p> </td></tr><tr><td><p style="text-align: center">1,000 years +</p> </td><td><p style="text-align: center">+/- 5d20 months</p> </td></tr></table><p>* There is a 50% chance that the number is a negative number.</p><p></p><p>Add or subtract the temporal drift to the destination time to determine the exact time of arrival.</p><p></p><p>In the case that a traveler meets himself, the two are instantly destroyed and removed permanently from the timeline by the generated paradox (it cannot be recovered by the deities, only by a Demiurge or highter in power with the Transtemporal ability), unless it posses the Slipstream ability (in that case, both the version gains a Will save DC 500 for negate the effect; this save must be repeated every round in which at least one creature perceives both versions of the traveler; if the version of the past is the one that fail the save, they are both destroyed), while if he has the Transtemporal ability is immune. However, should a traveler die while traveling in the past, the traveler's body immediately vanishes from the point of time it traveled to and returns to the point where the spell was cast at the time that the spell was cast. In other words, if a traveler perishes in a fire, the instant that the traveler died in that fire is the instant in which the traveler is no longer in that time period, and the body is never found within that location since it returns to the moment of time in which the traveler finished the spell and began time traveling. A <em>wish</em> spell allow a number of creatures (up to the caster level of the caster of wish) to return to their time, in the point where the spell was cast, 1 second after the spell was cast.</p><p></p><p>As usual, creatures with the Slipstream cosmic ability cannot be undermined by time travel.</p><p></p><p>Please refer to the spell teleport through time for more information on time travel and some ideas on how to handle it in your campaign.</p><p></p><p><strong>Construction</strong></p><p>A time portal’s is chiseled from a single block of hard stone, such as granite, weighing at least 10,000 pounds. The stone must be of exceptional quality, and costs 1,000,000 gp.</p><p><strong>CL</strong> 500th; <strong>Price</strong> 200,000,000,000 gp</p><p>CONSTRUCTION REQUIREMENTS</p><p><strong>Feats</strong> Craft Wondrous Item; <strong>Spells</strong> teleport through time, teleportation circle, wish; <strong>Special</strong> creator must be caster level 500th; <strong>Skill Check(s)</strong> Craft (stonemasonry) DC 900; <strong>Cost</strong> 100,000,000,000 gp</p></blockquote><p></p>
[QUOTE="Obly99, post: 8906420, member: 7035194"] No, Time Conduit is a level 9th spell. It is not epic because it was created specifically to be given to mortals as a "sweet" so that they didn't try to get too far into the maze of time. It does not allow you to change history. The epic version that really makes you travel through time and allows you to change events is this one. [CENTER][B][SIZE=7]Teleport Through Time[/SIZE][/B][/CENTER] [B]Conjuration[/B] [Teleport, Time] [B]Spellcraft DC:[/B] 847 [B]Components: [/B]V, S [B]Casting time:[/B] 1 week [B]Range:[/B] Personal and touch [B]Target: [/B]The character and touched objects or other touched willing creatures weighing up to 1,000 lb./level [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] None and Will negates (object) [B]Spell Resistance:[/B] No and Yes (object) [B]To Develop:[/B] 7,623,000 gp; 153 days; [B]Seed:[/B] transport (DC 27). [B]Factor:[/B] 1,000 punds per caster level (+30 DC), transport is in time instead of space (+80 DC), you can change the history (+750 DC), you can bring and take objects (+60 DC). [B]Mitigating factor:[/B] increase casting time to a week (-40 DC), no way for further reduce the DC (-10 DC), only to the past (-20 DC), you do not arrive in the moment precise (-20 DC), change of mishap (-10 DC). A far more powerful version of the teleport spell, this spell instantly transports the character to the same location, but to a different time. Interplanar travel is not possible, and the spell fails on any plane where time is meaningless. The character can bring along objects and willing creatures totaling up to 1,000 pounds per caster level. Unwilling creatures cannot be affected by this spell. Only objects held or in use (attended) by another person receive saving throws and spell resistance. To cast this spell, the character must be able to state the arrival time accurately, down to the minute. The spell never transports the caster and companions to the precise minute desired, but it cannot function at all without a specific minute in time to target. This "drift" effect of not arriving at the precise time desired grows with the "distance" through time (measured in years, months, and weeks) traveled. Thus, a caster teleporting to last month arrives closer to her goal than one traveling 250 years. The minimum temporal distance traveled is 1 day, so this spell is not useful for going back to the beginning of a melee that is still progressing. This spell requires some knowledge of the destination time, so it cannot transport anyone into the future since the future is entirely unknown to the caster. Even spells that give knowledge of the future cannot give definite enough knowledge to allow this spell to work. It is possible to use this spell to travel forward in time, but only to the point in the caster's life when the caster first went back in time. Since the caster may not know exactly what is transpiring at the destination time, prudent time-travelers prepare for the worst. The errors in arrival for this spell occur in time rather than in location, since the character does not change locations at all. To see how closely the character arrives to the planned arrival time, consult this table. [TABLE] [TR] [TD][CENTER][B]Temporal Distance Traveled[/B][/CENTER][/TD] [TD][CENTER][B]Temporal Drift*[/B][/CENTER][/TD] [TD][CENTER][B]Chance of Mishap[/B][/CENTER][/TD] [/TR] [TR] [TD][CENTER]1 day to 1 month[/CENTER][/TD] [TD][CENTER]+/- 1d8 minutes[/CENTER][/TD] [TD][CENTER]5%[/CENTER][/TD] [/TR] [TR] [TD][CENTER]1 month to 1 year[/CENTER][/TD] [TD][CENTER]+/- 1d8 hours[/CENTER][/TD] [TD][CENTER]7%[/CENTER][/TD] [/TR] [TR] [TD][CENTER]1 year to 10 years[/CENTER][/TD] [TD][CENTER]+/- 1d20 hours[/CENTER][/TD] [TD][CENTER]10%[/CENTER][/TD] [/TR] [TR] [TD][CENTER]10 years to 100 years[/CENTER][/TD] [TD][CENTER]+/- 1d8 days[/CENTER][/TD] [TD][CENTER]15%[/CENTER][/TD] [/TR] [TR] [TD][CENTER]100 years to 1,000 years[/CENTER][/TD] [TD][CENTER]+/- 1d20 days[/CENTER][/TD] [TD][CENTER]20%[/CENTER][/TD] [/TR] [TR] [TD][CENTER]1,000 years +[/CENTER][/TD] [TD][CENTER]+/- 1d20 months[/CENTER][/TD] [TD][CENTER]25%[/CENTER][/TD] [/TR] [/TABLE] * There is a 50% chance that the number is a negative number. Add or subtract the temporal drift to the destination time to determine the exact time of arrival. Mishaps result in the spell failing and the character taking 1 point of Intelligence damage for every 10 years of expected time travel due to the mental bombardment that time travel brings with it. Thus, a character trying to transport through 100 years would take 10 points of Intelligence damage. Intelligence can be reduced to 0 through this damage (but not lower). In the case that a traveler meets himself, the two are instantly destroyed and removed permanently from the timeline by the generated paradox (it cannot be recovered by the deities, only by a Demiurge or highter in power with the Transtemporal ability), unless it posses the Slipstream ability (in that case, both the version gains a Will save DC 500 for negate the effect; this save must be repeated every round in which at least one creature perceives both versions of the traveler; if the version of the past is the one that fail the save, they are both destroyed), while if he has the Transtemporal ability is immune. However, should a traveler die while traveling in the past, the traveler's body immediately vanishes from the point of time it traveled to and returns to the point where the spell was cast at the time that the spell was cast. In other words, if a traveler perishes in a fire, the instant that the traveler died in that fire is the instant in which the traveler is no longer in that time period, and the body is never found within that location since it returns to the moment of time in which the traveler finished the spell and began time traveling. A [I]wish[/I] spell allow a number of creatures (up to the caster level of the caster of wish) to return to their time, in the point where the spell was cast, 1 second after the spell was cast. As usual, creatures with the Slipstream cosmic ability cannot be undermined by time travel. Contrary to normal epic spells, the [I]teleport through time[/I] final DC cannot be reduced by adding participants, increasing the casting time, accepting to take damage or with other normal means that allow to reduce the DC of an epic spell. [B]Special Note:[/B] The introduction of time travel into any campaign can be fraught with peril, so tread carefully. Players will wonder how much they can mess with the timeline, and you may run into instances of the grandfather paradox. Further, changes made very far back in time cannot really be worked out completely because of the chaotic aspect of events. Thus, it is simplest to use the rule that changes in time are minor and somehow time smooths them out. This argues for a determinism and predestination in the ways of your world, but you can say that once events have transpired, small perturbations are possible (this person lives rather than dies, but does not contribute to events in a meaningful way), but the large-scale events themselves somehow happen anyway. If the cause is changed, another cause comes along. In the case of someone killing their own grandfather, the PC might find that he is the same but has a different family when returning to the present. As long as you keep the knowledge of how to travel in time restricted, your campaign will not fall apart. You can create portals that traverse time rather than location. Portals share some common features and qualities. All portals are two-dimensional areas, usually a circle with a radius of up to 15 feet (you can increase the radius of 5 ft. for every 1,000,000,000 gp that you spend more than the standard price), but sometimes square, rectangular, or another shape. The portal itself is intangible and invisible. A portal is a one-way trip. Once created, a portal cannot be moved. For correctly activate the portal, it is necessary to make a Knowledge (History) check and a Use Magic Device check DC 40 with 1 minute of work. If even one check fails the portals does not activate. Once activated, the portal remain actived for 10 rounds. Setting up a portal for time travel requires some knowledge of the destination time, so it cannot transport anyone into the future since the future is entirely unknown to the caster. Even spells that give knowledge of the future cannot give definite enough knowledge to allow this portal to work. Creatures who touch or pass through the area of the portal are instantly teleported through time to the moment the portal's activator has specified. It is not possible to poke one's head through a portal to see what's on the other side. A portal can only transport creatures that can fit through the portal's physical dimensions. If a creature or solid object already occupies the area where a portal leads, the user is instead transported to a suitable location as close as possible to the original destination. A suitable location has a surface strong enough to support and enough space to hold the user. Unattended objects cannot pass though a portal. For example, a character can carry any number or arrows through a portal but he cannot fire an arrow through a portal. An unattended object that hits a portal simply bounces off. Unless the builder has preset some limit, any number of creatures can pass through a portal each round. A creature using a portal can take along up to its heavy load of gear. In this ease, gear is anything a creature carries or touches. If two or more creatures touch the same piece of equipment, it counts against both creatures' weight limits. As with the spell teleport through time, some temporal displacement occurs. The errors in arrival for this spell occur in time rather than in location. To see how closely the character arrives to the planned arrival time, consult this table. A portal never has a mishap. [TABLE] [TR] [TD][CENTER][B]Temporal Distance Traveled[/B][/CENTER][/TD] [TD][CENTER][B]Temporal Drift*[/B][/CENTER][/TD] [/TR] [TR] [TD][CENTER]1 day to 1 month[/CENTER][/TD] [TD][CENTER]+/- 2d8 minutes[/CENTER][/TD] [/TR] [TR] [TD][CENTER]1 month to 1 year[/CENTER][/TD] [TD][CENTER]+/- 2d8 hours[/CENTER][/TD] [/TR] [TR] [TD][CENTER]1 year to 10 years[/CENTER][/TD] [TD][CENTER]+/- 4d20 hours[/CENTER][/TD] [/TR] [TR] [TD][CENTER]10 years to 100 years[/CENTER][/TD] [TD][CENTER]+/- 5d8 days[/CENTER][/TD] [/TR] [TR] [TD][CENTER]100 years to 1,000 years[/CENTER][/TD] [TD][CENTER]+/- 5d20 days[/CENTER][/TD] [/TR] [TR] [TD][CENTER]1,000 years +[/CENTER][/TD] [TD][CENTER]+/- 5d20 months[/CENTER][/TD] [/TR] [/TABLE] * There is a 50% chance that the number is a negative number. Add or subtract the temporal drift to the destination time to determine the exact time of arrival. In the case that a traveler meets himself, the two are instantly destroyed and removed permanently from the timeline by the generated paradox (it cannot be recovered by the deities, only by a Demiurge or highter in power with the Transtemporal ability), unless it posses the Slipstream ability (in that case, both the version gains a Will save DC 500 for negate the effect; this save must be repeated every round in which at least one creature perceives both versions of the traveler; if the version of the past is the one that fail the save, they are both destroyed), while if he has the Transtemporal ability is immune. However, should a traveler die while traveling in the past, the traveler's body immediately vanishes from the point of time it traveled to and returns to the point where the spell was cast at the time that the spell was cast. In other words, if a traveler perishes in a fire, the instant that the traveler died in that fire is the instant in which the traveler is no longer in that time period, and the body is never found within that location since it returns to the moment of time in which the traveler finished the spell and began time traveling. A [I]wish[/I] spell allow a number of creatures (up to the caster level of the caster of wish) to return to their time, in the point where the spell was cast, 1 second after the spell was cast. As usual, creatures with the Slipstream cosmic ability cannot be undermined by time travel. Please refer to the spell teleport through time for more information on time travel and some ideas on how to handle it in your campaign. [B]Construction[/B] A time portal’s is chiseled from a single block of hard stone, such as granite, weighing at least 10,000 pounds. The stone must be of exceptional quality, and costs 1,000,000 gp. [B]CL[/B] 500th; [B]Price[/B] 200,000,000,000 gp CONSTRUCTION REQUIREMENTS [B]Feats[/B] Craft Wondrous Item; [B]Spells[/B] teleport through time, teleportation circle, wish; [B]Special[/B] creator must be caster level 500th; [B]Skill Check(s)[/B] Craft (stonemasonry) DC 900; [B]Cost[/B] 100,000,000,000 gp [/QUOTE]
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