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Erratic

Moving from an erratic time plane to normal time triggers a DC 11 flat check. On success, time passes normally. On failure, each hour on the erratic plane equals 1 day in normal ti...

commonErratic

Time slows down and speeds up, so an individual might lose or gain time as they move between planes. When a creature moves from a plane with erratic time to one with normal time, roll a DC 11 flat check. Creatures that leave an erratic time plane together share the same result. Success Time passed normally on the erratic time plane. Failure For each hour spent on the erratic time plane, 1 day passed on the normal time plane. Critical Failure For each round spent on the erratic time plane, 1 day passed on the normal time plane.