Spells using the
transport seed instantly take the caster to a designated destination, regardless of distance. For interplanar travel, increase the
Spellcraft DC by +4. For each additional 50 pounds in objects and willing creatures beyond the base 1,000 pounds, increase the
Spellcraft DC by +2. The base use of the
transport seed provides instantaneous travel through
the Astral Plane. To shift the transportation medium to another medium increase the
Spellcraft DC by +2. The caster does not need to make a
saving throw, nor is
spell resistance applicable to him or her. Only objects worn or carried (attended) by another person receive
saving throws and
spell resistance. For a spell intended to
transport unwilling creatures, increase the
Spellcraft DC by +4. The caster must have at least a reliable description of the place to which he or she is transporting. If the caster attempts to use the
transport seed with insufficient or misleading information, the character disappears and simply reappear in his or her original location.
As a special use of the
transport seed, a caster can develop a spell that temporarily transports him or her into a different time stream (leaving the caster in the same physical location); this increases the
Spellcraft DC by +8. If the caster moves him or herself, or the subject, into a slower time stream for 5 rounds, time ceases to flow for the subject, and its
condition becomes fixed-no force or effect can
harm it until the
duration expires. If the caster moves him or her self into a faster time stream, the caster speeds up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. The caster is free to act for 5 rounds of apparent time. Fire, cold,
poison gas, and similar effects can still
harm the caster. While the caster is in the fast time stream, other creatures are invulnerable to his or her attacks and spells; however, the caster can create spell effects and leave them to take effect when he or she reenters normal time. Because of the branching nature of time, epic spells used to
transport a subject into a faster time stream cannot be made permanent, nor can the
duration of 5 rounds be extended. More simply, the seed can
haste or
slow a subject for 20 rounds by transporting it to the appropriate time stream. This decreases the
Spellcraft DC by -4.