Time Journeying Device (Magic Device)

Made during the Age of Dreams, this device was given to Caramon by Par-Salian. The DM should be aware that the device has different properties depending upon when the PCs encounter it. Originally, the device's use was restricted to the major races-humans, elves, and ogres-since all other races are prohibited from traveling in time. It was also originally designed to be used by one person only.
This jeweled scepter can fold down into a nondescript-looking pendant. Since the device is essential to the return of the person using it, it has several safeguards. Anyone attempting to steal it (even a kender) immediately feels a strong revulsion and puts it back instantly. If lost, the device makes its way back to its owner by any means necessary.
An example of this occurred when Tasslehoff gave the device to Raistlin in a dwarven prison and then discovered he was in possession of the device once more-it automatically returned to the kender. No force can keep this artifact from finding its owner.
The properties of the device changed somewhat after Gnimsh the only known gnome in the history of Krynn whose inventions ever worked-altered it. From that point on, the device transported more than one person and it also transported those of the minor races—kender, gnomes, and dwarves.
The collect version of the chant and instruction goes as follows: Holding the pendant in hand, repeat the first verse, turning the face toward you. At the second verse, move the face plate from the right to the left. At the recitation of the third verse, the back plate drops to form two spheres connected by rods. At the fourth verse, twist the top clockwise and a chain drops down. The fifth verse warns to make certain the chain is clear of the mechanism. As the sixth verse instructs, hold the device by each sphere and, while reciting the seventh verse, rotate them forward. The chain winds itself into the body. Hold the device over your head, repeating the final verse, and summon a clear vision of where you want to go and what time period you want when you arrive.
: Thy time is thy own,
: Though across it you travel.
: Its expanses you see,
: Whirling across forever.
: Obstruct not its flow.
: Grasp firmly the end and the beginning.
: Turn them forward upon themselves.
: All that is loose shall be secure.
: Destiny is over your own head.
When the device is used, PCs within 10 feet of the device move to either the desired time (the place is up to the DM) or the desired place (the time is up to the DM). Unfortunately for the characters, they cannot have it both ways. Moving to the location of the treasure in a tower may seem like a good idea, unless you arrive before the tower was built (and find a long drop to the ground). Moving to a certain time in history can be fun, until you materialize in the middle, of an arena. The DM can use this little loophole to set players where he or she wants them.
Category:Encyclopedia Magica Magic Items
Category:Magic Items
Category:Magic Devices