Erratic

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.
SuccessTime passed normally on the erratic time plane.
FailureFor each hour spent on the erratic time plane, 1 day passed on the normal time plane.
Critical FailureFor each round spent on the erratic time plane, 1 day passed on the normal time plane.