Time
Apprentice
Time Sense - The mage intuitively knows what time it is, regardless of where they are, and can sense 'weird stuff' with respect to time (Programmed events, slow time fields, etc.). The higher the magical success, the more sensitive the mage is to the time effects.Initiate
Past/Future Sight - The mage can send their perceptions backwards and forwards in time. While their perceptions are not in the present, they cannot sense the present - only the past. When they send their senses back in time, they see what happened in that area in the past. When they send their perceptions into the future, they get what will *PROBABLY* happen in the future - the future is not set, and anything can happen. The length of time the mage can send their perceptions is determined by the Time Effect table. Note that some areas of time may be guarded or warded against peeping toms from the future, so time-scrying mages be forewarned. (Punny!)Disciple
Time Contraction/Dilation - The mage can slow down time in an area. Everything in that area moves slower looking in at it from the outside, and looking outside from it, everything moves quicker. When someone is in a slow time field, they move much slower. Every success above the second of a time effect determines how many extra follow-up attacks the target of a Time Dilation effect gets or, in the case of a Time Contraction, how many challenges go by before the target of the Time Dilation gets to perform an action. A vampire may use Celerity to counter this, with each extra follow-up attack countering one rating of the dilation effect. The same holds for a Garou's rage. Lastly, the mage may also cast a dilation effect on a target to allow them to automatically pre-empt a physical action taken up against them. When compared to a Vampire's Alacrity Discipline, the effect rating of the mage is compared to the Discipline level of the Vampire. These lasts for the effect's duration, but extended use of them, as well as attaining 3 or more extra follow up attacks makes this effect vulgar.Adept
Time Determinism (special) - The mage may make absolute shifts in the rate at which time flows in an area of space. (Or, if cast conjunctionally with a Disciple level pattern magick, a particular pattern). The mage may freeze time in the area affected for a length of time determined by the Time Effect table. The mage may freeze an event in time, such as a cup falling, or a magical effect, or a message, or a bucket above a door. Static reality, however, will interpose and cancel a frozen time field if something else affects it. If someone were to come up and grab the cup hovering in mid-air, the time field would return to normal. As well, the mage may increase the rate at which time progresses.Master
Time Immunity - The mage can now pluck themselves out of time. Each success allows the mage to freeze time. While outside of Time, the mage may affect reality in the normal sense, but reality is frozen. This effect can be cast conjunctionally with Disciple Life or Matter to bring objects of other people with you outside of time. Anything brought with the master of time cannot affect anything while outside of the time stream - only the casting mage can. If the Master leaves them there, two perspectives occur. From the abandoned person's perspective, they remain in that frozen point in time a length of time as determined by the Time Effect chart, trapped in a timeless hell. From the perspective of everyone inside the timestream, they appear a moment later, having aged hundreds of years.Future Travel (immediate) - The mage may move things into the future. The mage must achieve a magical success sufficient enough to jump the time-span desired. A rating of one skips the mage up to 10 minutes, two skips the mage up to an day, three skips the mage up to a week, four skips the mage up to a month, five skips the mage up to a year, six skips the mage up to a decade, seven skips the mage up to century, eight skips the mage up to 500 years, nine skips the mage up to 1000 years and ten skips the mage wherever they want. This effect can be cast conjunctionally with Disciple level pattern magick to skip the objects affected ahead in time that far. That area disappears in the current time, and re-appears in the future. The effect can be canceled at any time, 'pulling back' the item sent into the future back to the present.
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