Time: This Sphere promulgates the
subjectivity of time. Using it, a Mage
may manipulate the perception and passage of time for himself and others.
Specialty: Cult
of Ecstasy
1 – Time Sense
2 – Time Sight
3 – Time Manipulation
4 – Time Determinism
5 – Time Travel, Time Immunity
Time is the study of how Patterns change over time, and how
nothing ever truly forgets its past or is ignorant of its future.
Time is present in all things, marching toward its
inevitable conclusion. …right? Mages know that time is not only subjective,
but can be manipulated, twisted and branched, and a Master of Time can create
loops, causal paradoxes, and travel through time. A Time Mage never needs to worry about
regretting an action, missing a split-second chance, dying from a random
accident – he can simply take it all back and do it again.
Time magic can be horribly Paradoxical, creating situations
which cannot exist. Time travel, in
particular, is a death wish, as the chances that something will go wrong build
up higher and higher the further back or forward you go from your proper place
in time. Also, no matter how much the
Mage speeds or slows time, he can only do one magical action each Combat Turn –
in essence, he can only weave magic as quickly as reality can accept it.
Apprentice Time: Time
Sense
Certainly, the Mage becomes a perfect clock, but this Sphere
goes deeper than that. They can see the
fabric of time itself – knowing who is experiencing fast or slow time,
detecting Time magic at work, and knowing when they are being watched through
time. Mages with Time can detect
alternate histories and paradoxical loops, and may be able to set the world
right again. Along with other Spheres,
the Mage can create effects using split-second timing and precision.
Initiate Time: Time
Sight
Although the past and future are nothing but possibilities,
it’s possible to scry through time itself to look at the most probable
outcomes. The Mage can look into time,
gaining a fuzzy, vague sense of what might happen at a future time. The future isn’t always set – free will is a
powerful influence, and some Mages think that the act of looking toward a
future ensures that future will never happen, at least not exactly. A Mage at this level can also create temporal
static, preventing others from using this power on him. His divinations are limited to times close to
the present, and his current location.
He might use Correspondence to scry on other locations, or use Life or
Matter to determine what will happen to a particular object or person.
Disciple Time: Time
Manipulation
By contracting or dilating time, the Mage can alter the rate
at which things seem to happen in comparison to the ‘normal world’. A water faucet could become a torrential
flow, bullets could slow to walking speeds or a running man could whiz by
faster than a jet. But the running man
will only perceive himself running at normal speed, and the bullet will hit
with just as much force – only their place in time is changed. Mages at this point can cocoon themselves
from time temporarily, performing numerous physical tasks in the space of a few
seconds. With a little effort, the Mage
can create loops in time and rewind time itself, although Paradox and Destiny
tend to make it so that reality plays out again, the same way as before.
Adept Time: Time
Determinism
Instead of stretching or compressing time, the Mage can stop
time in its tracks, or place something in a time loop to be released at a
specified time. Magic and other patterns
can be made to wait in place, creating ‘hung’ effects, or time bombs. The Mage can even freeze a target outside the
time-stream, putting them in stasis until they can be dealt with. An effect can be set with a keyed pause – not
releasing until a specific person arrives, or an item comes into the right
position. With Entropy affecting fate,
it is thus possible to put a princess to sleep until her true love arrives, or
to create a room outside of time that only specified people can enter.
Master Time: Time
Travel, Time Immunity
The Master of Time is now freed of the boundaries of
Time. A Mage can thrust himself or
others forward or back in time, although this requires an anchor point in the
present so the Mage doesn’t become lost in the realms of infinite
possibility. Time travel is hideously
Paradoxical. Furthermore, things wait in the time-stream, perhaps
sent there by past (or future) Mages, or simply predators which exist outside
of time. Time is far from a simple line
which the Mage travels on. A Mage can
fire off magic into the past or the future, creating unusual effects to be
sure. The Mage can also immunize himself
from time – freezing the world in stasis as he wanders around, pulling people
into his vision of time just long enough to interact with them then freezing them
again. To an outsider, such effects
would seem to happen instantaneously, and the Mage could accomplish epic feats
between the clicks of the second hand.