Time (Color = Gray, Associated Stat = Appetence): This school deals with dilating, slowing, stopping, expanding, speeding up, or traveling through time. The Time School grants spells/rituals duration, making them last beyond a few seconds. Masters of time can extend magical effects for centuries. The time school allows mages to view the past, even into ancient times in the upper ranks of knowledge. Time magic is needed to hang contingency magic – spells that will automatically go off at a later time or create countdown timers. Time can be used to pull people and objects out of a timeline. Time magic offers one means to speed up a character to get multiple actions in a combat round, a much-coveted power. It can also be used to slow down enemies, depriving them of such actions. In the upper ranks, Time Travel is also possible. To make things easier on the Game Master, it is simpler to travel forward in time than backward in time.
The Time curriculum begins with the fundamentals of temporal observation. Students learn to attune their senses to the ebb and flow of time, understanding its currents, speed, and direction. In the early stages, mages of time are trained to observe events from the past, gazing into history as if watching a cosmic tapestry unfold before their eyes. They learn to discern the temporal threads that weave together the fabric of reality.
As the students progress, they delve deeper into the mysteries of time. Patience becomes a virtue as they develop the skill to glimpse into the future, foreseeing potential outcomes and shaping their actions accordingly. The adept ones among them gain the ability to manipulate the pace of time itself, accelerating or decelerating its flow not only for living beings but also for objects and locations. One of the most coveted skills taught at the School of Temporal Mastery is the art of time-stopping. Mages can freeze a moment in time, rendering themselves or their surroundings immune to the relentless march of seconds. This skill proves invaluable in both combat and stealth, as a mage can slip through the world unnoticed or seize the advantage by acting in the blink of an eye.
Time travel becomes a natural progression in their studies. Wizards learn to traverse the corridors of history, visiting pivotal moments to witness events firsthand or alter the course of destiny. Mastery over time also grants the ability to eject creatures from the current timeline, banishing them to temporal oblivion.
Advanced courses delve into the temporal variances of distant planes and dimensions, allowing mages to navigate the multiverse with precision. Temporal shields, erected through a complex interweaving of magical threads, offer protection against temporal disruptions and attacks. Perhaps the pinnacle of their mastery is the ability to send objects, creatures, or even thoughts into the past or future, manipulating the very essence of causality. The School of Temporal Mastery stands as a beacon of knowledge, where the wizards not only study time but become their masters, wielding their power with wisdom and responsibility in the ever-flowing river of existence.
First Rank - Certainly, the mage can keep perfect time, but this school goes deeper than that. Mages can see the fabric of time itself – knowing who is experiencing fast or slow time. They can detect Time magic at work and know 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 Schools, the mage can create effects using split-second timing and precision. Care should be taken when a mage manipulates time, for temporal creatures do exist, and they often do not take kindly to someone manipulating their home.
Examples of 1st Rank:
Know Time - obtain the accurate time with respect to the mage
Detect Temporal Traveler - detect when objects/creatures are from different time flows
Detect Temporal Irregularities - Wormholes, Temporal Scrying, or Temporal Gates
Alarm Clock – set an internal alarm clock to awaken the mage at a predetermined time
Second Rank - 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 event ensures that the 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 Dimension & Distance to scry on other locations or use Life or Earth to determine what may happen to a particular object or person.
Examples of 2nd Rank:
Historical View - look into the recent past events at a given location
Premonition - a fuzzy look into the immediate future at a given location
Measure Time - accurately measure the flow of time within an area, upon a creature, or magical effect.
Third Rank - 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, arrows could slow to walking speeds, or a running man could whiz by faster than a horse. Nevertheless, the running man will only perceive himself running at normal speed, and the arrow will hit with just as much force – only their place in time is changed. These aspects can be performed on the mage or in his immediate area with difficulty. Influencing the temporal flow of others is still out of reach.
Examples of 2nd Rank:
Accelerate Self - increase the flow of time to accomplish more actions
Decelerate Self - reduce the flow of time to slow down normal processes
Spell Delay - set up a delay countdown timer for spells/rituals
Fourth Rank - Mages, at this point, can cocoon themselves from time temporarily, performing numerous physical tasks in the space of a few seconds. Starting at this rank, mages can ‘haste’ themselves, adding one extra action per combat round. By adding Life, the mage can haste allies, and by adding Dimension & Distance, he can haste a group of allies. Of course, the reverse is also possible, often applied to enemies, slowing them down.
Examples of 4th Rank:
Haste - self or others
Slow - other creatures (resistance rolls apply)
Temporal Cocoon – jump out of time into a temporal pocket invisible to other. Time inside can be accelerated or decelerated to 4 times normal.
Fifth Rank - 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 energies 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. With Probability, 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 Probability 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. Haste spells now provide two extra actions per combat round.
Examples of 5th Rank:
Stop Time - locks time for an area and all those in it (resistance rolls apply)
Jump Time - allows the mage to jump short hops into the past or future (2-3 rounds)
Solidify Time – by slicing a way a piece of time, the mage can turn that energy into a dagger or if large enough a sword. Such effects dissolve in a few combat rounds but can be handy when a weapon is needed quickly. These magical blades do normal damage, but can strike any mortal creature.
Sixth Rank - Now a mage can actually travel in time to the past or future - such jumps should not be attempted frivolously, for they are quite dangerous. The further in time a jump is attempted, the more difficult it becomes. Further, at this stage, the mage is limited to the extent of his natural lifespan, and he still cannot detach himself completely from his own timeline.
Examples of 6th Rank:
Time Jump - move into the past or future (limited by one's own lifespan)
Summon Temporal Objects - obtain objects from the past or future (requires other schools)
Temporal Turbulence - disrupt the even flow of time in an area.
Seventh Rank - 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 dangerous. Furthermore, things wait in the time-stream, perhaps sent there by past (or future) Mages. Time is far from a simple line that the mage travels. 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 enhancements between the clicks of the second hand. Haste spells now provide four extra actions per combat round.
Examples of 7th Rank:
Time Travel - now the mage can reach beyond his natural lifespan to travel time
Age of Death - age a creature to the point of death
Restore Youth - manipulate the timeline to restore youth to self or other (Ritual requires additional schools).
Temporal creatures and guardians inhabit the fluid currents of time, existing in an alien environment imperceptible to most beings from conventional realms. These entities are not bound by the linearity of time; they drift, dance, and weave through its folds, their forms reflecting the non-linear nature of their existence. While their appearances are rarely perceived, those who have glimpsed them describe them as shifting shapes of light, shadow, and energy, ever-changing with the flow of temporal tides. Most temporal beings are passive observers, moving harmoniously within their realm, with little interest in the material or spiritual planes.
However, disruptions to the flow of time—caused by powerful magic, catastrophic events, or the meddling of mortal beings—can draw their attention. Depending on the nature of the disturbance, temporal creatures may become curious, unsettled, or outright hostile. Some might venture into reality, their presence manifesting as distortions, fleeting visions, or inexplicable phenomena. Guardians, the more formidable and purposeful of these beings, act as enforcers of temporal balance. When the integrity of time is at risk, these guardians intervene, wielding reality-altering powers to restore order or punish those responsible for the disturbance. Their rare but profound interactions with other realms serve as stark reminders of the mysterious, fragile interplay between the known universe and the flow of time.