The Act of Hubris
INITIATE OF TIME (●)
Detect Immortality (Time ●/Sensory/Unveiling) A mage with his rote can tell on sight whether something is failing to age towards death. Vampires, spirits, and beneficiaries of certain Time spells stand out, but this rote doesn’t distinguish between them.
Measure Duration (Time ●/Sensory/Knowing) This spell allows a mage to discern when an autonomous process will come to its natural end – it can predict the death of a houseplant, the detonation of a demolition charge, or the collapse of a burning building.
Tell Age (Time ●/Sensory/Knowing) This spell allows a mage to tell, with a moment’s observation, how long something has existed in its current form. It can tell when a book was bound, how long someone has had their current haircut, or when an object was last repaired.
Time Capsule (Time ●/Covert/Signifying) The mage teases the threads of local time into a particular shape, leaving a message for other augurs to read – the caster might note something of interest in the scene, warn other mages not to scry further, or make notes for their own benefit.
APPRENTICE OF TIME (●●)
First Cause (Fate ●●, Time ●●/Covert/Unveiling, Ruling) This spell demands of the fallen world a justification; the Reason for an act. It allows the caster to look through destiny into the past and see that which moves without being moved, the actual impetus for some significant deed or event. ‘Actual’ is as arbitrary as Fate ever requires, but the vision is of some real scene, even if its responsibility is not apparent.
Glimpse Origin (Time ●●/Covert/Unveiling, Ruling) This spell calls up the moment that its subject came into being or entered their current state. It might show a character’s birth, training, or most recent promotion, or it might show the scene in which a wound was inflicted or a contract was signed.
Moment of Weakness (Time ●●/Covert/Unveiling, Perfecting) This divination seeks out the next point in time its target will be particularly vulnerable – hurt, tired, or low on Willpower or other resources. The spell’s first two net successes over the target’s resistance reveal when and where, and the rest fill in other helpful details.
Predict Intruders (Time ••/Covert/Unveiling, Perfecting) This spell divines the next time when a place will be entered by unauthorised persons, as the mage defines them (and subject to Occultation or other supernatural counterfeiting of authority). In order, net successes reveal When, Who and How the entry will take place; beyond that are extra facts useful to someone determined to stop it.
Private Past (Time ●●/Covert/Veiling) While sustained, this spell contests any attempts to view the target’s past. The target appears veiled and indistinct in divinations that don’t target but incidentally include them. They still interact with the viewed scene in this form, so their actions can be deduced from context. A similar rote uses Fraying to stop the caster’s future from being predicted.
Twenty-Something (Time ●●, Life ●●/Covert/Veiling, Perfecting) This spell grants its target the appearance and physical resilience of a young adult, boosting resistance against sickness, fatigue, and mundane bashing damage. Not only do they have the boundless energy of a teen, but they will never appear more than 25 years old – even under magical scrutiny. The vain mage is no more physically powerful than before, but can easily pull all-nighters, stay healthy on takeout, and revise the definition of drinking “too much”.
DISCIPLE OF TIME (●●●)
Haste (Time ●●●/Vulgar/Weaving) Time seems to slow down for this spell’s target, who acts with incredible speed. This spell boosts initiative, most attacks, Defense rolls, and other short-term physical actions and at least multiplies the subject’s ground speed by its Potency.
Preservation (Time ●●●/Covert/Fraying) This spell protects the caster and their personal possessions from everyday wear. Items don’t fray, dull, or rust, and the caster tends not to callous or wrinkle and ages at about eighty percent as fast as they should. This spell resists magic that would rot or age the caster or their person. A version of this rote using Shielding and Unmaking can halt the subject’s aging entirely.
Scorched Time (Time ●●●/Vulgar/Fraying) This spell violently roils local time in its target area such the scene becomes impossible to augur by other unShaped Time spells. This spell is usually cast with area factors, and its aftereffects render the area’s history murky and confusing.
ADEPT OF TIME (●●●●)
Saw It Coming (Time ●●●●/Covert/Patterning) This spell allows a caster to warn their past self of coming danger or difficulty. While it’s sustained, the caster just happens to have made some preparation for an obstacle that has arisen in the current scene – a hacksaw to get through chains, a torch to ward off vampires, or a phone call ahead to bypass security. These preparations have to be something the caster could have reasonably accomplished on their own during the downtime between recent scenes. Each preparation is lasting, but increases the cost of subsequent castings of Saw It Coming in the same scene to a minimum of one Mana as though it was a sustained copy of the same spell.
Reschedule (Time ••••/Covert/Patterning) With this spell, the caster can move the date of some future event to any other time when it could have been booked. The caster can move a 2 PM seminar to 4 PM, or an upcoming wedding from March to February, but can’t re-set a court date to be during the judge’s vacation. A vulgar version of this rote named Cloud Sync is notoriously used by Free Council pranksters to forcibly alter each others’ plans.
Undo Injury (Time ●●●●/Vulgar/Unraveling) This spell can downgrade any kind of damage, but only works on wounds suffered in the current scene. The spell must match all wounds of the targeted type with its Potency, even if it can only downgrade a portion of them.
MASTER OF TIME (●●●●●)
Reverse Aging (Time ●●●●●/Vulgar/Ritual Unmaking) This ritual strips away the effects of time on a living subject, restoring up to one year per point of Potency. This doesn’t cause the target to lose knowledge, skills, or powers unless the subject is deliberately reverted to a state of weakness. This ritual can be cast with a number of sacraments, but the simplest is this: a person younger than the subject.
Step Out of Time (Time ●●●●●/Vulgar/Making) This spell creates extra time for the caster to act in. The rest of the world stops, entering the frozen invulnerability of stasis. The caster is free to act and interact with the possessions on their person, but must cast this spell on other targets to bring them into the caster’s time pocket. Otherwise, a door is impossible to open, knee-high water is as solid as cement, and a cloud of confetti is an impassable barricade.