Post by Lorekeeper on Mar 3, 2007 2:16:28 GMT -8
Chronos (Chronomancy) [Note: this is a reserved art and you will need specific permissions to know it]
This Art was thought lost after the Shattering, but has been returned to the Waking since the Resurgence. Largely still in the hands of the returned nobility, a number of changelings have picked it up in recent years, such that it is rare but not impossible for a
commoner to find a teacher. The Art itself plays on the unstable relationship of the fae to time, allowing them to manipulate its flow in different ways. Because of their intuitive understanding of the Time realm, noble characters learn this Art much more quickly than commoners, but still pay the same experience cost for raising it’s level. Many uses of this power can be countered by other supernaturals with time-altering magicks.
Weird (Temporal Awareness) •
This power heightens the caster’s understanding of the flow of time, creating a series of flashes of possible immediate futures, and bestows them on the subject of the spell. For changelings and anyone else who has some kind of temporal awareness (such as other supernaturals with time-related powers) this effect grants a +1 die bonus to all rolls that could benefit from knowing what is likely to happen in the next few seconds (pretty much all rolls in combat, many social rolls, and potentially other rolls). For those who do not have experience with being unstuck in the flows of time the confusion of this power applies a –1 die penalty to all rolls that the target does not take more than a turn to accomplish. The duration of the invocation is one turn per success, to a maximum of 10 turns.
Realm: In most cases, the Realm used is the target that will receive a bonus or penalty to rolls. However, this can also be cast on an subject that will flicker weirdly in time for the duration of the effect, giving all non-fae that experience the effect a +1 difficulty to physically interacting with the subject.
Backward Glance (Return of the Past) ••
With the second level of Chronos, the caster learns to read the weave of time itself to see what has been imprinted on it. An invocation of this power reveals the past of its target. The casting can be made to target the short term, long term, or epic term. A short-term casting reveals anything the caster wants to know that has happened to the subject within one hour per success. A long-term casting reveals very strong emotional and magickal impressions that have occurred within one year per success. An epic-term casting reveals vague hits of the most profound events that have occurred within one century per success. There is no limit to successes that can be achieved. Any memory erased by the Mists cannot be recovered with this power.
Realm: The Realm indicates the target that will have its past probed. In general, the vision will follow the subject, only gaining vague impressions of what that subject is interacting with. Cast on oneself, this allows near-perfect memory. An unwilling subject automatically knows that this is being cast, even if cast at range with Space, and can spend Willpower to counter successes on a one for one basis.
Dream Time (Expand the Moment) •••
Using this power the user can alter a target’s personal flow of time, granting extra actions or slowing her down. The power works exactly like the Wayfare 2 power Quicksilver, save that instead of speeding up by one action, the target can be slowed to losing an action every other turn for the duration of the effect.
Permanence (Enduring Moments) ••••
At this level, the Chronomancer can expand moments to last much longer for a subject. Essentially, the duration of any state can be maintained for longer than it would otherwise persist. The definition of "state" is vague, and can apply to virtually any contiguous part of the target’s existence that the caster specifies, within reason. For example, the caster could cause a sleeping individual to remain asleep or awake for longer than she otherwise would, or can extend the length of a dream being had while asleep or a walk being taken while awake. This extension only persists if the subject is not interrupted, which happens quite often with animate things. Less easily altered subjects, such as mountains, ideas, magicks, or many other targets accessible with high level Realms, however, can be preserved indefinitely without worry of disruption. Each success extends the remaining duration of something by 10%, with no upper limit on the results from one casting (e.g. 10 successes doubles the duration). Later castings, if more successful, replace Permanence, they do not increase the already extended time.
Realm: The Realm indicates the target that is having some moment extended. Faerie 5 is needed to increase a spells duration.
Reversal of Fortune (Invert Time’s Flow) •••••
Mastery of Chronos allows the caster to rewind time itself, for one or more subjects. The target of this spell is returned to the state she was in at the beginning of one turn per success ago, undoing damage, knowledge, and possibly even death. The only real limit is that this does not work to undo either the effects of the Mists or to undo the results of a Dreaming-bound narrative. For example, an evil baron could be brought back to life after an accidental fall, but not if he was cast to his doom by his arch-rival after a grand duel.
Realm: The Realm indicates what subject is rewound.
This Art was thought lost after the Shattering, but has been returned to the Waking since the Resurgence. Largely still in the hands of the returned nobility, a number of changelings have picked it up in recent years, such that it is rare but not impossible for a
commoner to find a teacher. The Art itself plays on the unstable relationship of the fae to time, allowing them to manipulate its flow in different ways. Because of their intuitive understanding of the Time realm, noble characters learn this Art much more quickly than commoners, but still pay the same experience cost for raising it’s level. Many uses of this power can be countered by other supernaturals with time-altering magicks.
Weird (Temporal Awareness) •
This power heightens the caster’s understanding of the flow of time, creating a series of flashes of possible immediate futures, and bestows them on the subject of the spell. For changelings and anyone else who has some kind of temporal awareness (such as other supernaturals with time-related powers) this effect grants a +1 die bonus to all rolls that could benefit from knowing what is likely to happen in the next few seconds (pretty much all rolls in combat, many social rolls, and potentially other rolls). For those who do not have experience with being unstuck in the flows of time the confusion of this power applies a –1 die penalty to all rolls that the target does not take more than a turn to accomplish. The duration of the invocation is one turn per success, to a maximum of 10 turns.
Realm: In most cases, the Realm used is the target that will receive a bonus or penalty to rolls. However, this can also be cast on an subject that will flicker weirdly in time for the duration of the effect, giving all non-fae that experience the effect a +1 difficulty to physically interacting with the subject.
Backward Glance (Return of the Past) ••
With the second level of Chronos, the caster learns to read the weave of time itself to see what has been imprinted on it. An invocation of this power reveals the past of its target. The casting can be made to target the short term, long term, or epic term. A short-term casting reveals anything the caster wants to know that has happened to the subject within one hour per success. A long-term casting reveals very strong emotional and magickal impressions that have occurred within one year per success. An epic-term casting reveals vague hits of the most profound events that have occurred within one century per success. There is no limit to successes that can be achieved. Any memory erased by the Mists cannot be recovered with this power.
Realm: The Realm indicates the target that will have its past probed. In general, the vision will follow the subject, only gaining vague impressions of what that subject is interacting with. Cast on oneself, this allows near-perfect memory. An unwilling subject automatically knows that this is being cast, even if cast at range with Space, and can spend Willpower to counter successes on a one for one basis.
Dream Time (Expand the Moment) •••
Using this power the user can alter a target’s personal flow of time, granting extra actions or slowing her down. The power works exactly like the Wayfare 2 power Quicksilver, save that instead of speeding up by one action, the target can be slowed to losing an action every other turn for the duration of the effect.
Permanence (Enduring Moments) ••••
At this level, the Chronomancer can expand moments to last much longer for a subject. Essentially, the duration of any state can be maintained for longer than it would otherwise persist. The definition of "state" is vague, and can apply to virtually any contiguous part of the target’s existence that the caster specifies, within reason. For example, the caster could cause a sleeping individual to remain asleep or awake for longer than she otherwise would, or can extend the length of a dream being had while asleep or a walk being taken while awake. This extension only persists if the subject is not interrupted, which happens quite often with animate things. Less easily altered subjects, such as mountains, ideas, magicks, or many other targets accessible with high level Realms, however, can be preserved indefinitely without worry of disruption. Each success extends the remaining duration of something by 10%, with no upper limit on the results from one casting (e.g. 10 successes doubles the duration). Later castings, if more successful, replace Permanence, they do not increase the already extended time.
Realm: The Realm indicates the target that is having some moment extended. Faerie 5 is needed to increase a spells duration.
Reversal of Fortune (Invert Time’s Flow) •••••
Mastery of Chronos allows the caster to rewind time itself, for one or more subjects. The target of this spell is returned to the state she was in at the beginning of one turn per success ago, undoing damage, knowledge, and possibly even death. The only real limit is that this does not work to undo either the effects of the Mists or to undo the results of a Dreaming-bound narrative. For example, an evil baron could be brought back to life after an accidental fall, but not if he was cast to his doom by his arch-rival after a grand duel.
Realm: The Realm indicates what subject is rewound.