![]() ![]() The reason being is that it lets you screw around with the effects of those other arcana in ways that can make them incredibly effective. ![]() But you can screw with how local time works, and theoretically could create an effect where you "butcher" space time: Essentially create pockets where time is disjointed, so it slows and accelerates in irregular positions (Similar to Space 5 hide space).Īlso, Time works best with other arcana. You can't alter the past much beyond changing your own past temporarily (and in my games, I make it so that for the course of the spell, the mage can't be sure of his friends/contacts from said past since he has changed how he grew up). You still can't really travel backwards or forward in time outside of short jumps, but at least you can. Time 5 gets really fun, as you can begin to be able to twist and edit time: You can save scum (mark a point in time and and return to it as long as you do so within a 24 hour window), throw objects and mana forward in time, freeze time in relation to a target, speed up or slow down time in an area, duplicate a moment in time so the effects happen twice, and alter your own past to a certain degree. You can't really alter it on any grand scale, but you can start to direct it to move around you or at At this point, you can influence how time flows around you, or how time effects singular patterns. Time 4 lets you start to influence the area around you and move things in a limited manner in the time flow: You can slow down others, step outside of local time, or jump out out of the stream of time to dive back in a few seconds later. Essentially, anything that you would attribute to being biologically faster fits time 3 (Which is why life can mimic some of these, like the dodging). ![]() The aptly named Accelerate), fire a semiautomatic as if it is an automatic., speed up your thought process, etc. Time 3 is affecting how time flows only in relation to your own pattern: it lets you momentarily accelerate yourself (eg. Time 3,4, and five also represent where you really start to be able to influence of the local flow of time. I would also apreciate any insights people would have about good ways to mix Time with Mind and/or Death magic. The arcanum seems to be carefully balanced so that time mages can't go back in time to strangle the baby forms of all their enemies but this is also causing me difficulty in fully understanding the extent of things that I can accomplish with time 4 creative thaumaturgy under the balancing factors. I realize that effective time mages learn to anticipate everything coming up in their future using spells like Augury, Divination, and Prophecy, but when dealing with something as vague and undefined as the future, I have trouble coming up with questions that will give relevant answers that are also not misleading. The problem I've been having is that standard alternation of time that is regularly seen in various fictional settings outside of MtA are of limited application for the time arcanum because you can't make overly efficacious changes to the past until mastery and even then there are substantial restrictions on what you are capable of doing. I would like to fill in those gaps with creative thaumaturgy so I feel like my EXP still brings a comparable level of spells and applications into my repertoire. along with the relatively few spells listed, many of them were either relegated to rather niche uses or restricted to specific factions that I don't have access to in game. I really like the time spells I've read from the core books and supplements but was a little disheartened that they were comparatively few of them published compared to some other arcana like prime, mind, etc. I've recently spent exp and done a supernal pact in order to bring my time up to 4. Getting a similar level of conceptual understanding for a rather confusing arcanum like time is something I'd very much like to accomplish. Example: I've spent a lot of time thinking about death magic and I've made a whole lot of creative thaumaturgy that help me wield that arcanum a whole lot more effectively than I otherwise could. Over the course of the mage LARP I've been playing, I've come to the understanding that if I really want to use an arcanum with some oomf, I have to not only know all the published spells for it but also know the conceptual basis of the arcanum like the back of my hand. ![]()
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