![]() The Mage can sense disturbances, knowing any power that has altered time’s natural flow. Initiates of Time gain the Mage Sight with respect to the way resonance clings to objects in time it has interacted with, and gain the ability to tell perfect time. At the highest levels of mastery, the mage can even rewrite their past or freeze a target inside the flow of time. The Mage may cause themselves or others to experience an unusual flow of time, making enemies slower, or giving themselves more time to work on a complex task. Objects can be sent forward in time, so they’re not available to an enemy currently. Likewise, the ability to look into the past confers a great deal of advantages upon the user one can watch past events to aid research, help find artifacts, determine the guilty party in the case of crimes committed by Awakened, or simply observe for the sake of amusement. The abilities possessed by such mages allow them to divine the future with great clarity an expedient mage should not need to be informed of the advantages of such power, but they are multifarious and often harmful to one’s Wisdom. A mage well versed in the Arcanum of Time has many advantages over their peers in mundane life and Awakened business alike. The Arcanum of Time gives them a step up in subterfuge and treasure-grabs it has its uses outside merely the politics, propaganda, and petty squabbles of the Awakened. Mages in the modern world live and die over scraps of the past, whether fabricating themselves a grand history, or scraping for an Atlantean artifact of untold power and significance. Four of the Pentacle Orders constantly look back to the past, obsessed with the idea of reclaiming their former glory the other has it's eyes fixed firmly on the future, envisaging a world where their ideals of democracy and universal Awakening are made fully manifest. ![]() Time is a concept of great importance to the Awakened. The power of the Arcanum of Time is reduced in the Fallen World, but as with all the Gross Arcana, its field of influence remains on this side of the Abyss and the Gauntlet. This power is also useable in the Fallen World, where even here time is not constant (see Einstein’s theory of special relativity), but still easier to predict and therefore easier to control. To make sense of such altered time, one must have the ability to understand and manipulate time’s flow. It seems as though many times exist at once, each at the same time true. Stories abound of mortals settling down in a cave or spot in the woods to rest, only to wake up and find that decades or even centuries have passed in the material world (see Rip Van Winkle) the Awakened theorize that such experiences come from contact with Arcadia. The realm of Arcadia is saturated with a feeling of timelessness, not to be confused with time lessness in the sense of temporal stillness rather, time has a peculiar quality that puts it outside the normal vagaries of Fallen World time. The Arcanum of Time is the Gross Arcanum of the Supernal Realm of Arcadia, a realm that also generates the powers of the Arcanum of Fate. ĭivination, prophecy, temporal scrying, time travel, time loops, and temporal acceleration/deceleration. Such spells, however, are subject to similar rules of sympathy as those used for the Space Arcana: it is much more difficult to view times with which a mage has little connection. Time, not Arcadia's Subtle Arcana of Fate (MTAw), allows a mage to see the future (and the past). This Arcanum is commonly found in the hands of the Acanthus, whose fortunes usually hang by a thread, and thus require some knowledge of potential outcomes. A mage skilled in the use of this Arcanum can look back in the past or ahead into the future, alter time's flow around them or others, and, in extreme cases, travel backwards and forwards in time, or rewrite their own history. Spells within the purview of this Arcanum grant the mage a wide range of abilities influencing such things as knowledge of future events and the ability to see into the past. The Arcanum of Time governs the viewing of the interaction with the flow of time as understood within the Fallen World. With it a mage may shift his perception beyond the present moment, alter the relative flow of time, and, at higher levels of mastery, move physical objects into the future or past. ![]() Time, in Mage: The Awakening, is the Gross ruling Arcanum of Arcadia.
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