Description
For you, time is just another force of nature to be manipulated by magic. You may use your maleficence to alter the flow of time, with the GM’s discretion. As examples: create a temporal anchor that holds a door shut through your concentration, apply the Held status by touch to a mundane object for a round, or slow the hail of an arrow mid-flight, conferring the victim a momentary soak. As long as you have MP, you always know the exact time of day, how much time has passed in a scene, and whether anything in the scene is out of sequence. Time spells explode on a 5 or 6.