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.
Archetypes
Armor
Classes
Conflicts
Cultures
Ethos
Flaws
Glossary
Kits
Maleficence
Origins
Shields
Skills
Spells
Stances
Status Effects
Tactics
Talents
Techniques
Treasure
Weapons

Hall of Heroes
Hall of Legends
Dungeons & Flagons