The Spacetime Arcana handles spatial and temporal relationships. It is the arcana known for great prophets and oracles, and less known but equally involved with escape artists and thefts. The manipulation of time has many fear this Arcana as potential for great calamity; the creation of paradoxes through history. However, the manipulation of space itself puts the Arcana as the most forefront of the public’s knowledge. Infamously suspected as the root cause of the supernatural incursions, greed and the desire for recompense pressures the many societies to use mages for public and private transportation. Furthermore, only spacetime mages and a few spirits can create wards to prevent magical trespassing, making warding services lucrative and dangerous.
This arcana lets casters divine future events or view distant locations, teleport between locations, rewind time, and change the spatial axes of locations.
Component Bound:
The Spacetime Arcana does not benefit from the “control” and “create” general components; rather, all spacetime spells must use components from granted from this Arcana.
Limited Knacks:
Unlike other Arcana, the Spacetime Arcana only has two Knacks: Space and Time. All components granted under the arcana deal with one or the other.
- The Arcana is the only Arcana to be considered “Component Bound,” meaning that spacetime mages cannot utilize the “create” and “control” Knack components and instead must rely on components granted through the Arcana. The Arcana is also unique for only having two Knacks – space and time.
- Spacetime magic often deals with distant or abstract targets, making sympathetic connections more necessary.
Spell Components
Level 1:
| Cost | Spell Potential | Effect |
| – | – | Time Sense: Determine and measure time perfectly. Detect if an area has been temporally tampered with. |
| Glance | – | Scry: View a remote location. The caster gains all senses as though they were in that location. |
| Hit | – | Prediction: Gain insight about the immediate future related to a specific object or action. (Up to 1 hour from now) |
Level 2:
| Cost | Spell Potential | Effect |
| Free | – | Portal: Create a portal on the surface of an object (creature or thing). Upon creation, it may be linked to another portal within the spell’s range (you do not need to target the connecting portal) Portals allow anything that passes into one to come out of another without traversing the intervening space. When a portal disappears, anything that was crossing it at the time is pushed back, failing to use the portal. A portal’s durability is equal to the durability of the surface it is cast on. |
| Glance | – | Ward a target or area against outside spells from the space Arcana. Space spells may not cross the threshold of the ward |
| Hit | – | Ban Passage: This spell must be cast on a ward (or as part of a ward spell). Ban the passage of something from passing through the ward. (Still requires an affect Knack component for the banned target) |
| Glance | _ | Post Cognition: Review the past events of the current location. The viewer watches time occur in reverse starting from the point of time this spell is cast. |
Level 3:
| Cost | Spell Potential | Effect |
| Free | – | Swap: Swap the location of two targets of equal size. The spell needs two range and two area components (one for each target of the swap) |
| Hit | 2 | Size: Increase or decrease the target’s Size by 1. |
| Hit | – | Pocket Realm: Create a pocket realm with 1 hour of air supply. If the realm expires with material in it, the material appears in the last real location it was originally in. |
| 1 Glance & 1 Hit | – | Slow: The target moves through time at a slower pace. As a result, their speed and Agility decrease by 1. Target loses 1 initiative token |
| 1 Glance & 1 Hit | – | Accelerate: The target moves through time at a faster pace. As a result, their speed increases and Agility increase by 1. Target gains 1 initiative token |
Level 4:
| Cost | Spell Potential | Effect |
| Hit | – | Teleport: Allows the target to teleport to another location instantly without traversing the space in-between. The spell needs two range components, one for the target of the teleport and one for the location they will be teleported to. |
| 1 Glance & 1 Hit | – | Co-location: Allows the target to appear in another area at the same time. Without the Mind Arcana, duplicates attempt to move in the same manner as the original. |
| 1 Glance & 1 Hit | – | Rewind Time on Targets: Rewind time while concentrating on the spell for specific targets only, returning them to the position they were in the targeted past. Physical Health returns to the values from that point of time, but Mana and Mental Health values stay the same. Cost 1 Mana for each successful concentration check |
| 2 Hits | – | Rewind Time: Rewind time while concentrating on the spell. Doing so returns all actors to the same stats and position of that time, but Mana and the caster’s Mental Health are unaffected. Targets of the spell are aware of the shift in time, but they do not recover Mental Health. Cost 1 Mana for each successful concentration check |
Level 5:
| Cost | Spell Potential | Effect |
| 1 Glance & 1 Hit | – | Gate Across Planes: Create a Gate on a flat surface. Gate’s act as doors between two different dimensions (including points in time). Cost 1 Mana |
| 2 Hits | – | Reach Across Time: Summon a copy of something from the past to the present (doesn’t change the target’s location). Sympathetic Range only. |
| 1 Glance & 1 Hit | – | Labyrinth: Mutate the dimensional axes of an area to make impossible terrain. For example, this can make a hallway extend for miles or create impossible architecture. |
| 2 Hits | – | Area Co-Location: Make multiple areas exist at the same location. These planes do not interfere with each other, but the caster can choose which plane he or others within the plane currently stand in. |
Spacetime Splices
The Tied; The Aged
Mages who wield the power over space and time eventually find themselves spread across dimensions with areas and events tied to the mage’s very being. Though their magic is jested to provide true freedom, they are despairingly known as the Tied and the Aged. Visually, splices often affects parts of the mage’s body, locking them in time, maintaining youth or age. The splices remember the events around their creation. Old wounds from past fights literally reopen as new ones close. Those spliced with spacetime magic experience unavoidable PTSD. Their worse experiences dragged before them to relive again and again.
Time splices have Ties representing the time and place of when the splice was taken or enhanced. Spliced effects can draw from any of these Ties and multiple at once, but paradoxical Ties cannot occur at the same time (1 is chosen at random).
Tier 1 Splices: The initial splice is rarely immediately noticeable. A limb or other body part gets sympathetically tied to the time and place of the splices creation or target, forming a moderate connection to it. The affected body part no longer ages and flickers back its Tied condition as the mage’s sleep.
When first creating a spacetime splice, record a short descriptor of the Tie, including what caused it and anything unique about the body part at that point of time (on fire, holding an item, etc).
Tier 2 Splices: The affected body part starts to warp time and space around it in small ways, moving with a soft blur with events affecting and affected by it occurring milliseconds late or early.
When the splice activates, the affected body part reverts back to the state it was in during one of its Ties. Anything held or on the body part from the Tie reappears as long as the splice is active.
Tier 3 Splices: The splice now strongly links to the events around when it was created and enhanced. Focusing attention on the body part will allow peripheral glances of the events around the locations and/or times connected to the splice. The affected body has lingering scents and other traces of the splice’s Ties and now serves as an intimate sympathetic link to them.
The splice gains the ability to remember a traumatic event. When the splice activates it gains a new Tie based on the current situation.
Tier 4 Splices: The splice is now strongly connected to its Ties and is constantly reverting to them. At any time the mage or GM can willingly randomize which Tie the splice is currently connected to. However, consciously manipulating the affected body part requires concentration and it otherwise simply gets dragged along by the Mage.
When active, the splice creates a copy of a memory from one of its Ties. Specifically, the splice will try to create a copy of whatever caused the creation of the Tie or the events around the creation of the Tie.
