Time Effects
mage rev
• • • Time Warp — By pulling time back into a loop, the mage causes a small area to suffer a local "rewind" of time. The mage herself remains
immunized against this Effect due to her command of Time magic (otherwise he wouldn't know that he'd done anything and the looping would be
almost pointless). From there, the mage can change her actions and responses to a given situation, already knowing how it would turn out
otherwise. By combining Life and Mind with the Effect, the mage can actually rewind herself physically and undo the effects of physical trauma,
while still retaining her memory of the events that never happened.
In game terms, the mage causes one or more turns to rewind and get redone in her area. Successes spent on the area determine how large a
location is affect ed — the mage might just unwind damage done to herself, or might rewind a whole area to undo a massive catastrophe. Additional
successes spent on individuals can insulate them from the Effect just like the caster, so that they remember what's about to happen again and can act
appropriately. Anyone who's not insulated just redoes whatever they were doing before, although they might change in response to someone else's
differing actions. That is, a ?an in Black firing his gun still fires it (and scores the same result as before) unless, say, one of the rewound mages
decides to body-check the MiB instead of diving for cover.
Rewinding time is not only exceedingly difficult, it's very vulgar. If the mage rewinds time over a specific thread (say, one particular turn),
then any attempt to affect that spot of time again must overcome the successes scored on the initial rewind — time is already so bent out of shape
that further manipulations must be even more powerful. Time scrying and the like also fight a similar barrier. Time's distortions make it hard to read
the area — which, incidentally, means that although the mage knows what
may happen when she rewinds time, she still can't predict how herchanged actions will change the replaced timeline. Rewound time tends to stack up Paradox due to the inherent trickiness of the feat. Every turn of
rewound time causes Paradox for the Effect, so rewinding three turns would cause triple the normal Paradox for the spell!
Naturally, this spell is so difficult and specific that very few mages use it at all. Some paradigms just don't accommodate the idea of "rewinding
time" while others facilitate it, but all mages agree that such stunts are left to young hotheads who haven't yet learned the dangers of such vulgar
magic. (Your Storyteller will probably hate it if you overuse this Effect, too, which is another sure way to get lots of problems.)