Temporis Spell in Baltimore By Dark | World Anvil

Temporis

Temporis may only be learnt by the True Brujah, but in turn, True Brujah can never learn Celerity.  

Level 1

Time Attunement

  Vampire has a perfect inner clock. System: Vampire exactly knows what time it is without ever needing a clock.   Cost: None  

Level 2

Stuck in a Loop

  Vampire forces the target to repeat an action.   System: Vampire rolls for resolve + temporis against the targets intelligence + resolve, should the user have more successes, the target has to repeat the last action they did for the next turn.   Cost: 1 Rouse  

Level 3

Slowed Down

  Vampire causes the target to slow down, becoming clumsier and less agile.   System: Vampire rolls for resolve + temporis against the targets resolve + athletics, should the user win, the target gets a penalty to dexterity equal to the margin of successes the user has won.   Cost: 1 Rouse  

Level 4

Accelerate

  Vampire can slow down the time around them, making them seem like they can do multiple things at once. System: Vampire rolls for resolve + temporis, gaining extra actions per success in the next turn.   Cost: 2 Rouse  

Level 5

Rewind

  The True Brujah can reverse the flow of time. Once per night, they may call upon their Blood to take time backwards. They roll Intelligence + Temporis vs a difficulty of 5. Upon success, time is reset by a number of hours equal to successes rolled. If in combat, the state of play reverts to the way it was the number of successes halved back. MAY ONLY BE USED ONCE PER NIGHT   Cost: 2 Rouse  

Amalgams

Patience of the Norns

•••• Temporis • Auspex   System: The player rolls a rouse check, then Intelligence + Temporis. The vampire must be able to perceive the object that he’s suspending, so the player may need to make a Perception + Alertness roll at a difficulty determined by the Storyteller in order to freeze fast-moving objects. Objects frozen by this power remain halted according to the number of successes rolled:   Successes Duration
  • 1 success - one turn
  • 2 successes - one minute
  • 3 successes - 10 minutes
  • 4 successes - one hour
  • 5 successes - one day
  • 6+ successes - one week per success over 5
Suspended objects retain all energy in their suspension, releasing none to the outside universe. A suspended knife has no kinetic energy as far as the rest of the world is concerned and hangs suspended in mid-air until the power is interrupted or the duration expires. Suspended alchemical or chemical processes also halt, including fire. However, any physical contact more substantial than a falling raindrop breaks the suspension.