Before the Vampire can manipulate time, he or she must be able to sense its workings. This discipline facilitates this awareness. This discipline allows the Vampire to sense time fluctuations in their immediate vicinity, whether caused by other practitioners of Temporis, mortal wizards or stranger things. Additionally, the Vampire has a perfect "internal clock" and is always (barring external interference) aware of the local time, the subjective and objective time that has elapsed during a given application of other Temporis disciplines and also the time remaining until local sunrise. This awareness is accurate down at least a hundredth of a second.
Ramble On / Internal Recursion
This discipline affects a single victim’s perception of time, forcing him to relive the same events over and over until the power’s effect expires or something snaps him out of the "endless loop" state that Internal Recursion creates. Although the outside world progresses normally, the target’s mind is stuck in a loop of repetitive events. This discipline is most often used to lull unsuspecting victims into an unaware state so the Vampire can perform other actions uninterrupted or to passively immobilize their victims while they acquire the perfect angle from which to strike.
Zombie’s Curse / Lapse
The vampire may put a victim into a state where she perceives the world as moving twice as fast, and she is moving at half-speed.
Cowalker
The vampire may remove herself from the flow of time, move around in any fashion she sees fit, and step back into the flow of time. She may not affect objects that she did not remove from the time stream with her (is is assumed that her clothing, and all items on her immediate person, leave the time stream with her).
Frozen Object / Subjective Suspension
The Vampire can now suspend an inanimate object in time, keeping it in a perfect state of stasis as time passes at normal speed around it. If anything touches the object that wasn’t in contact with it when Subjective Suspension was applied to it, the item instantly re-enters normal time with the same physical and
chemical properties as it has when it was suspended.
Control Aging
The vampire may age a target, or reverse the aging of a target. This effect can not be used on the same target more than once per attack. The age of the target changes by ten years per success. (in either direction)
Domain of Evernight / Clotho’s Gift
With this discipline, the Vampire momentarily speeds up the flow of time through himself/herself. The Vampire becomes briefly capable of feats of physical speed equal to those made possible by Celerity. Clotho's Gift, though, is a full-fledged time dilation, as compared to Celerity's boost of the Vampire's reflexes and physical form. Thus, this discipline allows some actions that Celerity does not - most notably the application of Disciplines that require full conscious thought. However, this is not without cost, as using other Disciplines while Clotho's Gift is in effect taxes the Vampire's unlife force past the limits. Something has to give. That something is the Vampire's physical form, as the energies that empower it are sucked away for a moment. True Brujah elders tell their chylder horror stories of incautious Kindred who met Final Death through accelerated applications of Dominate, disintegrating into ash in the blink of an eye, as time destroys their undead body.
Outside the Hourglass
The vampire can step out of time. Each success represents one turn that the vampire may spend out of the time stream. In this state, the vampire can move any objects manually. Any effects created by the vampire, including
explosions, attacks, etc, can be created, but will only take effect once she has reentered the time stream.
Kiss of Lachesis
The Vampires that know this discipline have gained limited mastery over the physical age of objects and individuals. With minor effort, the Vampire can momentarily increase the flow of temporal energy through a target, aging it decades while seconds elapse in real time. With greater sacrifice, the Vampire can absorb and nullify some of that same energy, reducing the physical age of a subject. This discipline does not reverse history; it merely changes the absolute age of an object or individual in terms of wear and tear that the subject has sustained. A target cannot be progressed past the point in its existence at which it came into its current physical form. For inanimate objects, this is the point of creation or assembly; for a living thing, the cusp of his adulthood (or birth); for a Cainite, the moment of Embrace.
Rewind Time
The vampire may turn back time, and rewrite her own actions. After the vampire has rewound time, she will be in the place where she initiated the effect, and all other things will be as they were in the time to which she rewound. She will know what happened before she rewound time, and she may act differently. Others will act in the exact same fashion as they did before, unless they are persuaded to behave differently.
Pocket out of Time
The vampire may remove an entire area, with a radius of up to ten feet per success, from the time stream. Those inside this area see the outside area in stasis, and cannot leave for the entire duration of this effect. This effect can be ended at will, and ends if the vampire is destroyed.
Hall of Hades Court
The master of this discipline may alter the subjective passage of time within an enclosed space, letting an entire night pass in the space of a moment. This is most often used defensively or socially. The former purpose allows the Vampire to enter their haven at dawn and spend what seems to him to be a few moments drowsing and vulnerable, only to emerge fully rested at the following sunset. The latter is used to extend clan gatherings through an interminable night, delaying the need for sleep in the interests of political or social pursuits. However, there are recorded applications of the discipline for more martial purposes, the most noteworthy being the "adjustment" of a former Malkavian Justicar's night of gambling and subsequent demise as he walked out of the casino into the sunrise.
Summon History / Clio’s Kiss
This high level of Temporis allows the Vampire to reach into the past and summon events, objects or individuals. Clio's Kiss, named for the Muse of history, is the power to bypass the flow of time and bring something - or someone - forward to the present. Some use this discipline to observe history as it occurred; others use it to find assistance or retrieve long-lost possessions. No Vampire is known to have ever attempted to summon Caine through the use of Clio's Kiss.
Tangle Atropos' Hand
This agonizingly taxing discipline is rarely used, but some feel that the price it exacts is worth the benefits. The elder who has learned how to Tangle Atropos' Hand may literally use his or her own energies to tangle the thread of time, gaining a second chance to undo his mistakes or prevent the actions of others. However, unless the Cainite takes different actions from those he or she took the first time those events occurred, all other participants will do exactly the same things they did before, with the same results - this is a true resetting of time, and the memories of the subjects are reset with it.
This discipline will immediately place aggravated damage upon the caster as soon as the discipline is complete, when the action being reset is done. The longer the change in time (use of this discipline) the more damage is taken. The caster immediately falls into torpor to recover from the aggravated damage, longer the use of Tangle Atropos' Hand, the longer the Vampire needs to stay in torpor to recover.