Chronomancy
Chronomancy is the magick of Time. Its practicioners are called "clockers," possibly a clue as to their relation to the Mechanomancers -- both schools sacrifice elements of a mage's life (youth in one, memory in another) and Chronomancers fuel their magick through the destruction of clocks and even clockworker mechanisms. Whatever the connection, Chronomancy is an older school but has only recently re-appeared as an active one.
The actual composition of this school is interesting: the majority of its members are young, favoring extreme fashions and behavior. The rest are much older, preferring a more stable, quiet existence. Undoubtedly, the older members are loathe to lose what youth the have left while the newer clockers are too hungry to realize how precious life can be.
Chronomancy Blast Spell - Chronomancer attacks cause 1/2 damage but also cause the victim to age a number of years equal to the blast's full damage. Although it is possible to kill someone by aging them beyond a reasonable lifespan (100+ years would kill most people), the victim will only suffer the physical and mental effects of aging (Body, Speed and sometimes Mind scores will decrease, affecting both the attributes and their related skills). Fortunately for the affected person, the aging is temporary and lasts until the end of the scene.
Generate a Minor Charge - Destroy a personal time-keeping device (sundial, stopwatch, alarm clock), do absolutely nothing for an hour.
Generate a Significant Charge - Destroy a large, public time-keeping device or a Clockworker's magickal construction, give up a year of your life permanently (Chronomancer will age one year). The aging affect cannot be altered through magick.
Generate a Major Charge - Destroy a large, significant and unique time-keeping device (Big Ben, Stonehenge, the Millenium Clock), give up your youth permanently (age thirty years). The aging affect cannot be altered through magick.
Taboo - Chronomancers cannot ever be late. Most Chronomancers carry several watches at one time, both to keep track of time and for charge-gaining purposes.
Random Magick Domain - Time, age and speed are all the domain of Chronomancy.