The School of Time is the first school in the Primordial Trio. It is strong against Space, but weak against Entropy. Time magic focuses on controlling the flow of battle, and even going as far as throwing attacks into the future, delaying damage, etc. It also includes a new gimmick for battle. Please keep in mind these schools are supplementary, are could possibly be added with the new, soon to be, worlds.
The gimmick is called Time Slippage. During the battle, in the background, Time Slippage starts at 50% and increases by 2% each round, maximizing at 100%
Here are nine example spells, and then some monster only spells.
Restart - 2 pips, targets all players/monsters in battle. Resets everyone's deck to the state it was at the beginning of the battle. (This is essentially a global reshuffle) May only be used once per battle.
Training - 2 pips. Self Only. Gives you a +10% universal blade. On the second round, it's broken and replaced by a 20% blade. On the third round, it's broken and replaced with a +40% blade that stays. A blade will appear even if you used the previous charm.
Aging - 2 pips. Single Target. Acts like Training, however the enemy gains a -10% universal charm, then a -20%, then a -40%. Charm behavior is the same.
Time Travel - 0 pips, target self only. Allows you to cast S many spells next turn depending on specified amount. Pips are consumed by the requirements of the spells the player wants to cast next round. The player will also get X -1 (x minus one), stuns after the next round with one stun shield given to self. Not a spell to be used lightly. Max spells selected is 7. You may not draw treasure cards while in this state.
Fast Clock - 0 pips, target self only. Allows you to go first the next round. If this spell was used by multiple people, the person who used it last goes first, then the person who used it before him goes and that chain continues.
Slow Clock - 0 pips, single target. Forces the target to go last in the next round. If multiple instances of this spell is used, the turn order is altered from who was target last to the person who was targeted first.
Paradox - 2 pips. Single Target x2. Pick an enemy to use his chosen spell, then pick a target for the spell to hit. The copied spell's damage is effected by Time Slippage.
Temporal Strike - 2 pips. Single Target. Deals 100 damage now then 200+(200*Time Slippage) damage 3 turns later. This is NOT a DoT.
Temporal Shield - 2 pips. Single Ally. Absorbs 50% of damage of next attack then applies the remaining 50% 3 turns later.
Monster Spells: Cog Throw - 2 pips, single target. Deals 400 Time damage. 60% Accuracy.
Gear Grind - 3 pips, single target. Deals 300 + 270 Time damage. (90 damage over per turn)
Natural Attack (time) - X pips, single target. Deals Time damage 150 per pip.
Time Damage = + (Death, Myth, Ice) + <- Important!