So, since my group is currently in the middle of a pathfinder campaign, and it'll be a while before we play Ars Magica again, I've taken it into my head to try for something of a thought experiment. While the core book says that hermetic magic cannot directly alter the flow of time, it seems to me that there are ways for a determined magus to get around this restriction. Regios, for example, have the possibility of altered time rates relative to the rest of the world. So what I'm looking to do here is try to compile the various ways for a magus to monkey with the flow of time, and the catches involved. Since I have the mechanical mastery of a leaky colander, I would like some assistance in this cataloguing experiment.
Disclaimer: Much like the "Frightening Munchkinism" thread, this isn't meant to be used in an actual saga, so any protests of "I wouldn't allow this in MY saga" are not really relevant. I apologize if I seem brusque, but it's been my experience on various forums that if I don't say something like this outright, there are typically at least 1-3 replies that are nothing more than assuring me that what I'm talking about is pure munchkinry and that they wouldn't allow it in their games.
Anyway, here's what I have so far:
Regios
Pros:
-Usually takes a good enough amount of space that one could theoretically set up a lab within one
Cons:
-Requires one to find it, claim it, and defend that claim, (but since efficient use of time translates to greater power in this game, it could still be very worth it.)
Arcadian Travel
Pros:
-Does not require a fixed location or territory wars for control
-Can be used for other feats of exploration and magery
Cons:
-Mystery virtue
-Tied to specific house
-rather difficult to pull off
-requires finding regios and arcadian realms nonetheless
Dream Magic
Pros:
-Does not require a regio at all, instead using dreams and dreamscapes as the vehicle of temporal manipulation
-Relatively simple to require, being one or two minor virtues, as I recall
Cons:
-Said virtues are mystery virtues, albeit not tied to specific houses, and thus requiring initiation under most circumstances
-The book (The Mysteries Revised) explicitly states that dream travelers do not gain "game points for Arts and Abilities" from their experiences within the dream realms (perhaps there is some way to circumvent this limitation, and make it possible to gain from dream travel nonetheless?)
Hermetic Breakthrough
Pros:
-Can potentially allow a magus to surpass the lesser Limit of Time, allowing temporal manipulation to be incorporated into Hermetic Theory
-Is independent of regiones, or mystery cults
Cons:
-Requires allowance of such a breakthrough
-To my understanding, is much more difficult than other methods here
-Requires access to the Houses of Hermes - True Lineages book