See Mage the Awakening 1e Core for some of the fluff, and 2e Core for the rest. As well as several other books.
Doctrine
Parentage: Acanthus, Mysterium or Silver Ladder
Prerequisites: Space 2, Life 1, 2 dots in Survival, and 2 dots between Athletics, Investigation, and Occult
Initiation: Receive a clue from your Tutor pointing you in the direction of a naturally occurring Iris to the Realm of Unknown Destiny, and succeed in navigating your way there without use of Magic or the assistance of others. Having met your Tutor in the realm, and surrounded by the dense fog of destiny, craft your soul.
Magic:
Ruling: Space
Yantras: Succeeding on a Survival roll relevant to the spell (+2), verbally ponder a question about the future of the subject (+1), perform an involved ritual to predict the future of the subject through purely mundane means (+2), enter an altered state of consciousness bringing you closer to nature (+1, +2 if this imposes a negative Condition).
Oblations: Trailblazing, orienteering, playing a game of chance in which failure costs something substantial, sacred gardening, ceremony performed in ancient ruins
Attainments:
First Attainment Feel the Mists
Pre-Requisite: Initiation
From initiation, Druids of the Walkers in Mists learn how to feel the presence of the Mists around them, the supernature that determines the implicit structure of the nature world. While at greater levels of initiation this will grant the Druid more significant powers, it firstly permits them the capacity to ‘feel’ the very structure of the world around them. In places where nature has grown strong, such as in the wilderness, rural areas or even some particularly lush parks, this grants them a full perception of everyone and everything around them, ignoring boundaries up unto the end of their sensory range.
In less natural locations, the influence of the Mists can still be felt, as the workings of man cannot extinguish the very nature of Time, Destiny and Reality fully. In such locations, Druids can only feel ‘emplaced’ items and objects such as buildings, hills, and other more persistent objects, like long-abandoned cars.
The Outward and Inward Eye, Persistent duration. Only works ‘properly’ in nature, outside of that you can still feel what time and destiny has managed to orchestrate, but not so much much more the transient world of man and his creations.
Optional Arcanum: Time 1
With a proper understanding of the temporal nature of the Mists, the Druid can through practice and
awareness, learn how to act best to take advantage of their perception of supernature. At any time, the
Druid may spend a turn preparing, losing their Defense in order to decrease a negative penalty to a
mundane Instant Action in the subsequent turn by 1 (2 at Time 2-3, and 3 at Time 4-5).
It’s Perfect Timing, with persistent duration. Secondary factors are weak, initially. I considered making it work for Magic as well, but that’s a bit much for a 1-dot Attainment.
Second Attainment: Peer into the Mists
Pre-Requisite: Space 2
Druids with sufficient practice can learn to actually peer ‘into’ the Mists, using the medium of the natural
world to scry distant places. So long as the Mage has access to a ‘natural’ location, or even just a potted
plant, they may take an Instant Action to personally peer through the Mists to another location where
nature or plant-life is present. This takes an Instant Action, and requires the Mage have a Sympathetic
Connection to the target location of with the Withstand (Sympathic Range) does not exceed his dots in the
Space Arcanum. This creates a Scrying Window much in the same way as the spell “Scrying”, and follows the
same rules. Once the window has been opened, the Mage must maintain focus keeping it open, this does
not require an Instant Action, but requires the Mage focus and cannot be combined with any real action
outside of interaction with the Window, or what exists on the other side.
It’s Scrying, big whoop. On the plus side, your Scrying Window cannot be dispelled. So that’s good.
Optional Arcanum: Time 2
The Mists separate more than just place, but time. When peering through the Mists, a sufficiently trained
Druid can peer back through time as well as space, viewing the location at a specified time, from when time
flows on naturally. This will impose further Withstand on the Attainment appropriate to the Temporal
Sympathy, and stacks with Sympathetic Range withstand in the normal manner (highest +1 for each further
source of Withstand).
Postcognition. Handy, really. But really kind of bad if you’re not Strongly connected, and the subject doesn’t have Strong temporal sympathy.
Third Attainment: Haven of Mist
Pre-Requisite: Space 3
As her initiation grows, the Druid learns how to draw upon the Mists themselves for protection, stepping
‘backwards’ into the supernature that underpins all of reality to find protection from that which may assail
her. As an Instant Action, the Druid may step partway into the mists bordering both that Emanation Realm,
and the true Fallen, pulling those nearby with her. To perform this attainment requires the presence of some
element of the natural world, and even the smallest living plant pushing its way through the pavement will
do.
Once activated, the Mage and everything she desires within a short distance (equivalent to a small room, or a large room at Space 4+) is pulled into a bubble of mists, an area of looped space separated from reality by the manifested power of the Mists. Those with the ability to perceive the true nature of Space can peer through the bubble, similarly those with the ability to warp or manipulate space may also do so through the bubble. In either case however, the individual must succeed in a Clash of Will against the Druid. Upon activation, the Haven lasts for a number of rounds equal to the Mage’s dots in the Space Arcanum, this can be refreshed by the Druid at any point during the time through spending an Instant Action.
A weird combination of Ban and Ward, that can only be done with nature nearby. Duration is rounds equal to Space Arcanum, and secondary factors are into area of effect. Instant Cast, no other reach. Presence of nature somewhat offsets the ‘Ward’ which is pretty simple.
Optional Arcanum: Time 3
With training, the Druid can enhance the protection of the Haven further, to find safety from the influence
of Time. All those within the Haven are protected against alterations to the timeline, and the Mage may
contest any such change with a Clash of Wills. Furthermore while within the Haven, the Druid is close
enough to the true Realm of Unknown Destiny that they can ask questions of how destiny is due to coalesce
for those present. The Druid may ask any number of specific questions, at the rate of 1 per turn, receiving
specific answers in turn.
Two spells, Divination, and Constant Presence. Very simple. Divination is so simple at this point, that there’s really no point not adding it, it just saves a lot of rolls.
Fourth Attainment: Paths through the Mists
Pre-Requisite: Space 4
The Mists are more than but a place, but an Emanation Realm of the Supernal, one to which the Walkers in
Mists tie themselves closely. With a strong enough connection, the Walker can open a portal to that realm
allowing himself or other access in seconds. As an Instant Action, the Druid may open a size 5 portal to the
Mists perceivable to any living being, which may be passed through to enter that realm. The portal will stay
open for as long as the Druid concentrated, but at most one scene.
Co-Location Portal, only to the Mists, Instant Cast, Advanced duration but capped at a scene, visible, and physical, blah blah blah, lots of reach. But balanced.
Optional Arcanum: Time 4
Having managed to enter the mists fully, the Druid is now able to draw forth prophecies of the future,
pulling motes of possible, unfulfilled and unwritten future pathways and destinies out of that strange, misty
realm. As an Instant Action, the Druid may ask a question about a possible future of a subject, this requires
either the subject themselves, or the presence of an object or individual with at least a Medium connection
to that subject. The answer gained is clear, and at the moment of asking, true.
Given you’re already in an emanation realm you could normally cast this fine, but I just added an option to perform it Sympathetically without casting it sympathetically.
Fifth Attainment: Mists Rise
Pre-Requisite: Space 5, Time 5
The mists permeate the world, but are distant, never quite close. The Druid can change this. As an Instant
Action, the Druid can draw forth the Mists and create a true spatial overlap with the Mists. Within at most a
Large Room’s worth of space, the Mists descend, and the combined area is treated as existing within the Emanation Realm, while still existing within the full and complete Fallen. This results in all the normal
benefits of the spell, but may also accidentally bring with it Supernal Entities who were within the Mists at
the time of their calling.
Within such a space, if the Mage so desires, time progresses differently to that outside of it, for the duration of a scene within the Mists, time external to its area does not proceed, and any individual who exists the mists finds themselves similarly frozen until the Attainment comes to an end.
Summon an Emanation Realm into the Fallen, which may or may not also be a Temporal Bubble.