I like Jeremy's suggestions for Haste/Slow the best so far. Whatever you choose, I'd stick with a Hold mechanic for the spell. I wouldn't just make it "deal more damage," that makes it just another offensives spell. Instead, it's like what does it mean to be magically fast? It means getting to use your magic speed in ways others can't. So give 'em hold and say 'When you spend a Speed Hold, describe how your Haste spell has given you the advantage and..."
In terms of time magic, I would keep that strictly narrative, not another combat spell. You're trying to shoehorn in "turn" mechanics where there are none. Ragnarok's "Universal Preparedness" spell is the best for this so far, and it also uses Hold. Hold is a great mechanic for giving players a measure of control over the narrative, as the result of an ability. It's basically like "okay, you can break the rules X number of times. There you go."
In a related comment, there's a reason most games don't mess with time travel. It messes with continuity and player input way too much for an interactive experience. It leads to second-guessing and redoing scenes and madness, madness I tell you...