There's nothing built in to do this.
Personally I would create a global 'speedFactor' variable and divide all time calculations by that value before I used them. Means you have to remember to do it though.
The problem of missing some calls to Update on a fixed timestep is that you will only be able to evenly implement factors of that speed e.g. for 60fps you will only be able to do 1/2, 1/4, 1/3, 1/5, 1/6, 1/10, 1/12, 1/15, 1/20 speeds. If you go this route remember not to use the elapsed time or gametime that is passed in, but assume that you are still on your regular lock step time.