Space
The discipline of Space encompasses planar summoning, manipulation of space, and interdimensional travel. This discipline allows for its students to make portals and connect two places to one another through magical means.
Spell Name: Telekinesis
Mana: 1 per Turn
Disciplines: Space
Concentration: Medium
Cast Time: 1 Turn
Spell Duration: Channeled
Range: 15 Meters
Spell Effect: The caster manipulates the space around an object and levitates it into the air, moving it at up to 3 meters per turn. The caster can only lift objects up to 25 pounds (roughly 11 kg). The caster may move the object any way they want.
Spell Name: Spatial Pocket
Mana: 3 (+ 5 for Low Concentration)
Disciplines: Space
Concentration: Medium (Low)
Cast Time: 2 Turns
Spell Duration: Instant
Range: Self
Spell Effect: The caster can store and retrieve a single item in a pocket dimension no larger than the size of the item. The item must be logged and updated in the caster's grimoire. This spell can be casted at a lower concentration at the expense of more mana.
Currently Stored Item:
Spell Name: Temporary Displacement
Mana: 3
Disciplines: Space
Concentration: Medium
Cast Time: 3 Turns
Spell Duration: 2 Turns
Range: 15 Meters
Spell Effect: The caster creates one portal beneath the target/self and a second portal on the ground somewhere within 15 meters. The target will fall through the portal the moment this spell is casted. They will then appear above the other portal on their next turn, fully upright, remaining there for this turn. The target is capable of dropping or grabbing anything they can in that timeframe, and can also pull things through the portal with them. The next turn they will fall through the portal again, returning to their original location unless stopped by outside forces. People cannot be portaled into direct danger, such as over spikes, lava, etc. nor can people be portaled into smaller spaces such as a cell, carriage, etc.
Spell Name: Slingshot
Mana: 3
Disciplines: Space
Concentration: Low
Cast Time: 2 Turns
Spell Duration: Instant
Range: Self, 5 Meters Around Caster
Spell Effect: The caster bends space around their person and abruptly unleashes it, causing all within range to be pushed outside of the 5 meter radius.
Spell Name: Summon Creature
Mana: 3/4/5
Disciplines: Space
Concentration: Medium
Cast Time: 2 Turns/3 Turns/3 Turns
Spell Duration: 1 OOC Day/10 Turns/5 Turns
Range: 10 Meters
Spell Effect: The caster summons a creature to obey their commands. It may listen to basic commands such as “attack” or “stay.” It disappears upon the end of the spell duration.
1 Passive Creature - 3 Mana, 2 Turn Cast Time, 1 OOC Day Duration 1 Threatening Creature - 4 Mana, 3 Turn Cast Time, 10 Turn Duration 1 Dangerous Creature - 5 Mana, 3 Turn Cast Time, 5 Turn Duration A DM is required to emote for creatures summoned from the dangerous tier danger rating.
Spell Name: Trade Places
Mana: 4
Disciplines: Space
Concentration: Medium
Cast Time: 2 Turns
Spell Duration: Instant
Range: 10 Meters
Spell Effect: Two targets within 10 meters of the caster have their locations swapped. The caster may be one of the targets.
Spell Name: Redirection
Mana: 4
Disciplines: Space
Concentration: Low
Cast Time: 1 Turn
Spell Duration: Instant
Range: 15 Meters
Spell Effect: The caster creates two portals to redirect a ranged attack, one at the location of the attack and the other facing a new direction. Only the attack’s direction is affected. When redirected towards a new target, Projectile Standards apply.
Spell Name: Portal
Mana: 4
Disciplines: Space
Concentration: Medium
Cast Time: 3 Turns
Spell Duration: Instant, 3 Turns
Range: Line of Sight, 3x3 Meters
Spell Effect: The caster opens a 3x3 meter portal to any place they are familiar with. The portal opens within line of sight and may exit anywhere within the continent. This portal is only able to be sustained for three turns. People cannot be portaled into direct danger, such as over spikes, lava, etc. nor can people be portaled into smaller spaces such as a cell, carriage, etc.
Spell Name: Mend Rift
Mana: 5
Disciplines: Space
Concentration: Medium
Cast Time: 3 Turns
Spell Duration: Instant
Range: Touch
Spell Effect: This spell allows the caster to close a veil tear/rift. In order for this spell to work, the caster must be able to touch the tear/rift, putting them in direct danger.
Spell Name: Trailing Portal
Mana: 5
Disciplines: Space
Concentration: Medium
Cast Time: 3 Turns
Spell Duration: Instant, 3 Turns
Range: 5 Meters
Spell Effect: If a portal has been opened within the last [24 OOC hours] within range, the caster will be able to open it again. This portal will lead to the same location as it led before.
Spell Name: Cross-Dimensional Travel
Mana: 5
Disciplines: Space
Concentration: High
Cast Time: 3 Turns
Spell Duration: 3 Turns
Range: 6 Meters, 3x3 Meters
Spell Effect: The caster opens a portal that allows transit between two dimensions. This portal appears within 6 meters of the caster and is 3x3 meters in size. The portal allows anyone in the area to pass through, including the caster. The caster has to have traveled to or been in the dimension they're focusing on in order to portal there. Alternatively, the caster may sacrifice an item from the target dimension to open a portal leading there.
Spell Name: Summon Heroic Spirit
Mana: 5
Disciplines: Space
Concentration: High
Cast Time: 5 Turns
Spell Duration: 2 OOC Months/Until Objective is Achieved
Range: Glyphic Circle/10 Meters or 20 Meters (See Heroic Spirit Roster & Rules)
Spell Effect: This spell requires a glyphic circle, an object of significance to the Heroic Spirit attempting to be summoned, and an objective/goal to be achieved with the help of the Heroic Spirit. Upon the casting of this spell, a 1d2 should be rolled for Heroic Spirits that have more than one variant in order to determine which variant the Spirit will be summoned as. The Heroic Spirit that is summoned may be roleplayed by the initial character’s RPer or by an event team DM. The Heroic Spirit will only remain in the realm for a maximum of 2 OOC months or until the objective/goal is complete. The Heroic Spirit must follow all rules as specified on the Heroic Spirit Roster & Rules.
Magecraft Disciplines |
Aeromancy • Alteration • Biomancy • Electromancy • Erebomancy • Healing • Hydromancy • Mana |
Psionics • Pyromancy • Sanguimancy • Souls • Sound • Space • Terramancy |
Aurum Types |
Divinity • Demonbrands • Magecraft • Runesmithing • Feyspeak • Shamanism • The Fallen |
The World of Aethius • The Multiverse of Aethier |