Amber: War of the Crossings
The School of Dimension
Dimension spells involve movement, changing the shape of paths and space, and even movement between shadows. Dimension is the only magic that will allow transit between shadows for Sorcerers who lack Pattern or Logrus ability, and is useful for moving around within a Shadow as well. In conjunction with other Schools, Dimension allows spells to cover great areas, or to be cast into a different shadow than the one the Sorcerer is currently in.
When casting spells across shadows, it is the more restrictive shadow that determines what sort of abilities can be used. This can be mitigated somewhat when using the Spirit School, as described in that School’s abilities.
Low Magic Abilities:
Seven League Stride: The mage can alter space so that each step covers more, or less distance, effectively speeding up or slowing down the travel of a creature or vehicle. The affected creature doesn’t move any faster, instead the space itself is compressed so that to an outside observer the travel seems faster. Conversely the space can be expanded so that travel takes more time. Expanding space is also useful to combat approaching fires, and compressing space can make it more difficult for large numbers of opponents to enter an area.
Scrying: The mage can cast his vision to a place as if he was there, turning and looking about as required. This is not a subtle magic, anyone possessed of a Power or a High Psyche has a chance to notice that they are being watched. The mage must know of the existence of the place to be scried, and generally where it is. A totally unknown location cannot be found via this spell, and a location that is only rumored or is poorly understood may cause the spell to fail when sought.
Shadow Opening: This spell tears open a brief portal between two shadows. The portal will not last more than a minute, which is enough time to move perhaps a dozen or a score of people through if they are all ready to move the moment the portal opens. The portal can be small, but it cannot be made larger than a normal hallway. The destination shadow must be a shadow that is adjacent to the origin shadow.
Apportation: This ability moves a small item from one place to another. The item must be the size of a human head or smaller, and cannot traverse shadows. Sorcerers use this spell to retrieve an item that is out of reach, or often out of laziness Objects can also be sent away, very handy when one realizes that she has just caught a grenade. The range on this spell depends on the Psyche of the mage, but is generally at least 100 feet and rarely more than ten miles.
Eagle Eye: The Sorcerer creates a lens of distorted space, allowing far distant objects and places to be seen as if they were much closer. Unlike Scrying, this spell does not allow the Sorcerer to see around or through objects that would normally block line of sight. However, the advantage is that the effect is centered on the Sorcerer himself, and thus it is unlikely to be noticed by anyone who is being observed.
Bend Space: The Sorcerer creates a zone of unpredictable bends in space to help deflect arrows or other projectiles. The zone is limited in size, perhaps 1,000 cubic yards at most. Any projectile going through the zone will have it’s trajectory changed. This protects people on the other side of the zone entirely from single, aimed shots, but the projectiles are not slowed down at all, so a hail of arrows or gunfire might still strike someone from pure random scatter.
Spacial Awareness: This spell gives the caster or some other creature a perfect awareness of everything around her. This makes it much easier to dodge projectiles, parry blades, avoid guards, drive vehicles, or otherwise perform tasks that rely on understanding the position of people and objects. It does not improve the person’s reflexes, however, and it is perfectly possible to be aware of some incoming danger and be unable to avoid it.
Normal Magic Abilities:
Teleportation: This spell allows one creature to be teleported about the same amount of distance as the previous Apportation spell was able to move small objects. Conversely, an object of up to car size might be moved. This spell cannot move people or objects across shadows, and any area to be teleported into should be scryed first unless the Sorcerer is sure that the area is both safe and free of objects. Teleporting into an object does not cause instant destruction, but neither will it leave the transported individual unharmed. Teleporting into a place with no free space at all, like a solid bulk of rock will probably cause the spell to fail. If the spell does not fail, the target almost certainly dies.
Shadow Gate: At this level of magic a gate can be held open between two nearby shadows. The gate can be held as long as the spell retains power, though this spell has a very strong drain. The gate can be up to the size of a large park gate, big enough to drive a semi-truck through. Only shadows in the local shadow area can be connected via a Shadow Gate.
Scry Shadow Area: The companion spell to a Shadow Gate, and often cast first, this spell allows the Sorcerer to scry out into the local shadow area, within three to five shadows of the current one. As with regular scrying, this magic is not subtle, and the increased power requirement only makes it more likely to be detected.
Warp Space: The greater version of Bend Space, this spell will prevent projectiles from reaching the other side of the Warp zone at all, thus rendering anyone on the other side immune to projectile attacks. It cannot stop anything man-size or larger, as the distortions in space are not large enough to affect so large an object. The area that can be protected is larger as well, up to ten times greater than the Bend Space area.
Bar Portal: This spell prevents all passage of anything physical through some small space, no larger than 10 feet on a side. For this reason it is often used to hold choke points such as doorways, hallways, and windows. The spell uses little power until tested, and then consumes power proportional to the force attempting to breach it.
Bag of Holding: A container can be made to hold more than it ought to with this spell. Depending on the power put into the spell, and the Psyche of the Sorcerer, a container of no larger than 5’ by 3’ by 3’ can be made to hold anywhere between two and five times the normal amount of space. If the spell suddenly fails, due to movement to a low magic shadow or dispelling the spell, the objects will spill out of the container if possible. If the container is securely closed, both the objects and container will suffer damage as the objects are suddenly crowded into a small space.
High Magic Abilities:
Greater Teleportation: This spell transports a single creature anywhere as long as the target does not leave the Shadow. Alternately, this spell can transport up to a dozen man sized creatures or objects as far as the above Teleportation spell allows. As with Teleporation, scrying the arrival location is recommended.
Shadow Path: Transit between high magic Shadows can be accomplished without too much difficulty. This spell creates an actual pathway between the shadows that links them and can be walked by any creature. If the Sorcerer wishes to put restrictions on who can take the Shadow Path, then this spell must be cast as a Ritual to include other Schools that can define forbidden persons or objects. This spell has a very high energy cost, and the length of the passage is determined by how distant the two shadows are. If the spell collapses while persons or objects are in transit, those travelers are cast into random shadows along the path. Because of the high energy cost, and the relative scarcity of high magic shadows, this spell is most often used to connect one Sorcerer’s stronghold with another, anchoring both ends to the Nexus in the stronghold so that the path may remain permanently
Scry Shadow Region: From a high magic shadow, many things can be seen. This spell is an exception to the rule of the more restrictive shadow determining which effects can be used. Because only a regular scrying effect occurs in the destination shadow, a Sorcerer can scry into any shadow within a huge region, dozens of shadows away. However, the high power requirement does make the scrying effect even more obvious than the Scry Shadow Area spell.
Shadow Pocket: This spell makes some area much larger than it should be. Typically used to add extra space to a stronghold or mansion, the spell allows for extra hidden rooms, overlapping corridors, and other tricks of the Dimensional master. The power requirements for this spell are horrendous, almost assuring that it will be bound to a Nexus. The spell can supply up to 10 times the normal space, and cannot affect an area larger than a city block.
Fold Space: The ultimate shield against projectiles, this spell completely reverses the trajectory and velocity of any projectile that enters the zone, sending the attack directly back at the source. Because of the extreme space-warping this spell causes, the area to be warped is much smaller than the Warp Space spell is able to cover. A sphere 40 feet in diameter is the maximum size that can be warded in this way. As with Warp Space and Bend Space, anything man sized or larger cannot be sent back, and is ignored by the spell.
Mirror Image: This spell allows a Sorcerer to co-locate herself in multiple spaces at once. She still performs just one action at a time, and cannot split herself across shadows, but she can appear in multiple places at once.
Portal: This spell has a rare, permanent effect. Cast with enough initial power, it creates a connection between two locations in the same shadow, such that they will always connect to each other. At the time of casting the Sorcerer decides if the connection is one way or bi-directional.