The Sphere of Space includes spells that warp and twist spatial dimensions to the caster's will.
Focus: A puzzle box, an athame, a spyglass
Range: 1 Range
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 creature
You tumble through space, making a short dimensional hop to better position yourself for an attack. You teleport into Melee range with the target, without provoking any attacks of opportunity for your movement.
Range: Touch
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 creature
Defence: basic Armor
You touch the creature and forcefully teleport away a small chunk of their body. Make a Space spell attack roll against the target. If you succeed, you deal 2d6 points of arcane damage to the target.
Heightened: For every 1 level you heighten this spell by, increase the damage by an additional 2d6 arcane.
Range: 2 Range
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 unattended object of light Bulk or less.
Walking over to an item to pick it up is so much effort. Whether it's your spellbook, a reagent, or a glass of wine, it's simply more efficient to call it to your hand. You teleport the target into your open hand. If you don't have a hand free, it falls to the ground at your feet.
Heightened Spell: For every 2 levels you heighten this spell by, increase the range by 1, and the bulk of the objects you can teleport by 1.
Range: 3 Range
Rote Casting: 1 Action to 3 Actions
Duration: Instantanious
Target: Varies, see below
Defence: basic Armor
You turn spacetime on its side, forming razor-sharp dimensional fractures. Make a Space spell attack check against the target. They take 1d8 piercing damage and 3 persistent bleeding damage.
You can take additional actions to cast this spell. Each action you take causes additional reality fractures. For each additional action, you can either target one additional creature within Close Range of the target with a copy of the spell, or retarget the initial target.
Range: 1 Range
Rote Casting: 1 Action to 3 Actions
Duration: Instantaneous
Target: See Below
Defence: Willpower
You alter gravity, pulling the target towards you. Make a Space spell attack check against the target's Willpower. If you succeed, they are drawn 1 Range closer to you (1 Range to Close, Close to Melee) If you critically succeed, the target is knocked prone. The effects of this spell change depending on the number of actions you spend when you Cast this Spell.
Single Action The spell targets one creature.
Two Actions The spell targets two creatures
Three Actions The spell targets up to 5 creatures.
Range: Self
Rote Casting: 1 Action
Duration: 1 Minute
You build up gravitational force and funnel it into your blows, leading to more powerful attacks with blade and firearm alike. On your first weapon Strike each round, increase the damage dice of the weapon you're wielding by two steps.
Range: Close
Rote Casting: 1 Action
Duration: Instantaneous
Target: Yourself and 1 willing creature
You instantly swap positions between your current position and that of a designated ally in range who has a Size of 7 or less.
Range: Self
Rote Casting: 1 Action
Duration: 1 Hour
Target: Self
You alter gravity’s effects on you. You treat gravity as if it were your choice of 1 step higher or lower (for example, if you were in an area of low gravity, you could choose either standard gravity or zero-g). You can suppress or resume this affect as a reaction or swift action. While under the effects of this spell, ignore penalties difficult terrain.
Personal Gravity Counters Gravity Well
Range: 3 Range
Rote Casting: 1 Action
Duration: 1 Minute
Target: 1 Creature
Defence: Willpower
You manifest an artificial well of gravity around the target, pulling other objects towards it. Make a Space spell attack check against the target.
Range: 10 Range
Rote Casting: 1 Action
Duration: Instantaneous
Target: Self
You open an unstable tear in reality and leap into the unknown, emerging at another nearby but unpredictable point in your current plane of existence. When you cast this spell, you state the direction you wish to travel, and the distance you wish to travel. Roll a dice. On an even number, you travel the right distance, but in the wrong direction. On an odd number, you travel the right distance, but the wrong direction.
Range: 3 Range
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 Creature
Defence: basic Willpower
You expose the target to a damaging rift in spacetime. Make a Space spell attack against the target's Willpower. If you succeed, the target takes 2d6 points of Arcane damage and is Fatigued. If you fail, the target only takes half damage and is not Fatigued.
Heightened: For every 1 level you heighten this spell by, you summon one more rift. This rift may target the same creature, or different creatures. Each rift deals 2d6 points of Arcane damage and applies 1 stack of fatigued.
Range: Close
Rote Casting: 1 Action
Duration: Instantaneous
Target: All creatures in a Close-range Cone
Defence: basic Willpower
You gather mystical energy and blast it outward in a mighty wave originating from your fingertips, warping spacetime and potentially knocking back your enemies. Make a Space spell attack roll against your target's defence.
You can make a free Shove attempt against all creatures who you succeed against, using your ranks in the Sphere of Space in lieu of your ranks in Unarmed Attacks.
Range: Self
Rote Casting: 1 Action
Duration: 1 Minute
Targets: All creatures in Melee range
Defence: Dodge
You manifest a pocket of the vacuum of outer space around you. Make a Space spell attack check against the Dodge defence of all creatures in Melee range. All creatures who fail are trapped in your void. Make a check every round against creatures in melee range.
Range: Close
Rote Casting: 1 Action
Duration: Instantaneous
Defence: Endurance
You instantly transfer yourself from your current location to a spot within range that’s occupied by another creature. You take 1d6 bludgeoning damage, and make a Space spell attack check against the Endurance defence of the creature
Range: Touch
Rote Casting: 1 Action or 3 actions (see text)
Duration: 1 Minute
Target: 1 or 2 creatures (see description)
Defence: Endurance
By manipulating the gravitational forces acting on your target, you control its movement.
If you use 1 action, attempt a Space spell attack against the target's endurance check.
If you use 3 actions , you can target two creatures.
On a hit, your target takes 5d8 bludgeoning damage and are pulled 1 Range closer to you. The target treats all terrain as difficult terrain for the duration. A successful save ends the spell on the target.
As a single action, you can attempt an Space spell against an affected target within Close range. If you hit the target, you can pull it 1 Range closer to you. If you attack and hit two targets, you can instead move them closer to each other. Moving the target into a barrier, creature, dangerous space, or obstacle causes the target to stop before entering that space.
Range: Touch
Rote Casting: 3 Actions
Duration: 1 Minute
Target: One point on the ground
You create a spatial beacon at the point you touch. For the next 1 minute after you cast the spell, you can take a single Concentrate action to teleport back to the beacon along with the items you are wearing or holding.
The spell fails if you are more than 5 range away from the beacon, or you try to bring along another creature.
Once you teleport back to the beacon, the spell ends
Heightened: For every 1 level you heighten the spell by, you may bring along one other willing creature in Close Range when you return to your beacon.
Range: Touch
Rote Casting: 1 Action
Duration: 1 Day
Target: One pocket on a garment
The secret pocket spell creates an extradimensional space that only you can reach through a pocket in the target garment. The secret pocket can hold 1 bulk per 2 ranks in Space you posses, and you can put anything into the pocket that will physical fit through the pocket's opening. The item can be of any length and isn’t otherwise restricted by the pocket’s actual dimensions—it just has to be able to fit through the opening. The contents of the extradimensional space never cause the pocket to bulge, and items inside the secret pocket have no weight once they’re placed inside (although the weight still counts against the capacity of the extradimensional space). Whenever you reach into the pocket, you access the extradimensional space rather than the actual pocket. Anyone else who examines the pocket finds it completely ordinary. If someone else puts something in the pocket, you can’t reach it because your hand goes into the extradimensional space instead.
You can give the garment to someone else to wear if you like, but only you can access the extradimensional space through the pocket.
Range: Touch
Rote Casting: 1 Minute
Duration: 1 Scene
Defence: None
You create a temporary extradimensional space within an enclosed passenger compartment of a vehicle. The spell cannot be cast on vehicles without enclosed passenger compartments, such as motorcycles. The extradimensional space allows the vehicle to hold an additional bulk equal to 5 times your ranks in the sphere of Space.
Creatures that enter the extradimensional space cannot interact with anything outside of the vehicle, nor can creatures outside the vehicle perceive or interact with the occupants and contents of the extradimensional space (or even see the extradimensional space itself). Creatures within the extradimensional space effectively occupy the same space and are incapable of making attacks while so contained.
Exiting the extradimensional space requires the passengers to physically exit the vehicle as well. If the vehicle is destroyed or the extradimensional space is successfully dispelled, the extradimensional space collapses. Any creatures or objects within the extradimensional space are ejected before the space implodes. Ejected creatures fall prone adjacent to the vehicle, retaining all momentum they had while in the vehicle.
Range: 1 Range per rank of Space
Rote Casting: 2 Actions
Duration: Instantaneous
Target: Personal
Opening a door that bypasses normal space, you instantly transport yourself and any items you're wearing and holding from your current space to a clear space within range you can see. If this would bring another creature with you—even if you're carrying it in an extradimensional container—the spell is lost.
Heightened (5th): The range increases to 1 kilometre. You don't need to be able to see your destination, as long as you have been there in the past and know its relative location and distance from you. You are temporarily immune to this spell until you take a short rest.
Range: Close
Rote Casting: 1 Action
Duration: 2 months
Target: 1 container holding up to 1 bulk per rank of Space
You hide a briefcase, backpack, dufflebag, or similar item in an extradimensional space for up to 2 months and can retrieve it at will. The item used as a secret vault can contain up to 1 bulk of material per rank of Space you possess. If you put anything living inside the secret vault, the spell fails. Once you cast the spell, the item and its contents disappear. You can retrieve it anytime thereafter by spending a single action to Concentrate, and it appears next to you.
To create the secret vault, you cast the spell while touching both the full-size container . The container and anything within it or touching it (subject to the volume limitation above) vanishes into an extradimensional space. After 60 days, the container reappears in your hand whether you wish it to or not.