Dimension & Distance (Color = Yellow, Associated Stat = Dexterity): This school focuses on the study of space, volume, and distance. It allows scrying to distant places, a change in size or volume of material, energy, or creatures, and teleportation. Masters of Dimension & Distance can create pocket realms, stretch distances or compress them, and, with other schools, summon materials or creatures. Without this school, mages would have a difficult time projecting spells or tracking down objects or creatures over great distances. This school often blended with others, is essential for planer travel to distant realms.
In the illustrious realm of magical academia, where the arcane and divine weave their mystic tapestries, the School of Dimension and Distance stands as a formidable testament to the boundless mysteries of space and the ethereal realm. Those with an affinity for this school, known as Dimensionalists, delve into the arcane arts with a unique focus on manipulating distance, altering dimensions, and traversing the vast expanses of the cosmos. Both divine and arcane spellcasters draw upon the Dimension and Distance school to enhance their magic. Space is their playground.
The School of Dimension and Distance encompasses a broad spectrum of magical disciplines, each meticulously honed to perfection by its practitioners. One of the fundamental aspects of this school lies in the manipulation of range, enabling spellcasters to extend or compress the distance at which their spells take effect. A simple bolt of arcane energy, when crafted by a skilled Dimensionalist, can traverse great distances to strike down a distant foe or embrace an ally with protective enchantments from afar. Volume manipulation is another intriguing facet of this school, allowing adept spellcasters to alter the size and shape of magical effects. A fireball, when shaped by the delicate hands of a Dimensionalist, might expand to engulf entire battlefields or contract to surgically target specific adversaries. The intricacies of volume manipulation render the Dimensionalist a masterful tactician on the magical battlefield, capable of adapting their spells to suit any situation.
Scrying, the art of peering into distant realms, is one of the hallmarks of the School of Dimension and Distance. Dimensionalists use their expertise to peer through planer and dimensional barriers, both physical and metaphysical, gaining glimpses of hidden knowledge or spying on distant locations. They can view, sample, and even deposit/capture items/creatures into these distant, often volatile, locations across the multiverse. Conversely, they can erect Wards, magical barriers that shield against scrying attempts by other mages and priests. Masters of wards, these spellcasters create intricate and resilient barriers that defy intrusion. These wards, woven with threads of spatial manipulation, not only shield against physical and magical assaults but also deter intruders by distorting the very fabric of reality around them.
The pinnacle of the Dimensionalist's repertoire lies in the realm of translocation and teleportation. These adept spellcasters can traverse great distances in the blink of an eye, stepping through the very fabric of space to appear at a chosen location; this is often accomplished through rituals that can move materials, men, and even creatures. Whether for strategic retreats, surprise assaults, or swift rescues, the ability to manipulate space itself grants the Dimensionalist unparalleled mobility.
In the halls of magical academies, practitioners of the School of Dimension and Distance are revered for their mastery over the esoteric forces that govern space and distance. Their spells echo through the cosmos, bending reality to their will and leaving a shimmering trail of enchantment in their wake. Whether on the battlefield or in the pursuit of arcane knowledge, the Dimensionalist stands as a testament to the limitless possibilities that unfold when one unlocks the secrets of dimensions and distances.
First Rank - The Mage has learned how to see space and gained an intuitive knowledge of distances and directions. Common effects at this point allow the Mage to feel out the contours of objects around him to accurately know the distance to or size of an object. Zero or First rank effects are often considered cantrips and can typically be cast quickly often without the use of somatic gestures or incantations.
Examples of Cantrips:
Judge Distance - determine the distance to a visible object/person/creature
Distance Between - determine the distance between visible objects/creatures
Size - determine the size/volume dimensions of a visible object/creature; can be used with liquids and gases.
Detect Wards – detect magical wards and determine their general strength and complexity
Notes: With the addition of Earth, the mage can also estimate the density of objects. With power/force, the force of gravity (weight). Combined with Time, the mage can determine speed, acceleration, and deceleration. Combined with Forces, the mage can determine blast radius and hearing range and detect weak points in force fields.
Second Rank - Sensing advances to the unseen. The mage can now detect the presence of gates, wormholes, and other instabilities in the fabric of reality. The mage can detect the distortions caused by teleportation magic/psionic abilities while active and even for a period after transportation has been accomplished. Provided the mage is at a location where teleportation occurred, he/she can attempt to guess where the destination/originating location of a teleport or if it was from a dimensional or extra planer nature.
Examples of 2nd Rank:
Detect Gateway - detects the presence of spatial distortions or determines type (dimensional/extra planer).
Determine Jump Points - guess at the originating/ending location of a teleport
Detect Scrying - alert the mage to scrying attempts
Erect Minor Ward - strengthen spatial reality by imposing penalties to manipulate space in the immediate area. Makes scrying, translocation, and summoning more difficult (+2).
Third Rank - The mage can now project his senses through space by poking tiny holes in the fabric of reality. This allows the mage to sense (using his normal senses) the conditions in remote locations. The mage can scry, hear audible sounds, or sense the temperatures at faraway lands. The mage cannot breach the planer or dimensional barriers at this stage and is limited to sensing locations within his reality/realm. It should be noted that the mage must have some familiarity with the location of scrying to have a chance at success.
Examples of 3rd Rank:
Scry - visually see distant and remote places on the same plane/realm
Extend Listening Range - hear sounds from distant or remote places
Spatial Awareness - even in darkness, the mage can have a mental image of objects/creatures in his area.
Trigonometry – allows the wizard to calculate reflection points and angles. This can be used with astronomy to increase the accuracy of navigation, design gears, and clockwork components, or calibrate mechanical devices more accurately.
Notes: With the addition of Life, the mage can transport/snatch a tiny insect to/from a remote location. With Earth, the mage can open up tiny holes that can function as a conduit for arrows/bolts, allowing him to extend the range of such weapons or redirect them to gain additional accuracy (by reducing range modifiers). With Forces, the mage can use sound to distract/mislead opponents, and light to signal allies.
Fourth Rank - The mage can now poke larger holes in the fabric of reality large enough to send small objects to remote locations or pluck them from such locations. With the appropriate associate spheres, the mage can relocate small objects or creatures. Added mastery over reality allows the mage to construct stronger wards to resist spatial manipulations. Finally, the mage can breach the planer barrier, sending his perceptions to the astral or ethereal planes.
Examples of 4th Rank:
Complex Scrying - visually see into the Astral/Ethereal planes
Summon Mundane Creature - reach out and snatch a small (house cat-sized) creature from a remote location on the same plane.
Summon/Pluck Materials – reach out and obtain a small physical object (6-inch cube or smaller) for a remote location on the same plane.
Erect Ward - strengthen spatial reality by imposing penalties (+4 to TD) to manipulate reality in the area. Complex wards are also possible at this stage by linking other schools.
Create Spatial Illusion - distort the space in a given area to disrupt normal perceptions.
Notes: By adding forces to a ward, the wizard can create an energy barrier that can stop physical access into or out of an area (the rank of the forces used would determine the strength of the barrier). With Earth, the ward can block the entry/exit of a given substance. With spirit, the ward can block spirits or hold them in a cage. With time, the ward can block individuals from peeking in from the past or future. With probability, the ward can have conditions, keys, or command words to bypass. By adding Life, the ward can be used to block or cage a given type of creature, an entire hereditary line, or a specific creature.
Notes: Summoning creatures requires Life, and summoning materials requires Earth. The wizard can also summon energy (light, sound, lightning, etc.) from remote locations by adding Forces. The reverse also holds true; a wizard can banish these things with the correct schools of magic. He can make a room darker, colder, or silent by banishing the correct type of energy. He can ‘throw-away’ an object or small animal.
Fifth Rank - The mage can now rend space and create holes large enough to transport large objects or creatures - teleportation is possible, with the use of an appropriate sphere, at this point. The mage can project his perceptions to distant planes of existence or dimensions. Such perceptions will also require the addition of the time school to overcome temporal variance. The mage can now manipulate space stretching it or contracting. Finally, the mage can cloak himself in a small bubble of space effectively creating a tiny pocket dimension unto himself. Though he could see others, they would not be able to sense him.
Examples of 5th Rank:
Summon/transport - man-sized objects/creatures
Scry Distant Planes - Scry Inner, Outer, and Dimensional Planes (requires time school)
Spatial Manipulation - Adjust the space in a room to be larger or smaller than normal
Detach from Reality - Create a personal pocket dimension to hide himself
Subatomic Awareness – Wizard can sense the subatomic world and view it to a limited extent
Notes: At this stage a ward can simply block translocation magic to and from the barrier. By opening rifts to remote places, the wizard can suck creatures/objects through rifts, create holes under enemies and make them fall back to earth, causing damage or allowing environmental aspects to mix, such as calling forth an arctic wind to drop temperature, or opening a hole at the bottom of a lake to put out a house fire.
Sixth Rank - The mage can now rip space asunder, making large holes in the fabric of reality. This allows the mage to accomplish mass summoning/transport. The mage can also create pocket planes around other objects/creatures, effectively locking them away from reality. Finally, the mage can erect powerful city-sized wards.
Examples of 6th Rank:
Summon/transport - House-sized objects/creatures
Spatial Jail - encapsulate large creatures/objects in pocket dimensions
Erect Major Ward – Massive-sized wards that can cover a city-sized area.
Seventh Rank - A master of Distance & Dimension school not only pulls, tears, and mends space but bends and twists it at will. The mage can create massive pocket realms, summon/transport objects or creatures to anywhere in the multiverse and across dimensions (with the assistance of the Time school), and by distorting spatial laws, create mazes that may be impossible to navigate. A Mage can stretch distances, play with volumes and angles, and rework the very nature of dimensions and space. A three-foot rod might look ten feet long, or a crossbow bolt could reverse on the shooter. More interestingly, the mage can now remove the limits of space – things can exist in the same location at the same time, superimposed upon each other as two locations become one.
Examples of 7th Rank:
Summon/transport - continent sized creatures/objects
Create Maze - continent sized maze of reality distortions
Create Massive Pocket Dimensions - create dimensions that are seemingly boundless.
Enter the Subatomic World – become totally weightless and nearly untouchable
Multi-faceted Wards – A single ward can have multiple doors, triggers, and/or vary in intensity in given locations. Wards can be set to self-repair themselves, and with the Thought School, they can be made self-aware.
Planer Barriers: in all cases, summoning that is of an extra planer origin requires the use of related schools of magic, most notably the School of Time. Summoning items/creatures from the spirit world would require the use of the spirit school, and so on. The GM can provide specifics if the wizard possesses the appropriate lore.
Summoning/Transport Associate Schools: It should also be noted that Dimension & Distance only provide the pathway for conjugation, summoning, and translocation spells/rituals. The mage cannot actually 'grasp' the item (earth), energy (power/forces), or creature (life) without additional schools of magic. Summoning fantastic creatures may also require additional schools such as Primal Essence, Spirit, and/or Thought. Again, the GM has the final say on which additional schools may be required.
Scrying Notes: Distance/range is not a major factor in scrying - familiarity is. The greater the amount of knowledge or personal experience the mage has with a given location, person, or object, the greater his chances of 'scrying' upon it. Specific versus non-specific: unlimited range (within a realm) is often applied to spells/rituals that 'scry' upon a specific (regarding which the mage has at least some information or familiarity) location, person, or object. Non-specific 'scrying' is limited by range. Situations such as locating the nearest deposit of gold would be non-specific while locating a single gold piece once owned and treasured by the mage is considered specific.
Mental Communication (Telepathy): Like scrying, mental communication, which requires Dimension & Distance rank/tier-2 or more for targets not directly visible, is a function of familiarity rather than range.
The following chart provides an overview of familiarity and how it can be used in the game to provide mechanics to specific scrying/communication ranges and rates of success. In general, less familiarity makes things harder, while a greater amount of familiarity does not necessarily make things easier.
Special Case Material Connection: a material connection is just that, possessing a piece of a larger object, creature, or place. Commonly, hair or fingernail clippings of a creature can function as a Material Connection; a broken piece of a larger object will do likewise. A stone or a pebble from a distant location can also bridge the gap more easily when scrying a given area. Finally, blood relation is another material connection, albeit a living one. It is easier for a mage to scry on his brother, mother, or father than an acquaintance. Stepbrothers/sisters or parents do not fall into this category. Distant relatives such as grandparents or cozens can offer some bonuses based on the whim of the GM. As a general rule, Material Connections grant a -2 to all remote-specific scrying or communication TDs.