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The Space Arcana

The Space Arcana handles spatial relationships. The manipulation of space itself puts the Arcana as the most forefront of the public’s knowledge. Infamously suspected as the root cause of the supernatural incursions, greed and the desire for recompense pressures many societies to use mages for public and private transportation.

This arcana lets casters scry across great distances, teleport between locations, create small pocket dimensions, and change the spatial axes of locations.

Knackless:
The Space Arcana lacks the diversity present in most other Arcana, as there are not “different types of space.” As such, all space spell components are Knackless, or have an optional knack when combined with other Arcana.

Sympathetic Reliance:
Space magic often deals with unseen and abstract targets. As a result, space mages often need to invest experience to create sympathetic connections to places and events in order to regularly use them for their spells.

Spell Components

Level 1:

Spell Effect Potential Cost Scope
Spatial Awareness Perfectly track something’s movement within a given space. Detect if an area is spatially warped. Free
Ward Ward a target or area from from other space spells or a specific Knack that you have. Instances of that Knack cannot cross the threshold of the ward. Glance Knack Optional
Scry Extend one of your senses to another location. Glance

Level 2:

Spell Effect Potential Cost Scope
Create Portal Portal:
Create a portal on the surface of an object (creature or thing).
Upon creation, the caster can link it to another portal (pre-existing or part of the same spell) within the spell’s range (you do not need to target the connecting portal).Portals allow anything that passes through one to come out of another without traversing the intervening space.
Notes: When a portal disappears, anything that was crossing it at the time is pushed back, failing to use the portal. A portal’s durability is equal to the durability of the surface it is cast on. Portals are one sided, meaning that if something somehow passes through the opposite side it will ignore the portal.
Glance
Create Space Designate a single location within the spell’s range and create an empty pocket of space with a single entrance at that location. The caster chooses the size of the entrance.
The space has an intimate sympathetic connection to the caster and can also be accessed by portal or teleportation magic.
If the space expires with materials inside it, the materials appear in the closest empty spot to the last real location they were in.
2 Hit

Level 3:

Spell Effect Potential Cost Scope
Swap Swap the locations of two or more targets of equal size.
The targets must be within the spell’s area of space, or have an area component for each target of the swap.
Free
Alter Size Increase or decrease the target’s Size by 1. 2 Hit
Alter Space Mutate the dimensional axes and connections of a space, such as making up point towards the floor or movement forward instead be zig-zag leftward direction. Hit

Level 4:

Spell Effect Potential Cost Scope
Teleport Allows the target to teleport to another location instantly without traversing the space in-between.
Both the target to-be teleported and the target location must be in range of the spell.
Hit
Co-location Allows the target to appear in another area within range at the same time. The two versions of the target may be moved independently but otherwise anything that affects one affects both.
(A conscious target must concentrate to move each body independently)
Hit

Level 5:

Spell Effect Potential Cost Scope
Labyrinth Target an area of space to make a labyrinth. From the outside the space appears normal, however from the inside, any space mage may ignore spatial (area and range) limitations on their spells.
For example, a mage can make a simple closet extend miles in depth and easily create spells of colossal size while within it.
Glance & Hit
Remove Space Remove the target from space completely, throwing them into the void for the duration of the spell.
Creatures in the void cannot die or take physical damage. While they are in the void, they act as a intimate sympathetic connection to the caster or anchor of the spell.
Despite it’s name, other things may exist in the void.
2 Hit
Gate Across Planes Create a Gate on a flat surface. Gate’s act as doors between two different dimensions (including points in time). 2 Hit
1 Mana

Spacetime Splices

The Tied; The Doorways

Mages who wield power over space find themselves intrinsically linked to the places they’ve traveled to. Though their magic jests of true freedom, experienced casters are despairingly known as the Tied, and exploitatively known as Doorways. Their magic

Space spell splices, either the caster’s location or the target of the spell becomes a Tie – a target permanently connected to the caster. Spliced effects can draw upon any of these Ties and multiple at once.

Tier 1 Splices: The initial splice is the most noticeable for the long term, as a tiny portal, just an inch or 2 in diameter, forms somewhere on both the caster and the location of the Tie. If either portal is destroyed it will reform within 1d6 days in a new spot. (The caster must take 1 severe damage to willingly cut and destroy the portal on their body).

When first creating a Space splice, be sure to record the location of the Tie.

Tier 2 Splices: The splice portal either grows twice in size or creates an additional portal of equal size somewhere else on the body (and at the Tie’s location). Anytime the splice activates or increases in rank, all the portals related to the Tie change in unison.

When the splice activates, the portal begins to pulsate and glow, drawing attention to anything that can see it.

Tier 3 Splices: Once again the splice portal(s) either grows twice in size or creates 2 additional portal of equal size somewhere else on the body (and at the Tie’s location). Anytime the splice activates or increases in rank, all the portals related to the Tie change in unison.

When the splice activates, the portal(s) begins to pulsate, glow, and grow twice in size (potentially fully surrounding a limb), drawing attention to anything that can see it.

Tier 4 Splices: The splice creates 3additional portal of equal size somewhere else on the body (and at the Tie’s location). Anytime the splice activates or increases in rank, all the portals related to the Tie change in unison.

When active, the splice starts to create temporary copies of things size 5 or smaller nearby its Tie at the caster’s location. These objects last for the duration of the splice’s activation and, if conscious, may act on their own independence. The splice creates a new copy upon activating and each time the caster takes physical damage or stress. (The GM decides what copies can and do get created).