Dimensional Magic

**Dimensional Magic** is the art of manipulating space and is the combination of up to all 6 elements to deform space into a gate. Most spells do not require enormous amounts of mana, as the most important requirement is **mana** **sensibility** to small fluctuations of energy and space. Dimensional storage is like a chest - space doesn't bend and dimensions are fixed. Contents can be arranged (like tetris) if space is scarce, but what doesn't fit doesn't fit. Dimensional magic can be considered a minor specialization at best, since all decent mages can use it.

Most dimensional mages also have a knack for gravity magic.

Dimensional magic is a compulsory course for 4th years at White Griffon Academy, but usually sees a <60% success rate. It is taught by Professor Khavos Rudd.

Guardians are able to create a dimensional seal that not even Spirit Magic can break.

## Dimensional Mages

* Tezka
* Professor Khavos Rudd
* Friya Ernas

## Dimensional Crevice

While a dimensional amulet creates a sub-space where time stands almost still, a **dimensional crevice** is a small pocket of space stretched by magic, similar to a very small Fringe, that allows a dimensional mage to hide in plain sight. The dimensional rift connecting the pocket with the outside world is the size of a pinhole and in the case a dimensional sealing array is cast, it would allow the mage to choose between sealing themselves in or coming out to fight. It is one of the peaks that dimensional magic can achieve, something the existence of which very few people are aware.

## Dimensional Displacement

An advanced application of dimensional magic that stretches a space to be larger than its original capacity. Used in Menadion's Desperation and Salaark's palace.

## Spells

### Warp Steps

*Elements: Earth, Air, Water (3)*

**Warp Steps** is the spell that creates a set of portals that allow passage from point A to point B in complete safety, even if the two places are thousands of miles away. The process involves two black spots that enlarge and stretch to create an energy funnel with both ends spinning at a rapid speed, before collapsing on themselves, leaving rifts in space. Opening a Warp Steps is like folding a piece of paper - two extremities in space can temporarily overlap before going back to normal, like a spring.

Clear line of sight is required, otherwise one cannot have a clear focus of entry and exit points, and one cannot go in a location they've never been before. Additionally, creating even a small Warp Steps requires **triple casting**, as the caster has to mix and control the energies of earth and air while using water to stabilize the energy (the basic elements for Gates). First, materialize a core made of earth magic, amplified by air, and stabilized by water. Second, create an entry and exit point, which must be stabilized by having water magic flow from one to another like 2 ends of the same limb. Third, stretch and enlarge the points by giving them the same amount of mana at the same time. Lastly, connect the points by making the two cores one again - their energies must flow toward one another and meet exactly halfway through.

Adding other elements creates bigger rifts and is the only way to make them stable enough for more than one person to walk through. Dimensional spells have hot and cold spots at the same time - the secret to stabilizing a Warp Steps is to infuse water magic only on the hot spots. Using too much water magic or affecting an already cold spot can cause the spatial distortion to collapse.

Dimensional mages usually plant magical beacons in their most common destinations, making the opening of a portal much easier and less mana-consuming.

Unlike Blink, Warp Steps stay open as long as the mage provides it with mana.

#### Spirit Warp

Dimensional magic with Spirit Magic instead of elements cannot be blocked by arrays and has no limits to range but mana.

#### Chaos Warp

By replacing darkness with Chaos, one can cast a **Chaos Warp**. The space blackens and deforms as if it is being punctured rather than bent, opening a dimensional door leading further away than with regular spells. Unlike regular dimensional magic, by switching darkness with Chaos, an Abomination pierces through space. It allows them to travel much further than a regular Gate and ignore sealing arrays, making up for their lack of Spirit Magic.

#### Warp Gates

**Warp Gates** are permanent Forgemastered portals, meaning as long as they are powered by an external source of mana other than the caster's (i.e. mana crystals), they can exist. They are usually used for long range public transportation, ferrying of goods, moving armies, connecting cities, etc. A proper Gate requires more than just a few stones and a bunch of mana crystals - it must be aligned with Mogar's mana lines for grounding and requires adequate protection, otherwise it will result in a devastating dimensional bomb. The main difference between a dimensional corridor (Warp Steps) and a dimensional tunnel is the range.

Dimensional sealing arrays don't work on Warp Gates, allowing reinforcements to come instantly no matter the situation. In the Griffon Kingdom, Warp Gates belonging to magical households can only be used by those with a special pass.

#### Ancient Warp Gates

**Ancient Warp Stations** are made by carving the magic circles and dimensional runes on a flat surface (unlike modern ones which are built). Without a power source, they can't be detected with spells nor with Life Vision. They can also bypass modern dimensional magic blocking arrays because they work according to different principles than modern ones. Ancient Warp Gates permanently fuse two points in space, whereas modern ones can connect to multiple locations via dimensional corridors, which makes them more versatile but also susceptible to being jammed by preventing them from locking on to their exit point's coordinates. Ancient Warp Gates have no such problem - there is no corridor to create, just a door to open. However, the major downside to Ancient Warp Gates are that they can be opened by anyone at any time, making them a security nightmare. Their design has been long forgotten because anyone with a proper magic stone can activate them.

#### True Magic

True mages can mix Warp Steps with light and darkness magic to make it impossible to predict the exit point with Life Vision.

#### Waypoints

**Dimensional waypoints** are devices that create a Warp Gate, allowing the crossing of hundreds of kilometers at once by locking onto coordinates and pumping mana into it, minimizing mana consumption from the travelers. It involves a circle formed by rectangular wooden rods (2m long and 3cm thick), each side engraved with bright red runes. Each rod holds only part of the pseudo core. The runes allow the magical item to be disassembled and assembled at will, overcoming the limitations of normal enchanted items as the runes envelop the pseudo core, bearing the will of its creator and channeling the accumulated energy into the rods to connect to a Warp Gate. Each time a rod is correctly positioned, the pseudo core fragments assemble. The slightest mistake would make them clash and the beams would disconnect, releasing sparks. At the end, mana is injected into it until a Warp Gate materializes above the circle. The dimensional corridor is big enough for several people to cross it together. However, the waypoint can only be used once and are linked to a specific location.

### Blink

*Elements: Air, Earth, Fire, Water (4)*

**Blink** is essentially is a Warp Steps, but the first portal moves towards the caster, allowing them to arrive at a destination without taking a step, resembling teleportation. It is one of the most common battle uses of dimensional magic, particularly to Battle Mages and Mage Knights to push forward on the battlefield since they use weapons.

To make a portal move, the other portal is needed as an anchor. The caster must stretch the dimensional corridor without making it collapse by boosting the energy flow with fire magic at the last moment, and additional injections of air, earth, and water magic to maintain the balance. Blink has a maximum range of 30 meters despite consuming the same amount of energy to Warp one kilometer (0.6 miles). Extending it even by a dozen meters requires lots of mana.

### Switch

*Elements: Fire, Air, Earth, Water, Light, Darkness (6)*

**Switch** allows the caster to physically swap two targets. It requires two sets of portals, for both targets to be still and within 10 meters of each other, and clear line of sight. It is much harder to apply than Blink.

Switch is similar to Blink done twice but with a single spell. By adding light and darkness magic in equal parts during the first steps of the spell, it's possible to induce a resonance that double the number of energy cores (the focus of the spell), creating two entry and two exit points. Due to the focus required, Switch's maximum range is 10 meters.

### Restoration

**Restoration** is an advanced dimensional spell that can restore the natural order of things by dispersing accumulated energy safely. It is commonly used to fix unstable dimensional rifts and explosions due to the spells' energies. It is called **Cover** by the Werefolk, is used to restore space and clear any trace of their passage. This prevents dimensional mages from tracing one's Warp Steps and following them.

### Sealed Space

Leegaain's trademark anti-Lich spell that cuts off all forms of energy flow from its area of effect and, in the case of Liches, cuts them off from their phylactery, halving their combat strength.

### Ripple and Tear

Theseus' personal Tier 5 spell. Unlike regular dimensional magic which forms one exit point and one entry point at the same time - which should be able to be spotted with Life Vision unless one of them is too far away, like it happens for a Warp Steps - Ripple and Tear creates one entry point and a dimensional pocket where the user can hide and open multiple dimensional tears to confuse enemies. The advantage of this spell is it allows the caster to attack enemies without being spotted by Life Vision.

### Collapsed Space

A Tier 4 spell that causes dimensional spells to implode on themselves and then explode outwards with energy comparable to several Tier 5 spells unleashed at the same time. Using dimensional magic in the middle of a Collapsed Space is akin to adding more Tier 5 spells to the incoming volley, hence suicidal. On top of that, Collapsed Space makes it impossible even for the best dimensional mage to track the caster's escape point.

### Chaos Dimension

Chaos Dimension is a spell created by Tezka, it allows him to control matter with Gravity Magic and space with Dimensional Magic

## Friya's Spells

Friya Ernas is the youngest dimensional mage of her generation, and has developed many personal dimensional spells.

### Compass

A short spell created to find her guildmates in the case they went missing in action, though it turned out to be impractical due to the crystals empowering the communication amulets being too weak. However, in a place abundant with world energy such as a crystal mine or Fringe, the amulets become supercharged, allowing the spell to work. As amulets rely on dimensional magic to establish their connection, the spell simply amplifies the energy signature of the small Warp, making it visible. It can then be used as a compass that always points at the target amulet in the form of a thin golden tendril that comes out of the target contact rune and fades away after just a few meters.

### Dimensional Cut

A personal offensive spell that destabilizes space and makes it collapse, resulting in a devastating explosion. It can ride the dimensional ripples left behind by a target's Blink, allowing Friya to exploit the still lingering mana to amplify the effect of her own spell and have it appear right in front of the target.

### Dimensional Ruler

A Tier 5 spell that exemplifies her "Master of Space" title. It uses Friya's great mana perception and her talent for space manipulation to open countless small Warp Steps all around her, filling the air with golden sparkles of light. They allow her to redirect both energy and matter against her enemies, and perceive anyone Warping near her and to make space unstable at will. She can also use it as a means of attack or defense, but only within a short range. Like all dimensional spells, it is also very mana expensive.

Used in combination with Full Guard, Friya gains full dimensional awareness and a mastery over space limited only by her imagination. Additionally, while Dimensional Ruler is active, all of Friya's dimensional spells have no casting time. She can coat a weapon using the golden sparkles, which allows the weapon to cut through space and leave an unstable fissure behind.

### Hard Fall

Friya's personal spell developed in the Fringe which combines gravity and dimensional magic. Shoots a volley of energy bullets whose hit targets have the force of gravity increased on them by twenty times. Friya's take on gravity magic splits it into several smaller spells that affect only a specific target. The coordinates set by the chore dimensional magic constantly restricts Hard Fall without affecting Friya's focus. The downside of the technique is that gravity magic still requires a lot of mana and time to be prepared. On top of that, even a tier two spell is actually the combination of six different elemental spells and needs a magic holding ring of two tiers higher to be stored.

### Lock

Unlike normal dimensional magic, **Lock** doesn't lock onto spatial coordinates, but on energy signatures, allowing her to follow her mark and making Blink useless.

### Scope

A clever technique that Friya created to spy on her enemies and to hit them with her rapier. Scope creates a small Warp Steps as far as the caster can see. Then, they simply switch the exit point to the farthest coordinates they can pinpoint from there. Rinsing and repeating a few times will allow the caster to perform reconnaissance from a distance even dozens of kilometers away.

### Whirlpool

The gravitational component inverts the gravity after amplifying it tenfold while dimensional magic twists its pull, creating a twister rather than a simple updraft.

## Educational Spells

### Loop

A Tier 4 educational spell that requires the caster to only properly handle the 3 different magic pulses (air, earth, water), while the two portals' size, distance and duration are determined by hand signs and magic words.

### Pilfer

A Tier 4 educational spell that creates a dimensional door big enough to let a hand go through.

## Teleportation

As explained by Professor Khavos Rudd, **teleportation** is a withered branch of magic that was abandoned due its lethality and impracticality.

Teleportation was first theorized after encountering the limitations of flying - it is impossible to fly an army or its supplies without expending a lot of time and mana, and is also extremely vulnerable. The first idea was to move a body faster, but above a certain speed threshold, anything becomes a deadly projectile (even dust and insects). It's also impractical to create a barrier strong enough to endure such hazards due to the mana consumption.

The concept behind teleportation is to convert living matter into something else that can sustain high speed traveling and revert it back once at the destination. The idea is entirely unstable as there is no way to ensure that you don't lose part of your body, mind or soul while traveling, and rematerialization is imprecise and can lead to instant death.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Chapter 90: Dimensional Magic (2)
2. ↑ Legion on Discord
3. ↑ Legion on Discord
4. ↑ Chapter 1584: The Pain of Loss (Part 2)
5. ↑ Chapter 1512: Unbalanced Power (Part 2)
6. ↑ Chapter 1304: Bloodlines and Powers (Part 2)
7. ↑ Chapter 1537: Menadion's Apprentice (Part 1)
8. ↑ 8.0 8.1 Chapter 121: Bombshell (2)
9. ↑ Chapter 168: Return
10. ↑ 10.0 10.1 Chapter 96: Triple Casting
11. ↑ Chapter 98: Red Lotus
12. ↑ 12.0 12.1 Chapter 841: Laruel's Secret (Part 4)
13. ↑ Legion on Discord
14. ↑ Chapter 1388: Awakened Chaos (Part 2)
15. ↑ Chapter 1544: Quality Time (Part 2)
16. ↑ Legion on Discord
17. ↑ Chapter 849: Deadly Combo (Part 1)
18. ↑ Chapter 1604: Tower Gate (Part 2)
19. ↑ Chapter 1322: Joint Interests (Part 2)
20. ↑ Chapter 939: Guest and Sword (Part 1)
21. ↑ Chapter 940: Guest and Sword (Part 2)
22. ↑ Chapter 469: Royal Pains (Part 1)
23. ↑ Chapter 212: Valor
24. ↑ Chapter 131: Traitor (2)
25. ↑ Chapter 627: Gathering (Part 1)
26. ↑ 26.0 26.1 Chapter 185: Dimensional Business
27. ↑ Chapter 467: Pointless Struggle (Part 1)
28. ↑ Chapter 1148: Preparations (Part 2)
29. ↑ Chapter 1393: One Mind, Five Bodies (Part 1)
30. ↑ Chapter 1089: Darkness versus Chaos (Part 3)
31. ↑ Chapter 1961: White Griffon (Part 1)
32. ↑ Chapter 1377: Ancestral Powers (Part 1)
33. ↑ Chapter 2705: Gods of War (Part 1)
34. ↑ Chapter 1157: Double-Edged Power (Part 1)
35. ↑ Chapter 581: Tactics and Strategy (Part 3)
36. ↑ Chapter 1009: Awakening Power (Part 1)
37. ↑ Chapter 1226: Soul Vision (Part 2)
38. ↑ Chapter 794: Ill Omen (Part 4)
39. ↑ Chapter 1701: Science and Magic (Part 1)
40. ↑ Chapter 1638: Chain of Command (Part 2)
41. ↑ Chapter 1229: Tyrannical Eye (Part 1)
42. ↑ Chapter 120: Bombshell