Dimensionalism

Dimensionalism (Syllabus of Displacement)

Bending the space-time fabric to ignore physical distance. Dimensionalists are couriers, tacticians, and summoners who treat reality like a foldable map. In current play, casting follows Technique Glyph declarations (Intent -> School -> Glyph -> Scale -> Tags). Classification: Core School

Fictional Permission

When you hold Dimensionalism in your Grimoire, you have specific fictional positioning.

Dimensionalism CAN:

  • Teleport objects or people by rewriting spatial coordinates
  • Open portals connecting two points in physical space
  • Create spatial locks that prevent teleportation into or out of an area
  • Manipulate time locally (temporal dilation) or allow phasing through matter
  • Summon entities from other planes (at high complexities, via Summoning)
  • Conjure physical matter by pulling it from another location or dimension (via Conjuration)

Dimensionalism CANNOT:

  • Target Hostile Coordinates Directly (Soul Cohesion Law): Living beings project an aura of spiritual interference. You cannot directly teleport an object inside an unwilling creature, nor teleport their internal organs out. Any attempt to cast a direct Dimensional spell targeting the internal coordinates of a hostile creature's Soul Cohesion boundary is automatically a Miracle (4+ Ticks) effect.
  • Generate energy (that's Projection)
  • Alter the properties of matter at the destination (that's Alteration)
  • Perceive what's at the destination without a secondary Divination effect
  • Create illusions of spatial distortion without actually distorting space (that's Illusionism)

Technique identity: Dimensionalism defaults to Gitter for spatial topology and Anker for coordinate locking.

The Core Matrix

Your Dimensionalism training unlocks cumulative Technique Glyph access:

Use this tier ladder as canonical for live casting.

Stack example: Tag a coordinate web -> Dimensionalism -> Faden + Gitter -> Standard -> tracking, transit

Cost Examples

Costs follow the canonical scale (see Magic System). School-specific examples:

  • Trivial (0 Ticks): Gitter nudge in local position geometry.
  • Regular (1 Tick): Anker lock or short displacement.
  • Hard (2 Ticks): Anker + Fluss rapid relocation or extraction under stress.
  • Complex (2 Ticks): Kreis portal continuity across significant distance.
  • Miracle (4+ Ticks): multi-target translocation, containment, or planar override.

Specializations

Specializations now function as Glyph Doctrines:

  • Teleportation: Anker + Stoss doctrine (blink vectors and extraction lanes)
  • Summoning: Anker + Kreis doctrine (entity-channel stability)
  • Conjuration: Anker + Fluss doctrine (material pull-through and object persistence)
  • Spatial Storage: Anker + Kreis doctrine (bound pockets and retrieval gates)

(For detailed sensory information and theoretical deep-dives, refer to Schools Lore)

Conjuration

Conjuration shapes ectoplasm into whatever the moment calls for: force projectiles, force fields, tangible illusions, instant walls, floating discs. Classification: Specialization Parent School: Dimensionalism

Technique Glyph Doctrine

Doctrine Pair: Anker + Fluss

Conjuration emphasizes pull-through materialization and persistence control across dimensional seams.

Glyph Behavior Upgrade: a conjured barrier may flow: you can reshape its line once without recasting (fiction-gated, no extra tick).

[!NOTE] Doctrine Move

Bulwark (doctrine move): When you shape a Conjuration declaration to raise a barrier or launch solid force, roll + Willpower (or +Calculation to brace the geometry). 10+: the construct holds; choose one — it shrugs a hit, it covers allies, it buys a full beat. 7-9: it holds, but choose one — it shatters after one hit, +1 tick, it blocks the wrong line (traps someone). 6-: the construct collapses mid-shape; the GM makes a hard move.

Fictional Permission

When you hold Conjuration in your Grimoire, you have specific fictional positioning.

Conjuration CAN:

  • Create physical barriers that block line of effect and physical attacks
  • Launch solid force projectiles that deal blunt trauma
  • Create tangible versions of illusions (when combined with Illusionism)
  • Lift and transport heavy materials economically

Conjuration CANNOT:

  • Create permanent matter (constructs evaporate when the spell ends or is broken)
  • Create living, thinking beings (conjured creatures are just ectoplasmic puppets unless combined with Animation)
  • Generate elemental energy like fire or lightning (that's Projection)

The Core Matrix

This specialization's live-casting access follows its Technique Glyph doctrine.

Cost Examples

Costs follow the canonical scale (see Magic System). School-specific examples:

  • Trivial (0 Ticks): Ectoplasmic gripper for small objects. Shape grasping tendril -> Dimensionalism -> Faden+Gitter -> trivial effect, near range, hand volume, short
  • Regular (1 Tick): Full-body ectoplasmic buffer. Raise ectoplasmic buffer shell -> Dimensionalism -> Gitter+Kreis -> standard effect, self range, body envelope, short
  • Hard (2 Ticks): Hover disc for caster and gear. Forge hovering platform -> Dimensionalism -> Gitter+Anker -> hard effect, near range, platform area, sustained
  • Complex (2 Ticks): Instant bulwark across a hallway. Raise thick ectoplasmic wall -> Dimensionalism -> Kreis+Gitter+Hohl -> complex effect, near range, corridor section, short
  • Miracle (4+ Ticks): Humanoid puppet with faux autonomy (still needs Animation for true minds). Weave humanoid ectoplasmic chassis -> Dimensionalism -> Kreis+Gitter+Anker -> miracle effect, near range, person-sized, sustained

(For detailed sensory information and theoretical deep-dives, refer to Schools Lore)

Core-school glyph sets by training level: Dimensionalism.

Spatial Storage

Spatial Storage (Pocket Folding)

The logistical branch of Dimensionalism, built around stable pocket-space anchoring and retrieval: carrying, storing, and recalling matter through folded space. Classification: Specialization Parent School: Dimensionalism

Technique Glyph Doctrine

Doctrine Pair: Anker + Kreis

Spatial Storage emphasizes bounded pocket architecture, retrieval pathways, and stable carry constraints.

Glyph Behavior Upgrade: a fold may hold one item on the edge: retrievable without opening the pocket (a quick-draw slot, fiction-gated, no extra tick).

[!NOTE] Doctrine Move

Pocket Fold (doctrine move): When you fold an object into pocket-space under pressure, roll + Calculation. 10+: it's away; choose one — silent, fast enough to matter, the fold holds past the scene. 7-9: it's away, but choose one — the fold is fragile (could pop), +1 tick, something else comes out (wrong item). 6-: the fold misaligns; the GM makes a hard move.

Fictional Permission

When you hold Spatial Storage in your Grimoire, you have specific fictional positioning.

Spatial Storage CAN:

  • Create and maintain pocket-space containers for objects.
  • Retrieve previously stored items quickly through a spatial fold.
  • Anchor hidden storage points to prepared foci.

Spatial Storage CANNOT:

  • Transport unwilling living beings safely (that is teleportation/summoning complexity).
  • Ignore warded anti-dimensional zones.
  • Replace physical preparation for large-scale logistics.

The Core Matrix

This specialization's live-casting access follows its Technique Glyph doctrine.

Cost Examples

Costs follow the canonical scale (see Magic System). School-specific examples:

  • Trivial (0 Ticks): Brief pocket fold for a coin or charm. Hide tiny object in fold -> Dimensionalism -> Faden+Gitter -> trivial effect, touch range, fist volume, until opened
  • Regular (1 Tick): Stash or retrieve a pack-sized load. Cycle gear through personal pocket -> Dimensionalism -> Gitter+Anker -> standard effect, self range, backpack volume, short
  • Hard (2 Ticks): Stable cache that survives scene cuts. Maintain persistent pocket cache -> Dimensionalism -> Kreis+Gitter -> hard effect, self range, chest volume, until dismissed
  • Complex (2 Ticks): Recall an item from a remote prepared anchor. Recall item from keyed anchor -> Dimensionalism -> Fluss+Anker -> complex effect, miles range, single object, instant
  • Miracle (4+ Ticks): Linked vault lattice across many sites. Network sealed vault anchors -> Dimensionalism -> Gitter+Kreis+Siegel -> miracle effect, multi-site, ledger-linked, permanent hook

(For detailed sensory information and theoretical deep-dives, refer to Schools Lore)

Core-school glyph sets by training level: Dimensionalism.

Summoning

Summoning (External)

Summoning is the Dimensionalism sub-field of retrieval and binding: entities, familiars, creatures, objects, and, at the extreme tiers, spirits from other planes. Classification: Specialization Parent School: Dimensionalism

Technique Glyph Doctrine

Doctrine Pair: Anker + Kreis

Summoning emphasizes stable channel geometry for external entities and negotiated presence control.

Glyph Behavior Upgrade: a fresh anchor may be pulled blind: no line of sight needed while the bond is new (fiction-gated, no extra tick).

[!NOTE] Doctrine Move

Recall the Anchor (doctrine move): When you summon a marked object or bonded familiar, roll + Memory (knowing the anchor) or +Willpower (forcing the pull). 10+: it comes; choose one — instantly, silently, without draining the anchor. 7-9: it comes, but choose one — it's loud or visible, the anchor frays (needs re-marking), it takes a beat. 6-: the pull catches the wrong thing; the GM makes a hard move.

Fictional Permission

When you hold Summoning in your Grimoire, you have specific fictional positioning.

Summoning CAN:

  • Pull an explicitly marked object to the caster's hand.
  • Transport a bonded familiar to the caster's location.
  • Bind summoned magical beasts to the caster's will (temporarily).

Summoning CANNOT:

  • Summon a person or object that does not have a pre-established magical anchor or soul bond.
  • Be used cheaply. Maintaining anchors drains passive mana reserves constantly.

The Core Matrix

This specialization's live-casting access follows its Technique Glyph doctrine.

Cost Examples

Costs follow the canonical scale (see Magic System). School-specific examples:

  • Trivial (0 Ticks): Call a tiny harmless creature already near. Tug nearby vermin to hand -> Dimensionalism -> Faden+Anker -> trivial effect, near range, tiny beast, brief
  • Regular (1 Tick): Pull a small bonded beast to you. Retrieve small familiar -> Dimensionalism -> Anker+Kreis -> standard effect, near range, dog-sized, instant
  • Hard (2 Ticks): Yank a known beast across miles to a circle. Call marked beast from afar -> Dimensionalism -> Kreis+Fluss -> hard effect, miles range, single creature, instant
  • Complex (2 Ticks): Breach a short portal for something dangerous. Open breach for hostile entity -> Dimensionalism -> Kreis+Gitter+Schleier -> complex effect, near range, doorway aperture, short
  • Miracle (4+ Ticks): Anchor a legendary beast straight into the chamber. Anchor mythic beast into room -> Dimensionalism -> Kreis+Gitter+Siegel -> miracle effect, room scale, single entity, sustained

(For detailed sensory information and theoretical deep-dives, refer to Schools Lore)

Core-school glyph sets by training level: Dimensionalism.

Teleportation

Teleportation (Self)

Folding space to skip the journey. Teleportation demands immense calculation, spatial awareness, and deeply embedded anchors to execute safely. Classification: Specialization Parent School: Dimensionalism

Technique Glyph Doctrine

Doctrine Pair: Anker + Stoss

Teleportation emphasizes extraction vectors, blink tempo, and hard coordinate anchoring.

Glyph Behavior Upgrade: a blink may be chained: two short hops on one declaration when both ends are visible (fiction-gated, no extra tick).

[!NOTE] Doctrine Move

Blink Step (doctrine move): When you teleport under pressure — combat, pursuit, a collapsing floor — roll + Calculation. 10+: you arrive exactly; choose one — already moving, no trace left behind, you bring one willing holder. 7-9: you arrive, but choose one — off-target (position exposed), +1 tick, you arrive a beat late. 6-: the fold spits you out wrong; the GM makes a hard move.

Fictional Permission

When you hold Teleportation in your Grimoire, you have specific fictional positioning.

Teleportation CAN:

  • Move the caster (and explicitly held objects) instantaneously from point A to point B.
  • Bypass physical barriers, provided the destination is known or visible.

Teleportation CANNOT:

  • Teleport an unwilling hostile target against their will (without overwhelming their magical defense/warding).
  • Be cast cheaply. It is one of the most mana-intensive disciplines in existence.
  • Penetrate active Anti-Teleportation Wards, which lock down the spatial fabric of an area.

The Core Matrix

This specialization's live-casting access follows its Technique Glyph doctrine.

Cost Examples

Costs follow the canonical scale (see Magic System). School-specific examples:

  • Trivial (0 Ticks): Micro-shift stance without crossing space. Snap footing and balance -> Dimensionalism -> Faden+Gitter -> trivial effect, self range, instant
  • Regular (1 Tick): Short hop within line of sight. Blink a few paces -> Dimensionalism -> Gitter+Fluss -> standard effect, near range, self target, instant
  • Hard (2 Ticks): Combat blink to a prepared vector. Combat blink thirty feet -> Dimensionalism -> Fluss+Anker -> hard effect, mid range, self target, instant
  • Complex (2 Ticks): City-span jump to a keyed anchor. Jump to distant city anchor -> Dimensionalism -> Kreis+Fluss -> complex effect, miles range, self target, instant
  • Miracle (4+ Ticks): Continent-scale emergency transit. Transit continent via sealed corridor -> Dimensionalism -> Kreis+Siegel+Fluss -> miracle effect, vast range, self plus gear, instant

(For detailed sensory information and theoretical deep-dives, refer to Schools Lore)

Core-school glyph sets by training level: Dimensionalism.