Beginner: Manipulates space.
Adept: Manipulates distance and spatial boundaries.
Master: Manipulates dimensions and the boundaries between realities.
I. Beginner-Level Spells & Techniques
At this stage, the mage can manipulate small amounts of space in their immediate vicinity.
1. Spatial Sense
Allows the user to perceive the structure of nearby space.
The mage can sense:
distance
empty spaces
obstacles
enclosed areas
spatial distortions
portals
dimensional anomalies
With practice, it becomes almost impossible to surprise a Spatial mage from within their sensory range.
2. Spatial Grasp
Allows the user to manipulate a small region of space as though they were physically holding it.
Useful for moving objects without touching them.
Unlike telekinesis, the object itself isn't being manipulated—the space containing the object is.
3. Space Compression
Compresses the distance between two nearby points.
For example:
10 metres → 2 metres.
The physical locations remain unchanged, but the intervening space becomes temporarily compressed.
Excellent for closing distances during combat.
4. Space Expansion
The opposite of Space Compression.
The distance between two points is temporarily increased.
A corridor of 10 metres might effectively become 50 metres.
Useful for:
escaping enemies
delaying pursuers
creating distance
defensive applications
5. Spatial Step
The first rudimentary teleportation technique.
The caster moves a short distance by folding the space between their current position and destination.
At beginner level, this might only work over:
1–10 metres.
6. Blink
A faster combat version of Spatial Step.
The caster instantly shifts a few metres in a chosen direction.
Unlike ordinary movement, there is no visible travel between the two points.
7. Spatial Anchor
Marks a specific location in space.
The caster can subsequently return to that location.
The anchor can be attached to:
a room
a building
an object
a person
a specific point in open space
This becomes extremely useful for more advanced teleportation.
8. Spatial Pocket
Creates a tiny extradimensional storage space.
For example:
A pocket approximately the size of a fist.
Objects can be placed inside and retrieved later.
This is the magical foundation for spatial storage.
9. Spatial Shear
Creates a thin distortion in space.
Anything crossing the distortion is subjected to a sudden change in spatial position.
At beginner level, it isn't particularly destructive.
It is primarily a defensive technique.
10. Distance Perception
Allows the mage to determine the exact spatial distance between two points.
They can effectively "see" distance mathematically.
Useful for:
ranged combat
teleportation
navigation
surveying
dimensional calculations
11. Spatial Lock
Prevents a small area from being spatially manipulated.
It can stop:
minor teleportation
displacement
unauthorized portals
A useful countermeasure against other Spatial mages.
12. Folded Reach
The caster bends space between their hand and a distant object.
Their hand appears to reach several metres farther than it physically should.
Essentially:
Short-range spatial extension.
II. Adept-Level Spatial Magic
At Adept level, the mage stops merely bending space and begins manipulating the relationship between locations.
This is where Spatial Magic becomes extremely versatile.
13. Long-Step
An advanced version of Spatial Step.
The caster can teleport significantly farther:
kilometres rather than metres.
The primary limitation becomes spatial awareness and destination accuracy, rather than physical distance.
14. Spatial Gateway
Creates a stable portal between two locations.
Unlike Spatial Step, the gateway remains open.
Multiple people and objects can pass through.
Applications:
transportation
evacuation
logistics
exploration
combat
15. Portal Link
Creates two linked spatial points.
Anything entering one emerges from the other.
The mage can maintain the connection for an extended period.
This is the foundation of permanent magical transportation systems.
16. Spatial Storage
Creates a significantly larger extradimensional storage space.
The interior no longer corresponds to the external dimensions of the container.
For example:
A small pouch → several cubic metres of storage.
With enough mastery, the container can hold enormous quantities of material.
17. Expanded Interior
The caster alters the boundary of an existing structure.
A small room can become much larger internally.
For example:
5 × 5 metre room → 50 × 50 metre interior.
This is one of the most useful non-combat applications of Spatial Magic.
18. Spatial Barrier
Creates a barrier by folding space around a location.
Instead of physically stopping an attack, the barrier makes the attack travel much farther than it should.
A projectile appears to approach the target—
—but the final metre becomes an impossible distance.
19. Spatial Prison
The caster creates a closed spatial region around a target.
The prisoner can move normally inside it but cannot reach the outside.
Essentially:
A room with no accessible boundary.
Extremely effective against physically powerful opponents.
20. Spatial Loop
Creates a repeating spatial pathway.
A person walking forward eventually returns to where they started.
This can produce:
magical labyrinths
defensive corridors
containment fields
traps
It is an early example of manipulating topology rather than simply distance.
21. Spatial Redirection
The caster changes the destination of an object's movement.
For example:
Arrow travelling toward Ben → space bends → arrow emerges travelling sideways.
More advanced versions can redirect:
projectiles
spells
magical beams
falling objects
22. Spatial Severance
Creates a boundary that separates two regions of space.
Anything crossing the boundary is forcibly displaced.
This can be used to divide a battlefield or prevent pursuit.
23. Spatial Concealment
The mage folds a region of space around an object or location, effectively hiding it from normal observation.
The object isn't invisible.
Rather:
The observer's line of sight is spatially redirected around it.
24. Dimensional Step
Allows the caster to temporarily move into a shallow extradimensional layer.
While there, they become difficult or impossible to interact with normally.
The caster can return to physical reality at a chosen point.
This is essentially a primitive form of phasing.
25. Spatial Duplication
The caster creates several spatial connections to the same location.
For example:
One doorway → five different destinations.
Alternatively, several doorways can all lead to one location.
Excellent for defensive architecture.
26. Boundary Mark
The mage places a magical boundary around a location.
Inside that boundary, the caster has enhanced spatial authority.
They can more easily:
teleport
manipulate distance
open portals
detect spatial disturbances
prevent unauthorized teleportation
This is the beginning of territorial spatial magic.
III. Master-Level Spatial Magic
Mastery begins when the mage understands that space is not merely distance.
Space has:
dimensions
topology
boundaries
geometry
connectivity
dimensional layers
A Master can manipulate these principles.
27. Absolute Teleportation
The caster can instantly relocate themselves—or another object—to almost any known location.
Distance becomes largely irrelevant.
The primary limitation is:
Does the caster possess sufficient information about the destination?
This makes Spatial Sense and Spatial Anchors extremely important.
28. Mass Teleportation
The caster establishes a spatial connection large enough to move enormous quantities of matter.
Potential applications:
entire armies
buildings
ships
massive machinery
enormous creatures
This requires exponentially greater mana as the affected mass and volume increase.
29. Spatial Collapse
The caster compresses an enormous volume of space into a tiny region.
It can:
crush structures
collapse magical barriers
distort projectiles
trap enemies
create extremely dense spatial distortions
It is essentially the offensive counterpart to Expanded Interior.
30. Spatial Expansion
The opposite extreme.
The caster expands the space within a region enormously.
A tiny doorway could lead into a vast chamber.
A small battlefield could become effectively enormous.
At sufficiently high levels, this can create artificial landscapes.
31. Defensive Phasing
Phasing provides an extremely powerful defense against conventional attacks.
Physical projectiles
Bullets, arrows and shrapnel pass through.
Melee weapons
Swords, spears and claws pass through.
Explosions
The caster can partially phase through the physical pressure and debris.
Falling objects
He can simply allow them to pass through his phased body.
Walls
He can synchronize himself with the spatial structure inside the wall, temporarily occupying the same spatial coordinates as its material. And can therefore walk through it.
This makes ordinary physical containment almost useless against Master-level Spatial Mage.
32. Phase Strike
The caster phases his fist through an opponent's outer defenses and synchronizes it with normal space at the desired depth.
The result is devastating.
For example:
Armor
↓
Phased fist
↓
Internal target
The armor remains intact while the caster's attack manifests inside it.
33. Absolute Phasing
The Mage gains complete control over his spatial phase.
He can independently control the spatial synchronization of:
every part of his body;
his clothing;
his weapons;
objects he is touching;
selected targets.
He could simultaneously:
phase his body through a wall;
keep his eyes synchronized with normal space;
keep one hand solid;
phase his other hand through an opponent's armor;
maintain a weapon in normal space;
observe multiple spatial layers.
At this level, Phasing becomes less like "turning intangible" and more like editing the caster's participation in three-dimensional space.
Limitations:
The user cannot attack normally while completely phased
He must synchronize the attacking part of his body with the target.
Spatial attacks can affect him
Another Spatial Magic user could potentially interfere with his phase.
Spirit attacks remain dangerous
Phasing the body doesn't necessarily phase the soul.
34. Dimensional Forge
The caster creates a completely independent pocket dimension.
Unlike Spatial Storage, this isn't simply a storage compartment.
It possesses its own:
spatial geometry
boundaries
internal environment
The mage can design its dimensions and rules within the limits of Spatial Magic.
35. Personal Dimension
The caster creates a permanent dimension linked to themselves.
It can serve as:
home
laboratory
armory
prison
workshop
sanctuary
Ben could eventually possess an enormous personal domain through this technique.
36. Dimensional Prison
A vastly more advanced Spatial Prison.
The target is placed inside an independent dimension whose boundaries are completely controlled by the caster.
Escape becomes extremely difficult because:
There is nowhere within the prison that leads to the outside world.
37. Spatial Nullification
The caster creates a region where spatial manipulation itself becomes extremely difficult or impossible.
It can suppress:
teleportation
portals
dimensional travel
spatial folding
This is the ultimate anti-Spatial technique.
38. Boundary Manipulation
One of the defining Master abilities.
The caster can directly manipulate the boundary between two things.
For example:
inside ↔ outside
near ↔ far
here ↔ there
world ↔ dimension
physical ↔ extradimensional
This is where Spatial Magic begins approaching Conceptual Magic.
39. World Gate
Creates a gateway between two separate worlds or dimensions.
This isn't simply long-range teleportation.
The caster is temporarily creating a connection between two independent spatial frameworks.
This would allow Ben to travel between universes.
40. Dimensional Severance
The caster cuts the spatial connection between two locations, dimensions, or realms.
For example:
A portal connecting two worlds → severed.
Or:
A creature attempting dimensional escape → trapped.
This becomes an extremely powerful countermeasure against dimensional beings.
41. Spatial Dominion
The caster establishes complete control over a defined spatial territory.
Within the domain:
teleportation can be controlled
distances can be altered
portals can be opened or closed
movement can be redirected
boundaries can be manipulated
Essentially:
The caster becomes the absolute spatial authority within their territory.
42. Infinite Corridor
Creates a spatial pathway whose length approaches infinity despite having a finite physical size.
A corridor could be only 100 metres long physically—
—but internally contain effectively unlimited distance.
Useful as:
a prison
a defensive structure
a magical labyrinth
a method of delaying an enemy
43. Dimensional Creation
The pinnacle of ordinary Spatial Magic.
The mage creates an entirely new spatial framework.
Not merely:
"a room somewhere else."
But:
a new dimension with its own spatial existence.
At this level, the caster is effectively creating a new "place" in reality.
44. Reality Boundary
The highest theoretical technique.
Spatial Magic cannot normally rewrite reality.
But it can manipulate the boundary separating different states of existence.
Thus, a Master may manipulate boundaries such as:
Reality ↔ pocket dimension
Physical world ↔ spiritual realm
One universe ↔ another universe
Fiction ↔ reality
This is precisely where Spatial Magic overlaps with Conceptual Magic.
