Height, width, and breadth -- all three dimensions are vital to the existance of the world as we
know it. There are other physical dimensions in the mix as well, seperating our plane of existance
from others. Even time is, in many opinsions, a dimension. Like any other force of being,
however, dimensions can be manipulated by magic.
Dimensional magicians typically carry a sectioned staff, with various parts made of iron, marble, oak, and crystal. Their spells are usually accompanied by rainbow-hued beams of energy emenating from the crystal head of the staff, and they may violently backfire on their casters if cast incorrectly. They are generally not easy to use, as they require extra concentration and take longer to cast than usual.
Common Limitations: Concentrate at 1/2 DCV (-¼), Gestures (-¼), Incantations (-¼), Requires Magic Skill Roll (-½), Fragile OAF -- staff (-1¼), Extra Time -- full Phase (-½), must have at least 20 points in Dimensional Magic College (-½), Side Effects -- varies (-½).
Power: 6d6 Energy Blast
Modifiers: Concentrate at ½ DCV (-¼), Gestures (-¼), Incantations
(-¼), Requires Magic Skill Roll (-½), Fragile OAF -- staff (-1¼), Extra Time --
full Phase (-½), must have at least 20 points in Dimensional Magic College (-½), Side
Effects -- 6d6 Energy Blast (-½).
Active Cost: 30.
END Cost: 3; Magic Roll: -3; Casting Time: 1 Phase.
Real Cost: 6.
Power: 2d6 Ranged Killing Attack.
Modifiers: Concentrate at ½ DCV (-¼), Gestures (-¼), Incantations
(-¼), Requires Magic Skill Roll (-½), Fragile OAF -- staff (-1¼), Extra Time --
full Phase (-½), must have at least 20 points in Dimensional Magic College (-½), Side
Effects -- 2d6 Ranged Killing Attack (-½).
Active Cost: 30.
END Cost: 3; Magic Roll: -3; Casting Time: 1 Phase.
Real Cost: 6.
Power: 6 PD / 6 ED Force Wall
Modifiers: Concentrate at ½ DCV (-¼), Gestures (-¼), Incantations
(-¼), Requires Magic Skill Roll (-½), Fragile OAF -- staff (-1¼), Extra Time --
full Phase (-½), must have at least 20 points in Dimensional Magic College (-½), Side
Effects -- 6d6 Energy Blast (-½).
Active Cost: 30.
END Cost: 3; Magic Roll: -3; Casting Time: 1 Phase.
Real Cost: 6.
Power: Detect Magic, Range, +3 PER
Modifiers: Concentrate at ½ DCV (-¼), Gestures (-¼), Incantations
(-¼), Requires Magic Skill Roll (-½), Fragile OAF -- staff (-1¼), Extra Time --
full Phase (-½), must have at least 20 points in Dimensional Magic College (-½), Side
Effects -- 3d6 Flash (-½).
Active Cost: 14.
END Cost: 1; Magic Roll: -1; Casting Time: 1 Phase.
Real Cost: 3.
Power: 8d6 Dispel Magic
Modifiers: Any magic spell (+¼); Concentrate at ½ DCV (-¼),
Gestures (-¼), Incantations (-¼), Requires Magic Skill Roll (-½), Fragile OAF --
staff (-1¼), Extra Time -- full Phase (-½), must have at least 20 points in Dimensional
Magic College (-½), Side Effects -- 3d6 Flash (-½).
Active Cost: 30.
END Cost: 3; Magic Roll: -3; Casting Time: 1 Phase.
Real Cost: 6.
Power: 15" Teleport
Modifiers: Concentrate at ½ DCV (-¼), Gestures (-¼), Incantations
(-¼), Requires Magic Skill Roll (-½), Fragile OAF -- staff (-1¼), Extra Time --
full Phase (-½), must have at least 20 points in Dimensional Magic College (-½), Side
Effects -- teleport to hex of GM's choosing (-½).
Active Cost: 30.
END Cost: 3; Magic Roll: -3; Casting Time: 1 Phase.
Real Cost: 6.
Power: Clairsentience -- vision, 1600" range
Modifiers: Concentration throughout at 0 DCV (-1), Gestures (-¼), Incantations
(-¼), Requires Magic Skill Roll (-½), Fragile OAF -- staff (-1¼), Extra Time --
full Phase (-½), must have at least 20 points in Dimensional Magic College (-½), Side
Effects -- 3d6 Flash (-½).
Active Cost: 40.
END Cost: 4; Magic Roll: -4; Casting Time: 1 Phase.
Real Cost: 7.
Power: Growth, 30 pts.
Modifiers: Concentrate at ½ DCV (-¼), Gestures (-¼), Incantations
(-¼), Requires Magic Skill Roll (-½), Fragile OAF -- staff (-1¼), Extra Time --
full Phase (-½), must have at least 20 points in Dimensional Magic College (-½), Side
Effects -- 2d6 STR Drain with ½d6 BODY Drain (-½).
Active Cost: 30.
END Cost: 3; Magic Roll: -3; Casting Time: 1 Phase.
Real Cost: 6.
Power: Shrinking, 30 pts.
Modifiers: Concentrate at ½ DCV (-¼), Gestures (-¼), Incantations
(-¼), Requires Magic Skill Roll (-½), Fragile OAF -- staff (-1¼), Extra Time --
full Phase (-½), must have at least 20 points in Dimensional Magic College (-½), Side
Effects -- 1½d6 Drain to Running (-½).
Active Cost: 30.
END Cost: 3; Magic Roll: -3; Casting Time: 1 Phase.
Real Cost: 6.
Power: 4" Stretching.
Modifiers: Indirect (+½); Concentrate at ½ DCV (-¼), Gestures (-¼), Incantations
(-¼), Requires Magic Skill Roll (-½), Fragile OAF -- staff (-1¼), Extra Time --
full Phase (-½), must have at least 20 points in Dimensional Magic College (-½), Side
Effects -- 3 DEF, 3d6 Entangle (-½).
Active Cost: 30.
END Cost: 3; Magic Roll: -3; Casting Time: 1 Phase.
Real Cost: 6.
Power: Missile Deflection vs. all ranged attacks, +5 to Roll.
Modifiers: Concentrate at ½ DCV (-¼), Gestures (-¼), Incantations
(-¼), Requires Magic Skill Roll (-½), Fragile OAF -- staff (-1¼), Extra Time --
full Phase (-½), must have at least 20 points in Dimensional Magic College (-½), Side
Effects -- 1½x STUN and BODY vs. missile attacks (-½).
Active Cost: 30.
END Cost: 3; Magic Roll: -3; Casting Time: 1 Phase.
Real Cost: 6.
Power: Desolidification.
Modifiers: Concentrate at ½ DCV (-¼), Gestures (-¼), Incantations
(-¼), Requires Magic Skill Roll (-½), Fragile OAF -- staff (-1¼), Extra Time --
full Phase (-½), must have at least 20 points in Dimensional Magic College (-½), Side
Effects -- 2d6 Killing Attack (-½).
Active Cost: 40.
END Cost: 4; Magic Roll: -4; Casting Time: 1 Phase.
Real Cost: 8.
Power: 100,000x Microscopic Vision
Modifiers: Concentrate at ½ DCV (-¼), Gestures (-¼), Incantations
(-¼), Requires Magic Skill Roll (-½), Fragile OAF -- staff (-1¼), Extra Time --
full Phase (-½), must have at least 20 points in Dimensional Magic College (-½), Side
Effects -- 3d6 Flash (-½).
Active Cost: 15.
END Cost: 1; Magic Roll: -1; Casting Time: 1 Phase.
Real Cost: 3.
Power: +10 Telescopic Vision
Modifiers: Concentrate at ½ DCV (-¼), Gestures (-¼), Incantations
(-¼), Requires Magic Skill Roll (-½), Fragile OAF -- staff (-1¼), Extra Time --
full Phase (-½), must have at least 20 points in Dimensional Magic College (-½), Side
Effects -- 3d6 Flash (-½).
Active Cost: 15.
END Cost: 1; Magic Roll: -1; Casting Time: 1 Phase.
Real Cost: 3.
The dimension must be chosen when the spell is developed -- indeed, many mages in this College have this spell several times, for the several dimensions which they frequent. Also, the dimension must be one which the caster has frequented regularly prior to buying the spell, or one which he has given thorough research.
Note that, in most cases, a dimension mage will need a minimum of two versions of this spell -- one to go to another dimension, and another to get back. He can't use the same spell to return to where he came from. In fact, the first version learned is usually the latter, since the spell (any version) can be used from any dimension.
This spell will not work near a gateway to a dimension other than the one he's trying to enter. In effect, the gateway "crowds" out the door that the caster is trying to create. Most gateways will only interfere for about 500 meters, but gates that cover more than one hex of space will probably interfere for proportionally greater distances.
This spell is also poorly suited for combat situations, since it takes so much time to cast (five minutes) and is so very tiring.
Power: Extra-Dimensional Movement to one specific dimension, with up to 1600 kg
extra mass.
Modifiers: Affects Desoldified (+½); Concentrate at 0 DCV (-½), Gestures
(-¼), Incantations (-¼), Requires Magic Skill Roll (-½), Fragile OAF -- staff
(-1¼), Extra Time -- 5 minutes (-2), must have at least 40 points in Dimensional Magic
College (-1), Costs 3x END (-1), Side Effects -- 2d6 Armor Piercing Killing Attack Explosion
centered on caster (-1), won't work within 250" of an open gateway to a third dimension
(-¼).
Active Cost: 60.
END Cost: 24; Magic Roll: -6; Casting Time: 5 minutes.
Real Cost: 7.
The spell must generate at least enough points to give the attack at +¼ Advantage, in which case the attack skips the barrier between the hex the attacker is in and the adjacent hex. If the spell gives the attack enough points for a +½ Advantage, the attacker may control how much space the attack skips each time he uses it. If the spell gives enough points for a +¾ Advantage, the attacker may also control which direction the attack comes from. While the recipient of this spell may generally change attacks without losing its benefit, he doesn't get the benefit if he tries to use an attack that's too powerful to get a +¼ Advantage from the points given by the Aid.
(Note: this is, admittedly, not how the Aid Power is supposed to work under the 4th edition HERO System. Normally, it could only add the number of dice of damage that a weapon does. However, this is the only way I could find to achieve this effect.)
This spell appears as two balls of energy, one floating directly in front of the recipient and the other at the location where the attack emerges. Effectively, it's teleporting the recipient's attacks to a location where they are less likely to be intercepted. If the spell is miscast, the caster is teleported to a location of the GM's choice.
Power: 2d6 point Indirect Advantage Aid to all ranged attacks.
Modifiers: Applies to all ranged attacks (+2); Concentrate at ½ DCV (-¼),
Gestures (-¼), Incantations (-¼), Requires Magic Skill Roll (-½), Fragile OAF --
staff (-1¼), Extra Time -- 1 phase (-½), must have at least 40 points in Dimensional
Magic College (-1), Side Effects -- 30" Teleport to GM's choice of location (-1).
Active Cost: 60.
END Cost: 6; Magic Roll: -6; Casting Time: 1 phase.
Real Cost: 10.
Power: Reflection vs. any attack, to any target, +5 to Roll.
Modifiers: Concentrate throughout at ½ DCV (-½), Gestures throughout
(-½), Incantations (-¼), Requires Magic Skill Roll (-½), Fragile OAF -- staff
(-1¼), Extra Time -- full Phase (-½), must have at least 40 points in Dimensional
Magic College (-1), Side Effects -- 2d6 DEX Drain (-1).
Active Cost: 60.
END Cost: 6; Magic Roll: -6; Casting Time: 1 Phase.
Real Cost: 9.
This online sourcebook is © 1997-2000 by Bob Greenwade. E-mail
me if you have any comments or questions.