Portal Arcana

Portal Arcana
You can summon magical doors.
 * Novice: You learn the spells Blink and Portal Clash.
 * Journeyman: You learn the spell Temporal Trap. You also gain the focus Intelligence (Portal Arcana).
 * Master: You learn the spell Free Fall. You can also choose one spell stunt you can perform for -1 SP when casting Portal Arcana spells.

Blink
You can transport one object, player, or creature up to 1d6 + Willpower yards. An unwilling target may make a test of Willpower (Self-Discipline) vs. your Spellpower to resist the spell. You can extend the spell by 2 yards per additional 1 MP spent.
 * Requirements: Portal Arcana (Novice)
 * Spell Type: Utility
 * MP Cost: 2+
 * Casting Time: Major Action
 * Target Number: 11
 * Test: None

Portal Clash
You summon one small portal in each of your hand and clash them together. On contact, the two portals create a shock wave dealing 1d6 + Willpower penetrating damage to every creature within 6 yards of you and gets knocked prone. Targets that make a successful Strength (Might) test vs. your Spellpower only take 1d6 damage and remain standing.
 * Requirements: Portal Arcana (Novice)
 * Spell Type: Attack
 * MP Cost: 4
 * Casting Time: Major Action
 * Target Number: 13
 * Test: Strength (Might) vs. Spellpower

Temporal Trap
You create an invisible portal 2x2 yards in size on the ground that transports the next creature that steps on it in a timeless dimension. The target is stuck in that dimension for a number of rounds equal to half of your Willpower rounded down. At the end of that time, it is transported at the same place and in the same position as it was before getting trapped and is unaware of what happened during its absence. If there is something or someone in the place of the target when it is transported back, the target takes 2d6 damage as the it is violently separated of the object or creature. If it is a creature, it takes 1d6 damage. The target may make a Willpower (Self-Discipline) vs. Spellpower test every turn to come back from the trap.
 * Requirements: Portal Arcana (Journeyman)
 * Spell Type: Defense
 * MP Cost: 7
 * Casting Time: Major Action
 * Target Number: 13
 * Test: Willpower (Self-Discipline) vs. Spellpower

Free Fall
You open a portal right under a target within 4 yards of you. You open a second portal at a height of 3 times the height of your target yards within 10 yards of you. You can open the second portal anywhere within range, over another creature or a ravine for example. That target falls from that portal and take 3d6 penetrating damage and if the target falls on a creature, this creature take 2d6 penetrating damage and is also knocked prone. Both creature may take a Strength (Might) vs. Spellpower test to avoid being knocked prone.
 * Requirements: Portal Arcana (Master)
 * Spell Type: Attack
 * MP Cost: 10
 * Casting Time: Major Action
 * Target Number: 14
 * Test: Strength (Might) vs. Spellpower