Hyperjumping taps into the powers of Necromancy to elevate a ship or other target into the higher dimensional spiritual planes of the Afterlife, fold reality to align the intended exit point with the ship's present position beyond the Veil, and drop the ship back into the mortal planes at the new destination. More temperamental and with a higher Imperium requirement than Portal Travel, Hyperjumps are generally reserved for cases where Portal Travel is ineffective. For this reason it is used for capital ships among the Sparnell Confederation and Mordena, as their larger engine technologies still rely heavily upon magics which experience directional confusion within portals. The Hydell Order also relies upon Hyperjumping among their military ships as a backup option in cases where the Orbital Fareway System is unavailable or otherwise damaged. The spell is difficult to master, requires large resources to teach, and is only available for use at large scales by the Cosmically Attuned. As a result most Hyperjump practicioners are Void Mages who have taken a Soul Oath to serve their training organization for a set number of years in exchange for the knowledge.
Hybeck slammed the telecomm back into its receiver before pasting on a fake smile and turning to his charges. "It's your lucky day! You get to experience a part of space most people don't get to return from!" "We were promised this would be a short tour," one of the dignitaries scowled. "I'm missing important business meetings." "I sincerely apologize for the delay," Hybeck gritted through his smile. "The Sparnelli were not thoughtful enough to schedule their invasion with us in advance." He tapped a code into the wall mounted keypad, causing the panels to rotate and reveal an array of jump harnesses complete with short-term emergency breathers. "Who wants to go first?"The Hyperjump spell uses Necromancy to relocate items, creatures, and even capital ships to a different part of the universe by phasing the target into one of the higher planes of the Void, bending reality around it, and dropping the target back into the mortal planes in the desired location. For a Standard Hyperjump spell the caster must phase with the spell and any additional targets must be in contact with the caster or another target contacting the caster. The lower ranged Targeted Hyperjump spell can be used to bring items or creatures to the caster in exchange for a higher Imperium draw.
To cast the spell, a mage must:
- Harness the power of the local star to supercharge their magic. This can only be performed in the Void, and only by a Cosmically Attuned mage. If the mage is powerful and the jump distance and target(s) are small this step may be skipped.
- Attune to the intended targets. Hyperjumping requires a full awareness of all intended targets, including the mage themselves. When Hyperjumping a ship the crew will typically stow and secure everything within the ship, with passengers and crew strapping in to jump seats when possible to ensure they are included within the Hyperjump.
- Shift the target(s) into a higher spiritual frequency. This shifts the target(s) to an ascended plane, outside of the lower mortal planes of reality. This step is why many experienced sailors refer to the Hyperjump as a "Hell Jump".
- Bend the fabric of the mortal plane to reposition directly across the Veil from the intended destination. Because the ascended planes exist on a higher dimension, positioning in relation to the mortal plane can be manipulated. The Void Necromancer must have at least a basic idea of their intended location's positioning with relation to their former location. An emotional attachment to the destination can waive this requirement, if the attachment is strong enough.
- Return to the mortal planes on the other side of the fold. This occurs once the spell is ended by the casting mage, although more skilled practicioners can provide a softer landing upon the return to known reality.
RisksLarge scale Hyperjumping requires a vast amount of magical power, and therefore carries the risk of death or even cosmic burnout if the Cosmically Attuned mage pushes their abilities too hard. For other intended targets Hyperjumping carries a risk of being left behind. This serves as an inconvenience when moving small items or groups of people from a fairly stationary starting point but is understandably a large point of concern when Hyperjumping an entire ship. While the spell tends to count the life support and breathable air within as part of the ship itself, the same cannot be said of the people and cargo unless they are strapped down during the jump. Standard phase jump procedures therefore often include precautionary measures for short term survival in space if accidentally left behind, with cargo and crew often tagged with short range numbered locator beacons for quick inventory after the jump.
TrainingThe spell is difficult to learn, much less master, requiring a large investment into the student. As a result most who learn the spell sign over their soul to the training organization for a specified number of years afterwards, allowing that organization to dictate their employment and any Afterlife Planning decisions for them until their term of service has been fulfilled, at which point they are free to renegotiate the terms or end their service. Organizations jealously guard their hyperjump capable mages, often resulting in agreements heavily favoring capable mages during renegotiation as a way to entice them to remain in service.
Hybeck braced for their protests, but the internal broadcast system buzzed to life. "Rig for emergency hyperjump in ten minutes. Full jump protocols engaged." Suddenly everyone wanted to go first. Hybeck grinned as he walked them through the protocols, explaining the use of the breather and what to do if accidentally left behind by the jump. Ten minutes, he marveled. Hyperjumps were strenuous affairs for any Void Necromancer, often leading to an infuriating arrogance at their own competence, not to mention a half hour jump cycle on the best of days. She must've started prepping the moment they appeared. He had just strapped in the last diplomat as the final countdown began. There wouldn't be time to strap himself in. Donning his own breather he quickly hooked his arms around the closest occupied harness, preparing his mind for the trip past the Veil. Reality shifted.
Effect Casting Time
1 minute to several hours depending upon the size of the target and the skill of the caster
Expert Cosmically Attuned Void Mage
Hyperjumping requires a vast amount of Imperium and concentration to cast for even small targets, with the requirements increasing with the target's size and quantities. Standard usage of the Hyperjump spell involves phasing entire capital ships, thereby requiring a vast amount of magical power. Solo casters are generally Cosmically Attuned and highly trained Void Mages, with the spell cast in proximity to a star, although a hyperjump can also be performed via Apotheturgic teamcasting or Imperium linking with enough participants.