Voidal Translocation
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Contents
History
Learning Transfiguration
Abilities
When it is an appropriate time to bring the object back from the Void, a mage uses their memory of the object that they studied so carefully, and just as any other type of Void magic, they attempt to manifest the thing from the Void. The most recurring problem for mages who use Void Translocation is forgetting minute details about an object and thus losing it forever into the realm of endless nothing. As such it’s not a completely save option to store objects within the darkness of the Void, making it fairly risky to store treasures and such within, due to the simple fact that items can and will get lost in the Void.
Redlines of Telekinesis
Translocation has several redlines of what a mage can do and what a mage can’t do. As such those redlines should be followed at any time and breaking them can result in a removal of your magic permissions.
- Understanding or 'reading' an entity before disassembling it takes time. Storing an item within the Void without really knowing it can cause it to get lost and it will never be able to return to the current realm.
- Creating a connection to the Void takes a lot of time and effort. Reassembling an entity can never be done instantaneously. For a highly experienced sorcerer it would take just as long to reassemble something like a shield as it would take for someone to physically wield one.
- When an object or entity is reassembled into the current realm, it is reformed as though it was frozen in time. As such it will just drop out of the portal and not shoot out of the portal like an arrow.
- Only a high level mage can disassemble or assemble something without touching it. Tier 5 mages are known to have tremendous knowledge about their magic and have studied long enough to be able to do so.
- A sorcerer must match the mana of an entity to disassemble and reassemble it, so any entity with shifting mana cannot be translocated. This includes but is not limited to: unconfined liquids, fire, living beings (Anything larger than a small songbird), lightning or wards.
- Magical items are protected by highly concentrated mana. This makes it impossible to disassemble such items unless the sorcerer is in control of the magic/enchant themselves.
- A Telekinetic can affect potted plants and branches on a smaller level.
- Magic can’t be translocated.
Trivia
- Some mages can create two portals, allowing an object to be half-wise translocated. However, such an ability requires a lot of training and effort.
- Translocating animals is always risky. A mage once tried to translocate something bigger than a bird and ended up with two similar halves of the same animal.
Addition/Amendment
Addition/amendment:
Half-transloing, originally a red-line, could potentially no longer be one. There really isn’t any harm to it, provided one can successfully conjure two rifts, and stick apart of something into one to have it come out the other way. When the half translocated object begins to exit from the translocation, the black mark (or some other tell that something is being translocated, like a very visible distortation in the air, or a heat wave of sorts) within the air will be indication enough for anyone who can see it. This secondary rift can only be created so far from the person, and must remain in their line of sight. The maximum range for half-transloing would be four meters (four blocks).
This will require a high tier, late tier three and beyond. ((Meaning after a month you can do it, at the start, given it splits focus, it will be extremely difficult and likely won’t be able to be utilized in combat until after the first week of doing it passes.)) Also, it would be impossible to half translo/re translo magic. It just vanishes.
How going about this works:
Before the item goes into half translocation, the rifts must be created. And then the half-transloing begins. The second rift, at the start is rather slow to create, however as you progress after the first month, it becomes swifter, but you cannot instantly craft the other rift.
Example:
[Master/Adept]
Jim Darkmagic takes a step back, his eyes flashing a scarlet hue, a dark rift slowly tearing itself at the front of his torso.
Saiko dedliest warrior steps in, priming his sword for a thrust.
[!] At Saiko's side, a secondary dark rift comes to life, remaining where it is as the swordsman advances.
Saiko grins, paying no heed to the rift as he thrusts the sword towards Jim's torso.
[!] The Dark rift swells, engulfing the blade's half in its abyssal light. The other rift expands some, allowing the blade to slide outward, stabbing at Saiko's side.
[Novice]
Jo Shmo curls in his fingers, watching Saiko with labored breaths.
Saiko steps in, whirling his sword as he eyes the mage.
From Jo's front, a distortion in the air becomes evident, at the front of his torso.
Saiko continues to step in, the blade shifting, point facing Jo's chest.
[!] From the side of Saiko, another distortion is visible, churning within the air.
Saiko steps in, stabbing at the mage's chest.
The wizard grunts, wincing some as the sword enters the distortion, its front vanishes.
[!] From the side distortion, the blade slides out, jabbing at Saiko's side.
((Alternatively:
As the sword slides out of the distortion, it vanishes, the second and front distortion vanishing, Saiko's sword intact. The thrust continues as planned, stabbing into the seemingly exhausted mage.
Red-lines:
Maximum, this ability can only occur at the distance of four blocks.
You cannot half-translocate magic.
You require line of sight for the second 'portal'.
Can’t insta-cast the second rift.
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