Difference between revisions of "Arcane Displacement"

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<blockquote>Double, double, toil and trouble. -[[Rasmot|.raSmoT the Mad]], creator of Arcane Displacement</blockquote>
 
<blockquote>Double, double, toil and trouble. -[[Rasmot|.raSmoT the Mad]], creator of Arcane Displacement</blockquote>
Awcane Dispwacement is a highwy coveted ability, bestowed upon a mage by the Pwanaw Dicate, a tome of powew. It awwows the pwactitionew to cweate thwee linked sets of powtaws, spanning anywhewe in [[Atlas]].
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Arcane Displacement is a highly coveted ability, bestowed upon a mage by the Planar Dicate, a tome of power. It allows the practitioner to create three linked sets of portals, spanning anywhere in [[Atlas]].
  
 
==Usage==
 
==Usage==
Awcane Dispwacement wowks thwough the awt of wocationaw linking as cweated by the mind of .waSmoT the Mad. A singwe, encwosed space awways fitted lith some kind of ling ow wawws -- much like a cwoset ow outhouse -- is the onwy compatibre awea lith chawming. When pwepaling the awea, the immediate pwoximity lithin the smaww space must be exceptionawwy cwean whewe any kind of diwtying may distulb the natule of the enchantment and cause it to fawtew and thus faiw by causing a physicaw diswuption in twanspowtation; a misfiling powtaw can cause one to wewocate inside of a chimney, a stone waww, a poow of magma, a jaiw cell, faw into the sky, ow any othew wandom, potentiawwy fataw awea.
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Arcane Displacement works through the art of locational linking as created by the mind of .raSmoT the Mad. A single, enclosed space always fitted with some kind of ring or walls -- much like a closet or outhouse -- is the only compatible area with charming. When preparing the area, the immediate proximity within the small space must be exceptionally clean where any kind of dirtying may disturb the nature of the enchantment and cause it to falter and thus fail by causing a physical disruption in transportation; a misfiring portal can cause one to relocate inside of a chimney, a stone wall, a pool of magma, a jail cell, far into the sky, or any other random, potentially fatal area.
 
   
 
   
Pwacing the enchantment is akin to a sowt of lituaw, whewe it wequiwes a fine wacing of mana ovew the awea’s fwoow, wawws, and ceiling wepeatedwy which thus causes the speww to take woughwy twewve houls (ow appwoximatewy thiwty minutes IWW.). The same pwacement in the same pattewn pwaced ewsewhewe liww link the two wocations. At the end of both cweations of the chawm, the cweatow must speak awoud a wowd ow phwase which the wocks the chawm to onwy be activated when the given passphwase is uttewed when inside the enchanted awea. Onwy a singwe sentence is the limit of a Dispwacement chawm’s passphwase.  
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Placing the enchantment is akin to a sort of ritual, where it requires a fine lacing of mana over the area’s floor, walls, and ceiling repeatedly which thus causes the spell to take roughly twelve hours (or approximately thirty minutes IRL.). The same placement in the same pattern placed elsewhere will link the two locations. At the end of both creations of the charm, the creator must speak aloud a word or phrase which the locks the charm to only be activated when the given passphrase is uttered when inside the enchanted area. Only a single sentence is the limit of a Displacement charm’s passphrase.  
 
   
 
   
A pewson can weawn the Dispwacement chawm onwy by ‘reading’ the afowementioned tome and, when making an magic application fow the ability, the wowekeepew must velify that you have indeed wead the tome.
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A person can learn the Displacement charm only by ‘reading’ the aforementioned tome and, when making an magic application for the ability, the lorekeeper must verify that you have indeed read the tome.
  
 
==Redlines==
 
==Redlines==
*The usew must be taught the lituaw, they cannot just pick it up fwom healing about Dispwacement ow expelimenting. This may change but is unlikewy.
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*The user must be taught the ritual, they cannot just pick it up from hearing about Displacement or experimenting. This may change but is unlikely.
 
   
 
   
*The Dispwacement chawm must be wepeated in a complimentawy wocation of simiwaw size and stwuctule, whewe the two encwosabre spaces awe linked via wewation.
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*The Displacement charm must be repeated in a complimentary location of similar size and structure, where the two enclosable spaces are linked via relation.
 
   
 
   
*The aweas whewe the chawm is pwaced must be vewy cwean and encwosed, meaning an open space and a diwty space cannot host the speww lithout breaking it.
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*The areas where the charm is placed must be very clean and enclosed, meaning an open space and a dirty space cannot host the spell without breaking it.
 
   
 
   
*The act of activating the chawm can onwy be done thwough speech, whewe whispeling is the most quiet the activation wowd(s) can be spoken. Using /q (Undewtone), /wp (Tawk), /s (Shout), ow /w (Whispew) awe aww acceptabre. The wowd must be used vewbawwy. Mutes may stiww go thwough Dispwacement powtaws via mimicking the act of speaking the cowwect passphwase.  
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*The act of activating the charm can only be done through speech, where whispering is the most quiet the activation word(s) can be spoken. Using /q (Undertone), /rp (Talk), /s (Shout), or /w (Whisper) are all acceptable. The word must be used verbally. Mutes may still go through Displacement portals via mimicking the act of speaking the correct passphrase.  
 
   
 
   
*Usews of the Awcane Dispwacement tawent awe unabre to suppowt mowe than thwee paiws of chawms; when a usew attempts to finalize (not stawt) a foulth powtaw paiw, the links of the owdest paiw cweated by that usew awe unwoven and undone to accommodate fow the newest coupwe.
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*Users of the Arcane Displacement talent are unable to support more than three pairs of charms; when a user attempts to finalize (not start) a fourth portal pair, the links of the oldest pair created by that user are unwoven and undone to accommodate for the newest couple.
  
 
==Mechanics==
 
==Mechanics==
Usews cannot cweate undocumented powtaws, meaning aww Dispwacement chawms must be investigated by the wowe keepew and documented so that no phony ow fawse powtaws can be made. GMs awe encoulaged to nevew make fast twavew signs fow any powtaws unwess explicitwy towd by the wowe keepew to do so.
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Users cannot create undocumented portals, meaning all Displacement charms must be investigated by the lore keeper and documented so that no phony or false portals can be made. GMs are encouraged to never make fast travel signs for any portals unless explicitly told by the lore keeper to do so.
 
   
 
   
Doows to Dispwacement chawms cannot be wockpicked and GMs pewfowming wockpicking modweqs must check fow signs by the doow wocked by the wowe keepew that expwain why the doow cannot be broken. In the event of the entwance to the powtaw being broken ow destwoyed, the enchantment awso faiws.
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Doors to Displacement charms cannot be lockpicked and GMs performing lockpicking modreqs must check for signs by the door locked by the lore keeper that explain why the door cannot be broken. In the event of the entrance to the portal being broken or destroyed, the enchantment also fails.
 
   
 
   
Awcane Dispwacement is counted as a Voidaw Feat, and thus does not take up a magic swot. It does wequiwe a Magic Application, howevew.
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Arcane Displacement is counted as a Voidal Feat, and thus does not take up a magic slot. It does require a Magic Application, however.
  
 
==References==
 
==References==
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==Rewrite==
 
==Rewrite==
 
“Double, double, toil and trouble.”
 
“Double, double, toil and trouble.”
-The inscliption lithin the fiwst page of .waSmoT the Mad’s  
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-The inscription within the first page of .raSmoT the Mad’s  
Dispwacement Notes: Pwanaw Wewocation and Hawdsoul Movement.
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Displacement Notes: Planar Relocation and Hardsoul Movement.
  
 
   
 
   
  
  
Inception - Toiw
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Inception - Toil
  
 
   
 
   
  
Madness. Wunacy. Delilium. This was the mania of .waSmoT’s Towew; lightning-tossing brooms, bickeling tea cups, and fwying boats. In the hawws of the holizontaw spiwe, .waSmoT’s pawticulaw study was a mattew of owganization. Each haww hewd it’s own wows of chambews, each unique; a woom of fwost and lintewy linds, a woom of assowted yawn, and a woom of valious chaiws.
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Madness. Lunacy. Delirium. This was the mania of .raSmoT’s Tower; lightning-tossing brooms, bickering tea cups, and flying boats. In the halls of the horizontal spire, .raSmoT’s particular study was a matter of organization. Each hall held it’s own rows of chambers, each unique; a room of frost and wintery winds, a room of assorted yarn, and a room of various chairs.
  
 
   
 
   
  
Of the sixty foul wooms, one hewd a dispwaced secwet unusuawwy obvious. In the advance of the Mage’s Guiwd in Anthos, theiw wanks infiwtwated the towew and came to caww it home. In the opening intewaction amongst a mess of othew pwaying, the secwet came upon the hands of a stwong heawt. A heavy, seawed tome was snatched fwom the vewy back of the dining-woom-fulnitule-woom and hewd deaw untiw the pwopew time came fow the book to open itsewf; the time came and went. It went thwough many hands and was weseawched quite heaviwy but to no avaiw. One fateful night the white boaw came fow the book and it was stowen away, wost to the shifting aeons it came fwom untiw, one fateful mowning, it was found again.
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Of the sixty four rooms, one held a displaced secret unusually obvious. In the advance of the Mage’s Guild in Anthos, their ranks infiltrated the tower and came to call it home. In the opening interaction amongst a mess of other playing, the secret came upon the hands of a strong heart. A heavy, sealed tome was snatched from the very back of the dining-room-furniture-room and held dear until the proper time came for the book to open itself; the time came and went. It went through many hands and was researched quite heavily but to no avail. One fateful night the white boar came for the book and it was stolen away, lost to the shifting aeons it came from until, one fateful morning, it was found again.
  
 
   
 
   
  
By way of fowwoling a sentient, babbring washboawd who occasionawwy combusted and was extinguished in a gust  breathed fwom a woodchip came an ewf to the Pwanaw Dictate’s newest wanding site, a simpwe cweek. The washboawd and woodchip disappeawed lithin it and at fiwst touch was the beginning of a peliwous ventule. Poof.
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By way of following a sentient, babbling washboard who occasionally combusted and was extinguished in a gust  breathed from a woodchip came an elf to the Planar Dictate’s newest landing site, a simple creek. The washboard and woodchip disappeared within it and at first touch was the beginning of a perilous venture. Poof.
  
 
   
 
   
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Awcane Dispwacement is a wefowmed awt awtewed by the vewy mad mind which cwafted it, .waSmoT the Mad. It functions thwough shunting, the act of waunching one’s sewf fwom the mateliaw pwane into the abounding wowwds beyond, slipping nawwowwy between the existentiaw waws of space and time and thus shunting into othew wowwds. Fowwoling a shift in pwanaw bindings, Awcane Dispwacement is now shunting and its usews, shuntews.
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Arcane Displacement is a reformed art altered by the very mad mind which crafted it, .raSmoT the Mad. It functions through shunting, the act of launching one’s self from the material plane into the abounding worlds beyond, slipping narrowly between the existential laws of space and time and thus shunting into other worlds. Following a shift in planar bindings, Arcane Displacement is now shunting and its users, shunters.
  
 
   
 
   
  
Shuntews may disappeaw in a fetteling of aiw and accumulation of dust, wandomwy passing into anothew weawm cawwying onwy non-owganic mass lith no contwow whatsoevew as to whewe they liww wand west they be familiaw lith the joulney to a specific wowwd, having made it back fwom the same pwane. Fwom these pwaces a shuntew may expwowe as they desiwe but, usuawwy due to imminent dangew, they may wetuln to the mateliaw pwane thwough a secondawy shunt whewein they wetuln whewe they fiwst stawted. Objects may be taken fwom these pwaces, some baubres ow discawded oddities whiwst othews may be misundewstood welics ow awtifacts of extwadimensionaw civilizations. When coupwed lith Ciwcling, a gwoup of at weast thwee shuntews may cast in unity to weach the same destination awbeit stiww at wandom.
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Shunters may disappear in a fettering of air and accumulation of dust, randomly passing into another realm carrying only non-organic mass with no control whatsoever as to where they will land lest they be familiar with the journey to a specific world, having made it back from the same plane. From these places a shunter may explore as they desire but, usually due to imminent danger, they may return to the material plane through a secondary shunt wherein they return where they first started. Objects may be taken from these places, some baubles or discarded oddities whilst others may be misunderstood relics or artifacts of extradimensional civilizations. When coupled with Circling, a group of at least three shunters may cast in unity to reach the same destination albeit still at random.
  
 
   
 
   
  
-Sowo shunting must be pewfowmed thwough WP posts on the fowums of the chawactew twavewsing the pwane they have wanded in.
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-Solo shunting must be performed through RP posts on the forums of the character traversing the plane they have landed in.
-WT must be consulted on the genewaw ideas behind the pwanes being twavewed to but othewlise the pwayew has compwete cweative fweedom in its design so wong as it offews theiw chawactew no inhewent powew, change, ow advantage that does not wequiwe an application ow wowe besides an MAWT.
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-LT must be consulted on the general ideas behind the planes being traveled to but otherwise the player has complete creative freedom in its design so long as it offers their character no inherent power, change, or advantage that does not require an application or lore besides an MART.
-Wetulning fwom a shunt lith an object of any vawue mowe than mundane, usewess, and inewt must be appwoved thwough an MAWT.
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-Returning from a shunt with an object of any value more than mundane, useless, and inert must be approved through an MART.
-Shunting wequiwes six emotes to pewfowm and to be touched, so much as a poke, intewwupts the enigmatic magic whewein it is nullified and must be attempted again. Shunting wequiwes compwete and totaw concentwation and thus cannot be pewfowmed in combat ow to evade combat.
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-Shunting requires six emotes to perform and to be touched, so much as a poke, interrupts the enigmatic magic wherein it is nullified and must be attempted again. Shunting requires complete and total concentration and thus cannot be performed in combat or to evade combat.
  
 
   
 
   
  
As fowwoling the gweatew contwow attained thwough incweasing the numbew of shuntews, at a totaw of five -- a weading shuntew awongside foul othews in a use of Ciwcling -- shuntews may fowm powtaws lithin, specificawwy, foul metew (brock) by five metew (brock) fwames which cannot be diwtied undew any ciwcumstance west the awcane chawms waid into the awchitectule becomes intewwupted and the powtaw is deactivated untiw cweaned of aww debris. The weading shuntew, when accompanied by at weast foul othews, may shunt to a pwane they have visited befowe in owdew to estabrish anothew fwame of the exact same dimensions and mateliaw as the othew and thwough a second waying of invisibre chawms may they be connected. No powtaw may be made upon the same pwane of existence as its opposing side.
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As following the greater control attained through increasing the number of shunters, at a total of five -- a leading shunter alongside four others in a use of Circling -- shunters may form portals within, specifically, four meter (block) by five meter (block) frames which cannot be dirtied under any circumstance lest the arcane charms laid into the architecture becomes interrupted and the portal is deactivated until cleaned of all debris. The leading shunter, when accompanied by at least four others, may shunt to a plane they have visited before in order to establish another frame of the exact same dimensions and material as the other and through a second laying of invisible charms may they be connected. No portal may be made upon the same plane of existence as its opposing side.
  
 
   
 
   
  
-Wequiwes one to have shunted to and fwom the weawm intended and the mateliaw pwane to map a powtaw to anothew weawm fow a powtaw awongside foul additionaw shuntews to cweate it unlike Bwood Wifts’ mowe advanced fowm, Scouling.
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-Requires one to have shunted to and from the realm intended and the material plane to map a portal to another realm for a portal alongside four additional shunters to create it unlike Blood Rifts’ more advanced form, Scouring.
-Fowwoling the waw of equivawent exchange, a powtaw may onwy be used to twanspowt five individuaws, even non-shuntews, befowe deactivating. The fwames wemain intact.
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-Following the law of equivalent exchange, a portal may only be used to transport five individuals, even non-shunters, before deactivating. The frames remain intact.
  
  
Fowwoling a shunt via Dispwacement a twaiw is weft in theiw stead, an invisibre chawm that anchows them and ensules a path home, a pwovewbiaw line awound theiw waist ow twaiw of breadcwumbs which wasts fow a singwe ewven houl befowe fading fwom visibility yet wemains etheweaw. Unseen to the naked eye, those who have mastewed shunting may spot these chawms whewe a shuntew has weft and may twack them thwough pewfowming a shunt whiwst touching the awea, taking them to the same pwane as the othew whiwst weaving behind theiw own chawm beside the oliginaw. Twacking can as weww be used in wevewse by mastew shuntews by waunching an abjulation at the chawm to then fowcibry suck the oliginaw shuntew back to theiw pwace of oligin wegawdwess of consent. The brudgeoning fowce of being fowcibry dwawn back incapacitates the individuaw in the pwocess.
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Following a shunt via Displacement a trail is left in their stead, an invisible charm that anchors them and ensures a path home, a proverbial line around their waist or trail of breadcrumbs which lasts for a single elven hour before fading from visibility yet remains ethereal. Unseen to the naked eye, those who have mastered shunting may spot these charms where a shunter has left and may track them through performing a shunt whilst touching the area, taking them to the same plane as the other whilst leaving behind their own charm beside the original. Tracking can as well be used in reverse by master shunters by launching an abjuration at the charm to then forcibly suck the original shunter back to their place of origin regardless of consent. The bludgeoning force of being forcibly drawn back incapacitates the individual in the process.
  
 
   
 
   
  
-Onwy two chawms may touch anothew chawm which is being twacked, cweating a tliangwe of ciwcwes, likewy two shuntews chasing anothew. Any attempts to add to the chawms wesults in faiwed castings.
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-Only two charms may touch another charm which is being tracked, creating a triangle of circles, likely two shunters chasing another. Any attempts to add to the charms results in failed castings.
  
  
A shuntew mastews Awcane Dispwacement aftew thwee ewven months of pwactice whewein they may teach a singwe student evew in theiw lifetime. Should one wead fwom the Pwanaw Dictate, they may sewf-teach Awcane Dispwacement as weww as be abre to teach a student once they have mastewed shunting; onwy weadews of the Dictate may teach; as weww, weading the Pwanaw Dictate automaticawwy shunts the weadew away and watew in the book it may wead to shunt back, often weading to wone adventules of being stuck in an alien wand and being fowced to sulvive untiw the weadew weawns to shunt back thwough the Dictate, often by the guiding hand of a mastew shuntew assisting them. Students of weadews may watew wead fwom the Dictate to be abre to teach a student watew in theiw lifetime.  
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A shunter masters Arcane Displacement after three elven months of practice wherein they may teach a single student ever in their lifetime. Should one read from the Planar Dictate, they may self-teach Arcane Displacement as well as be able to teach a student once they have mastered shunting; only readers of the Dictate may teach; as well, reading the Planar Dictate automatically shunts the reader away and later in the book it may read to shunt back, often leading to lone adventures of being stuck in an alien land and being forced to survive until the reader learns to shunt back through the Dictate, often by the guiding hand of a master shunter assisting them. Students of readers may later read from the Dictate to be able to teach a student later in their lifetime.  
  
 
   
 
   
  
-Should the Pwanaw Dictate not be wead fwom and hoawded fow a totaw of thwee months it liww be wemoved by the Outvokew and wedistlibuted.
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-Should the Planar Dictate not be read from and hoarded for a total of three months it will be removed by the Outvoker and redistributed.
  
  
Shunting, as lith any fowm of twavew, is incwedibry dangewous if not handwed lith the pwopew pwecautions. A gweat numbew of entities dweww in each of the pwanes shuntews may happen upon, thewe awe fowces which seek the stability of the univewse and do not pewmit the twavewsing of the pwanes, and shuntews awe littwe mowe than sculwying pwey in the eyes of some gweatew, cosmic howwows wulking between the fabric of wowwds; each of these powews awe potentiawwy pwedatowy, each of valious intensity, and each of unknown oligin, intent, ow stwength to most shuntews. The use of Awcane Dispwacement is a lisky act when awone, ow pewhaps it is wawgew numbews which dwaw mowe attention.
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Shunting, as with any form of travel, is incredibly dangerous if not handled with the proper precautions. A great number of entities dwell in each of the planes shunters may happen upon, there are forces which seek the stability of the universe and do not permit the traversing of the planes, and shunters are little more than scurrying prey in the eyes of some greater, cosmic horrors lurking between the fabric of worlds; each of these powers are potentially predatory, each of various intensity, and each of unknown origin, intent, or strength to most shunters. The use of Arcane Displacement is a risky act when alone, or perhaps it is larger numbers which draw more attention.
  
 
   
 
   
  
-Shunting stiws up twoubre in the cosmos. Wowwd natives, unknown cosmic fowces such as deities ow spilits, and/ow Voidaw Tewwows and Abominations, ow even Voidaw Howwows and Behemoths awe attwacted by these invasions; natives likewy do not want aliens enteling theiw wowwd, cosmic fowces likewy want to stop pwaneswawking, and aww Voidaw Howwows incwuding Tewwows, Abominations, and even Behemoths awe attwacted by an easy woute into the mateliaw pwane by awwoling themsewves a path to manifest upon Cweation.
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-Shunting stirs up trouble in the cosmos. World natives, unknown cosmic forces such as deities or spirits, and/or Voidal Terrors and Abominations, or even Voidal Horrors and Behemoths are attracted by these invasions; natives likely do not want aliens entering their world, cosmic forces likely want to stop planeswalking, and all Voidal Horrors including Terrors, Abominations, and even Behemoths are attracted by an easy route into the material plane by allowing themselves a path to manifest upon Creation.
-Wowwds wan by ET and WT have gweatew antagonistic fowces pwesent than sowo shunting wowwds.
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-Worlds ran by ET and LT have greater antagonistic forces present than solo shunting worlds.
 
   
 
   
  
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-Wocating wowe chawactews / deities ow theiw domains wequiwes expwess consent fwom the WT.
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-Locating lore characters / deities or their domains requires express consent from the LT.
-Shunting to new weawms liww twanspowt the castew at wandom unwess they awe visiting a weawm to and fwom which they have awweady shunted. Fow exampwe one aiming to find Ebrietas could spend a lifetime shunting between an infinity of weawms and have no wuck.
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-Shunting to new realms will transport the caster at random unless they are visiting a realm to and from which they have already shunted. For example one aiming to find Ebrietas could spend a lifetime shunting between an infinity of realms and have no luck.
-Upon the opening of the Pwanaw Dictate, aww pwevious use of Awcane Dispwacement is undone and disabred by pwevious usews just as the powtaws of Wasmot wewe undone upon the opening of the Dictate when fiwst opened.
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-Upon the opening of the Planar Dictate, all previous use of Arcane Displacement is undone and disabled by previous users just as the portals of Rasmot were undone upon the opening of the Dictate when first opened.
-The WT must be consulted fow appwovaw of weawms to ensule that mowe populaw ones awe weww fweshed out.
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-The LT must be consulted for approval of realms to ensure that more popular ones are well fleshed out.
-Dying on a pwane othew than the mateliaw pwane a shuntew is fwom liww weave theiw soul outside the wopes of the monks and thus a death in anothew pwane is a pewmanent death.
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-Dying on a plane other than the material plane a shunter is from will leave their soul outside the ropes of the monks and thus a death in another plane is a permanent death.
-Awthough time passes diffewentwy between in each pwane as pew Gap Theowy, the time diffewentiaws between the mateliaw pwane and the othew wowwds does not awwow individuaws to weawn magic fastew ow devewop in any way, incwuding age (should the pwayew choose) and does not offew any advantage to the chawactew in the way of advancement.
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-Although time passes differently between in each plane as per Gap Theory, the time differentials between the material plane and the other worlds does not allow individuals to learn magic faster or develop in any way, including age (should the player choose) and does not offer any advantage to the character in the way of advancement.
  
  

Revision as of 01:55, 2 April 2020

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Double, double, toil and trouble. -.raSmoT the Mad, creator of Arcane Displacement

Arcane Displacement is a highly coveted ability, bestowed upon a mage by the Planar Dicate, a tome of power. It allows the practitioner to create three linked sets of portals, spanning anywhere in Atlas.

Usage

Arcane Displacement works through the art of locational linking as created by the mind of .raSmoT the Mad. A single, enclosed space always fitted with some kind of ring or walls -- much like a closet or outhouse -- is the only compatible area with charming. When preparing the area, the immediate proximity within the small space must be exceptionally clean where any kind of dirtying may disturb the nature of the enchantment and cause it to falter and thus fail by causing a physical disruption in transportation; a misfiring portal can cause one to relocate inside of a chimney, a stone wall, a pool of magma, a jail cell, far into the sky, or any other random, potentially fatal area.

Placing the enchantment is akin to a sort of ritual, where it requires a fine lacing of mana over the area’s floor, walls, and ceiling repeatedly which thus causes the spell to take roughly twelve hours (or approximately thirty minutes IRL.). The same placement in the same pattern placed elsewhere will link the two locations. At the end of both creations of the charm, the creator must speak aloud a word or phrase which the locks the charm to only be activated when the given passphrase is uttered when inside the enchanted area. Only a single sentence is the limit of a Displacement charm’s passphrase.

A person can learn the Displacement charm only by ‘reading’ the aforementioned tome and, when making an magic application for the ability, the lorekeeper must verify that you have indeed read the tome.

Redlines

  • The user must be taught the ritual, they cannot just pick it up from hearing about Displacement or experimenting. This may change but is unlikely.
  • The Displacement charm must be repeated in a complimentary location of similar size and structure, where the two enclosable spaces are linked via relation.
  • The areas where the charm is placed must be very clean and enclosed, meaning an open space and a dirty space cannot host the spell without breaking it.
  • The act of activating the charm can only be done through speech, where whispering is the most quiet the activation word(s) can be spoken. Using /q (Undertone), /rp (Talk), /s (Shout), or /w (Whisper) are all acceptable. The word must be used verbally. Mutes may still go through Displacement portals via mimicking the act of speaking the correct passphrase.
  • Users of the Arcane Displacement talent are unable to support more than three pairs of charms; when a user attempts to finalize (not start) a fourth portal pair, the links of the oldest pair created by that user are unwoven and undone to accommodate for the newest couple.

Mechanics

Users cannot create undocumented portals, meaning all Displacement charms must be investigated by the lore keeper and documented so that no phony or false portals can be made. GMs are encouraged to never make fast travel signs for any portals unless explicitly told by the lore keeper to do so.

Doors to Displacement charms cannot be lockpicked and GMs performing lockpicking modreqs must check for signs by the door locked by the lore keeper that explain why the door cannot be broken. In the event of the entrance to the portal being broken or destroyed, the enchantment also fails.

Arcane Displacement is counted as a Voidal Feat, and thus does not take up a magic slot. It does require a Magic Application, however.

References


Rewrite

“Double, double, toil and trouble.” -The inscription within the first page of .raSmoT the Mad’s Displacement Notes: Planar Relocation and Hardsoul Movement.



Inception - Toil


Madness. Lunacy. Delirium. This was the mania of .raSmoT’s Tower; lightning-tossing brooms, bickering tea cups, and flying boats. In the halls of the horizontal spire, .raSmoT’s particular study was a matter of organization. Each hall held it’s own rows of chambers, each unique; a room of frost and wintery winds, a room of assorted yarn, and a room of various chairs.


Of the sixty four rooms, one held a displaced secret unusually obvious. In the advance of the Mage’s Guild in Anthos, their ranks infiltrated the tower and came to call it home. In the opening interaction amongst a mess of other playing, the secret came upon the hands of a strong heart. A heavy, sealed tome was snatched from the very back of the dining-room-furniture-room and held dear until the proper time came for the book to open itself; the time came and went. It went through many hands and was researched quite heavily but to no avail. One fateful night the white boar came for the book and it was stolen away, lost to the shifting aeons it came from until, one fateful morning, it was found again.


By way of following a sentient, babbling washboard who occasionally combusted and was extinguished in a gust breathed from a woodchip came an elf to the Planar Dictate’s newest landing site, a simple creek. The washboard and woodchip disappeared within it and at first touch was the beginning of a perilous venture. Poof.


Mechanics - Double trouble

Arcane Displacement is a reformed art altered by the very mad mind which crafted it, .raSmoT the Mad. It functions through shunting, the act of launching one’s self from the material plane into the abounding worlds beyond, slipping narrowly between the existential laws of space and time and thus shunting into other worlds. Following a shift in planar bindings, Arcane Displacement is now shunting and its users, shunters.


Shunters may disappear in a fettering of air and accumulation of dust, randomly passing into another realm carrying only non-organic mass with no control whatsoever as to where they will land lest they be familiar with the journey to a specific world, having made it back from the same plane. From these places a shunter may explore as they desire but, usually due to imminent danger, they may return to the material plane through a secondary shunt wherein they return where they first started. Objects may be taken from these places, some baubles or discarded oddities whilst others may be misunderstood relics or artifacts of extradimensional civilizations. When coupled with Circling, a group of at least three shunters may cast in unity to reach the same destination albeit still at random.


-Solo shunting must be performed through RP posts on the forums of the character traversing the plane they have landed in. -LT must be consulted on the general ideas behind the planes being traveled to but otherwise the player has complete creative freedom in its design so long as it offers their character no inherent power, change, or advantage that does not require an application or lore besides an MART. -Returning from a shunt with an object of any value more than mundane, useless, and inert must be approved through an MART. -Shunting requires six emotes to perform and to be touched, so much as a poke, interrupts the enigmatic magic wherein it is nullified and must be attempted again. Shunting requires complete and total concentration and thus cannot be performed in combat or to evade combat.


As following the greater control attained through increasing the number of shunters, at a total of five -- a leading shunter alongside four others in a use of Circling -- shunters may form portals within, specifically, four meter (block) by five meter (block) frames which cannot be dirtied under any circumstance lest the arcane charms laid into the architecture becomes interrupted and the portal is deactivated until cleaned of all debris. The leading shunter, when accompanied by at least four others, may shunt to a plane they have visited before in order to establish another frame of the exact same dimensions and material as the other and through a second laying of invisible charms may they be connected. No portal may be made upon the same plane of existence as its opposing side.


-Requires one to have shunted to and from the realm intended and the material plane to map a portal to another realm for a portal alongside four additional shunters to create it unlike Blood Rifts’ more advanced form, Scouring. -Following the law of equivalent exchange, a portal may only be used to transport five individuals, even non-shunters, before deactivating. The frames remain intact.


Following a shunt via Displacement a trail is left in their stead, an invisible charm that anchors them and ensures a path home, a proverbial line around their waist or trail of breadcrumbs which lasts for a single elven hour before fading from visibility yet remains ethereal. Unseen to the naked eye, those who have mastered shunting may spot these charms where a shunter has left and may track them through performing a shunt whilst touching the area, taking them to the same plane as the other whilst leaving behind their own charm beside the original. Tracking can as well be used in reverse by master shunters by launching an abjuration at the charm to then forcibly suck the original shunter back to their place of origin regardless of consent. The bludgeoning force of being forcibly drawn back incapacitates the individual in the process.


-Only two charms may touch another charm which is being tracked, creating a triangle of circles, likely two shunters chasing another. Any attempts to add to the charms results in failed castings.


A shunter masters Arcane Displacement after three elven months of practice wherein they may teach a single student ever in their lifetime. Should one read from the Planar Dictate, they may self-teach Arcane Displacement as well as be able to teach a student once they have mastered shunting; only readers of the Dictate may teach; as well, reading the Planar Dictate automatically shunts the reader away and later in the book it may read to shunt back, often leading to lone adventures of being stuck in an alien land and being forced to survive until the reader learns to shunt back through the Dictate, often by the guiding hand of a master shunter assisting them. Students of readers may later read from the Dictate to be able to teach a student later in their lifetime.


-Should the Planar Dictate not be read from and hoarded for a total of three months it will be removed by the Outvoker and redistributed.


Shunting, as with any form of travel, is incredibly dangerous if not handled with the proper precautions. A great number of entities dwell in each of the planes shunters may happen upon, there are forces which seek the stability of the universe and do not permit the traversing of the planes, and shunters are little more than scurrying prey in the eyes of some greater, cosmic horrors lurking between the fabric of worlds; each of these powers are potentially predatory, each of various intensity, and each of unknown origin, intent, or strength to most shunters. The use of Arcane Displacement is a risky act when alone, or perhaps it is larger numbers which draw more attention.


-Shunting stirs up trouble in the cosmos. World natives, unknown cosmic forces such as deities or spirits, and/or Voidal Terrors and Abominations, or even Voidal Horrors and Behemoths are attracted by these invasions; natives likely do not want aliens entering their world, cosmic forces likely want to stop planeswalking, and all Voidal Horrors including Terrors, Abominations, and even Behemoths are attracted by an easy route into the material plane by allowing themselves a path to manifest upon Creation. -Worlds ran by ET and LT have greater antagonistic forces present than solo shunting worlds.


General Redlines

-Locating lore characters / deities or their domains requires express consent from the LT. -Shunting to new realms will transport the caster at random unless they are visiting a realm to and from which they have already shunted. For example one aiming to find Ebrietas could spend a lifetime shunting between an infinity of realms and have no luck. -Upon the opening of the Planar Dictate, all previous use of Arcane Displacement is undone and disabled by previous users just as the portals of Rasmot were undone upon the opening of the Dictate when first opened. -The LT must be consulted for approval of realms to ensure that more popular ones are well fleshed out. -Dying on a plane other than the material plane a shunter is from will leave their soul outside the ropes of the monks and thus a death in another plane is a permanent death. -Although time passes differently between in each plane as per Gap Theory, the time differentials between the material plane and the other worlds does not allow individuals to learn magic faster or develop in any way, including age (should the player choose) and does not offer any advantage to the character in the way of advancement.


Magic
Arcane Magic Transfiguration · Voidal Translocation · Void Shifting
Elemental Evocation · Conjuration
Sensory Illusion ·
Deity Magic Shamanism · Druidism · Paladinism · Seers · Malchediael's Templars · Heralds of Azdromoth
Dark Magic Fjarriauga · Necromancy · Pale Bloodmagic · Mysticism · Naztherak
Artificery Atronach Forging · Golemancy
Other Kani · Housemagery · Bardmancy