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[[Category:Magic]][[Category:Magic]] [[Category:Void Magic]]
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{{MagicImage
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|name = Arcane Displacement
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|image = File:arcane_displacement.png
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|artist =
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|classification = Arcane
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|source = Arcane Energy
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}}
  
<blockquote>Double, double, toil and trouble. -[[Rasmot|.raSmoT the Mad]], creator of Arcane Displacement</blockquote>
+
== History ==
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==
+
It is said that beyond the greater reaches of the Arcasian mainland, burrowed within a higher mountain, there nestled – in the heart of a valley – a God-fearing folk who found warmth and fidelity in seclusion, and whose appellation in the common tongue, present culture and history has been lately reduced to naught; churned to the sweltering curse of time. These people were handed down by ancient heredity many of the olden mementoes, many ethics and traditions to which they held safely over millennia with exemplary devotion. Heritage and items of antiquity – among which were tomes of unseen volume – they had come to take as gospels, the profound integrity of which they guarded with all that was then vested in their people. And yet such prideful perseverance was wont, as is the nature of all things, to come with a timeless scourge, a grave price bounden to be paid. Such was it that most children birthed there seldom were free of disease and ignoble malady, as if some curse had tethered to them by their sacred relics. In their ordinance, the destiny to which they were shackled, such children and offspring were fated a harsh death by either inevitable starvation, ill-gotten disease or – with their scarce grasps on the simplest ways of medicine – some common fever. The few who had managed to survive and thence outlived the throes of poverty, able-bodied and stout, did bolster the hamlets’ welfare and presided over as its ancient backbone; an unbroken spine by which the province lastingly abided. Always, until the fateful moon once foreordinated upon them had risen amongst the distant stars. It is in their midst that the Outvoker buried his book, and it was of his will that the illegible remnants of the Planar Dictate were to fall among their declining relics.  
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==
+
At the beckon of that moonlit night, the unborn derelict came to reap what they had carefully sown. And not long thereafter, they (being referred as such for having no discernible gender) took to strewing the fabric written in parchments of altered knowledge into the eye and mind of the unwary; rooting chaos in the realm of the mundane and laying the borders of the veil blurred, arbitrary and of no true definition. The Outvoker had since torn all traces of the original and complete Dictate, for there now remain only several fragments from which one can tease the art of Shunting.  
*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==
+
== Learning & Teaching ==
*[https://www.lordofthecraft.net/forums/topic/142574-magic-lore-arcane-displacement/ Original Lore]
 
  
 +
The art of Arcane Displacement, otherwise termed shunting by those who do not think it fit to assort among the arcanes for its absence of voidal conjunction, is one sodden in deep and unfound mystery – those once etched within the volumes of cryptic grimoires and formulae. Through convolutions and methods unversed by only the most learnt of scholars, it accords the patient man, unattuned to the void but who has laid eyes upon its writings from “The Dictate”, or otherwise taught its exercise by an old practitioner, the knowledge with which to transcend the median binds of physicality and into the spheres of other stars and unearthed cosmos, afar the realms of normalcy. Men who dabble in the aforesaid can be left scarred, or lost beyond the reach of sanctuary; were they so unfortunate as to have fallen into the grasps of those who nest the sky.
  
  
==Rewrite==
+
== Abilities ==
“Double, double, toil and trouble.”
 
-The inscription within the first page of .raSmoT the Mad’s
 
Displacement Notes: Planar Relocation and Hardsoul Movement.
 
  
+
'''Shunting'''
 +
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.
  
 +
- 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.
  
Inception - Toil
+
- Shunting requires complete and total concentration and thus cannot be performed in combat or to evade combat.
  
+
- Solo shunting must be performed through RP posts on the forums of the character traversing the plane they have landed in.
  
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.
+
- 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.
 +
The speech and engraved symbolics enacted in one’s circle of ritual are left nigh-entirely to the creativity of the participants, likely consisting of flexion speech and indicative occult imagery (The abuse or memery thereof however is subject to severe punishment).
  
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.
 
  
+
'''Coupling'''
  
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.
+
An uncommon practice, although one not at all unheard of is that of coupling; in which a covenant of shunters, led by their most knowledgeable, may bring forth a gate within thin air – of which the frames measure at least four by five meters (blocks), never exceeding seven in either dimensions
  
+
- 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.
  
===Mechanics - Double trouble===
+
- 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.
  
 
  
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.
+
'''Approved Planes'''
  
+
''Parum | Land of the Unfulfilled | Lies and Scandal''
  
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.
+
A plane of unfulfilled promises: soldiers who didn’t return from war, adulterers, broken friendships, children who did not get the toy they wanted, and so on. Full of belligerent spirits and their land.
  
 
  
-Solo shunting must be performed through RP posts on the forums of the character traversing the plane they have landed in.
+
''Louj | The Looking Glass | Glass, Mirrors, Reflections, and Uncertainty''
-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.
 
  
+
A plane of churning, mental enigmas wherein the physical body is but a reflection and the world is a labyrinthian maze of glass, crystal, and roughly hewn quartz. Here, mental willpower outweighs strength and powerful minds traverse the maze with much greater ease than one who views the world in more physical perceptions. At all times, creatures which enter this world have a doppelganger hidden in the glass manifest whose image distorts and twists the closer it gets to the original, pursuing them at all times. Should they touch this grotesque image will become physical and emerge from the mirrors and glass, attempting to devour the creature. Adjacent to itself.
  
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.
 
  
+
''Anulon | Asulon’s Grandmother | Untamed Wilderness''
  
-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.
+
A plane of vast, sprawling forests and jungles, perilous mountain ranges, arid deserts, grassy plains, and all other sorts of natural landscapes densely populated by predators and their prey of all kinds. No established civilizations reign in order here.
-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.
+
''Mechina | Cog Of The Machine | Mathematics, Machinery, and Technology''
  
+
A plane of metal and fuel, this mechanical world is blanketed in a sky of smog with roaring engines of steam and blistering hot forges speckling its angular, rigid landscapes. Touched by Garumdir, the plane of Mechina is populated by reevers and polyites, mechanical automatons of gears and cogs whistling with steam and pipes of liquid which calculate, measure, and document all possible information which keeps the reevers and polyites busy. Adjacent to Fabul and Liber.
  
-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.
+
== Progression ==
  
 +
To teach Arcane Displacement, one must have read it directly from the Planar Dictate and had it for at least 3 months. Moreover, a teacher may have only one student throughout his lifetime; after which they are no longer eligible to teach.
  
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 a piece of the Dictate not be read from and hoarded for a total of three months, it will be removed by the Outvoker and redistributed.
  
 
  
-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.
+
== Limitations ==
  
 +
General Redlines
  
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.
+
| 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.
  
-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.
+
| A player-made realm, if approved, could be visited without a roll – provided it is in keeping with the rules, is not a means to gaining boons or powergaming, and is not tied to any of the approved server lore as to avoid any complications. Pre-existent realms however require a roll under LT-oversight.
-Worlds ran by ET and LT have greater antagonistic forces present than solo shunting worlds.
 
 
  
+
| The LT must be consulted for approval of realms to ensure that more popular ones are well fleshed out.
===General Redlines===
 
  
+
| 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.
  
-Locating lore characters / deities or their domains requires express consent from the LT.
+
| 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.
-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.
 
  
 +
| Shunting may never be used in combat evasion (or in the midst of any conflict).
  
  
 +
| Credit to Boruto, Zarsies and Mordu for the writing - [https://www.lordofthecraft.net/forums/topic/188030-%E2%9C%93-misc-feat-arcane-displacement-ancient-art-of-the-planeswalker/] |
 +
 +
 +
----
 
{{Navtable_Magic|class="mw-collapsible"}}
 
{{Navtable_Magic|class="mw-collapsible"}}
[[Category:Outdated]][[Category: Voidal Magic]][[Category: Lore-WIP]]
 

Latest revision as of 15:03, 17 August 2021

This page is a copy of the original lore which can be found hereand should be rewritten to be a summary of the lore.
Arcane Displacement
arcane displacement.png
Art by:
Classification: Arcane
Energy Source: Arcane Energy


History

It is said that beyond the greater reaches of the Arcasian mainland, burrowed within a higher mountain, there nestled – in the heart of a valley – a God-fearing folk who found warmth and fidelity in seclusion, and whose appellation in the common tongue, present culture and history has been lately reduced to naught; churned to the sweltering curse of time. These people were handed down by ancient heredity many of the olden mementoes, many ethics and traditions to which they held safely over millennia with exemplary devotion. Heritage and items of antiquity – among which were tomes of unseen volume – they had come to take as gospels, the profound integrity of which they guarded with all that was then vested in their people. And yet such prideful perseverance was wont, as is the nature of all things, to come with a timeless scourge, a grave price bounden to be paid. Such was it that most children birthed there seldom were free of disease and ignoble malady, as if some curse had tethered to them by their sacred relics. In their ordinance, the destiny to which they were shackled, such children and offspring were fated a harsh death by either inevitable starvation, ill-gotten disease or – with their scarce grasps on the simplest ways of medicine – some common fever. The few who had managed to survive and thence outlived the throes of poverty, able-bodied and stout, did bolster the hamlets’ welfare and presided over as its ancient backbone; an unbroken spine by which the province lastingly abided. Always, until the fateful moon once foreordinated upon them had risen amongst the distant stars. It is in their midst that the Outvoker buried his book, and it was of his will that the illegible remnants of the Planar Dictate were to fall among their declining relics.

At the beckon of that moonlit night, the unborn derelict came to reap what they had carefully sown. And not long thereafter, they (being referred as such for having no discernible gender) took to strewing the fabric written in parchments of altered knowledge into the eye and mind of the unwary; rooting chaos in the realm of the mundane and laying the borders of the veil blurred, arbitrary and of no true definition. The Outvoker had since torn all traces of the original and complete Dictate, for there now remain only several fragments from which one can tease the art of Shunting.


Learning & Teaching

The art of Arcane Displacement, otherwise termed shunting by those who do not think it fit to assort among the arcanes for its absence of voidal conjunction, is one sodden in deep and unfound mystery – those once etched within the volumes of cryptic grimoires and formulae. Through convolutions and methods unversed by only the most learnt of scholars, it accords the patient man, unattuned to the void but who has laid eyes upon its writings from “The Dictate”, or otherwise taught its exercise by an old practitioner, the knowledge with which to transcend the median binds of physicality and into the spheres of other stars and unearthed cosmos, afar the realms of normalcy. Men who dabble in the aforesaid can be left scarred, or lost beyond the reach of sanctuary; were they so unfortunate as to have fallen into the grasps of those who nest the sky.


Abilities

Shunting 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.

- 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.

- 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. The speech and engraved symbolics enacted in one’s circle of ritual are left nigh-entirely to the creativity of the participants, likely consisting of flexion speech and indicative occult imagery (The abuse or memery thereof however is subject to severe punishment).


Coupling

An uncommon practice, although one not at all unheard of is that of coupling; in which a covenant of shunters, led by their most knowledgeable, may bring forth a gate within thin air – of which the frames measure at least four by five meters (blocks), never exceeding seven in either dimensions

- 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.


Approved Planes

Parum | Land of the Unfulfilled | Lies and Scandal

A plane of unfulfilled promises: soldiers who didn’t return from war, adulterers, broken friendships, children who did not get the toy they wanted, and so on. Full of belligerent spirits and their land.


Louj | The Looking Glass | Glass, Mirrors, Reflections, and Uncertainty

A plane of churning, mental enigmas wherein the physical body is but a reflection and the world is a labyrinthian maze of glass, crystal, and roughly hewn quartz. Here, mental willpower outweighs strength and powerful minds traverse the maze with much greater ease than one who views the world in more physical perceptions. At all times, creatures which enter this world have a doppelganger hidden in the glass manifest whose image distorts and twists the closer it gets to the original, pursuing them at all times. Should they touch this grotesque image will become physical and emerge from the mirrors and glass, attempting to devour the creature. Adjacent to itself.


Anulon | Asulon’s Grandmother | Untamed Wilderness

A plane of vast, sprawling forests and jungles, perilous mountain ranges, arid deserts, grassy plains, and all other sorts of natural landscapes densely populated by predators and their prey of all kinds. No established civilizations reign in order here.


Mechina | Cog Of The Machine | Mathematics, Machinery, and Technology

A plane of metal and fuel, this mechanical world is blanketed in a sky of smog with roaring engines of steam and blistering hot forges speckling its angular, rigid landscapes. Touched by Garumdir, the plane of Mechina is populated by reevers and polyites, mechanical automatons of gears and cogs whistling with steam and pipes of liquid which calculate, measure, and document all possible information which keeps the reevers and polyites busy. Adjacent to Fabul and Liber.

Progression

To teach Arcane Displacement, one must have read it directly from the Planar Dictate and had it for at least 3 months. Moreover, a teacher may have only one student throughout his lifetime; after which they are no longer eligible to teach.

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


Limitations

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.

| A player-made realm, if approved, could be visited without a roll – provided it is in keeping with the rules, is not a means to gaining boons or powergaming, and is not tied to any of the approved server lore as to avoid any complications. Pre-existent realms however require a roll under LT-oversight.

| 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.

| Shunting may never be used in combat evasion (or in the midst of any conflict).


| Credit to Boruto, Zarsies and Mordu for the writing - [1] |



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