Difference between revisions of "Arcane Displacement"

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{{quote|Double, double, toil and trouble.|.raSmoT the Mad, creator of Arcane Displacement}}
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{{quote|Double, double, toil and trouble.|[[Rasmot|.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 [[Axios]].
 
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 [[Axios]].
  

Revision as of 12:21, 26 February 2017

Template:quote 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 Axios.

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


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