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[✗] [Magic Lore] – Telekinesis


Starfelt
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Spoiler

This lore is fundamentally the same as the original (Posted by Zythus) however we were given permission from the Story Team, to take it and do the required changes on it! Most of the credit towards this still goes to Zythus for his original work/attempt! Cheers.
https://www.lordofthecraft.net/forums/topic/186460-magic-lore-–-telekinesis

 


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Origin

Telekinesis originates from a curiosity in motion and the way the phenomenon dubbed “gravity” causes various objects to behave. Over years of experimentation and voidal tappings, researchers found a way to safely manipulate the force of gravity on objects, causing them to behave in different manners. This splendorous and wonderful achievement provided mages all across the world to begin to start picking up this useful and widely used alteration magic. 
 

Magic Explanation

Telekinesis much like the name implies, is the alteration of object kinetics through the mind. However this name is in some ways misleading. A more accurate name for this magic would be Kinetics Magic, or Motion Magic since it is not inherently through the mind that one moves these objects. Instead, telekinesis is performed through the mysteries of the void, with the guiding help of mana. The void allows the mage to manipulate the behaviour of gravity on an object, if only for a few moments, thus enabling a skilled magi to control the motion and behaviour of an object through space. Lifting and moving objects through air as they defy simple physics. This defining power is what gives the magic it’s namesake. 

  • Telekinesis uses up [1] Magic Slot. It is not a feat.
  • Telekinesis requires a connection to the void as well as ample mana to cast.
  • Telekinesis of the subclass of Alteration Magics under the Voidal Magic class.
  • Telekinesis can be learned from those possessing a [TA].
  • Telekinesis users must have a valid [MA] to use the magic in-game.

 

Casting Telekinesis

The manifestation of telekinesis when using it as a magic is, like many magics relatively straightforward. Telekinetics can summon power from the void and use this creative energy to weave and manipulate the gravity upon various objects, and thus subsequently control these objects by manipulating the way it behaves on them. A mage must standardly connect to the void before casting, which is learned under the tutelage of a mentor and then focus on the object(s) being manipulated. Once this focus and connection is established, they will feel their mana and control over an object begin to arise through the manipulation of gravity, after which they may use any of the prescribed spells of Telekinesis. If the focus is interrupted in any way during a spell, the object being manipulated will fall to the ground and cease to feel the affected forces being applied through gravity.

 

Learning Telekinesis

The art of taking on Telekinesis is relatively more simple than other arcane magics. Where other magics such as Arcanism may have a student arduously learn of complex and intricate potential energies that do not even exist in the real world, telekinesis is more straightforward. A mage need only learn how to alter the gravity on an object using the void’s infiniteness, though new mages to this art must learn how to connect to the void as is standard. Those with unimpeded connections to the Void and access to mana will be able to learn this magic, with more ease than other supposedly harder magics. Telekinesis is learned under standard learning times.

 

Properties of Telekinesis

Objects can be manipulated within various ranges. Obviously a mage could not launch an entire city at someone, such would require a force of divine proportions, however telekinesis has some reasonable limitations that mages are able to manipulate. Like previously stated, telekinetics have the ability to manipulate the way gravity behaves on an object. This capacity to manipulate gravity provides magi with great potential and power over the behaviour of objects through space, though they may only manipulate certain factors of this behaviour.

  • Telekinesis is only able to manipulate inorganic solids such as rocks, and well defined objects. It cannot manipulate gases, liquids or fine particulate such as sand. This is because it would be too difficult to concentrate on these changing forms of matter. You may, however, lift a container holding a liquid or shifting solid assuming it does not exceed the mage’s lifting range.
  • A telekinetic is bestowed with the ability to manipulate the motion of objects using gravity, thus being able to lift these objects up and move them around as they see fit within the line of sight.
  • Telekinetics must consider the weight of the objects, size and number of objects they’re trying to manipulate. As they lift heavier objects, they will not be able to move them as fast. As they lift more objects, they will not be able to control them as finely.
  • Telekinetics can launch objects as fast moving projectiles if they are very skilled. Telekinetics however can’t suddenly stop objects flying at great speeds, only objects at low speeds (such as below the speed of a paper airplane) can be stopped altogether, as it makes it harder for the mage to focus on the moving object.
  • Telekinetics can move objects out of their path if they are travelling at high speeds, however they cannot by any means stop the object’s motion and launch them back where they came from.

 

Spells and Abilities

Telekinesis like many magics operate under spells. These spells are what telekinetics can essential do and what they essentially cannot do in a variety of different contexts. Generally speaking, when used in a utilitarian manner, telekinesis is less restricted since a mage is free to focus without distraction. While telekinesis has great utility, it is also widely applicable in combat. Using a dash of creativity, and strategic usage of their spells, a telekinetic can become a force of great strength on the battlefield.

 

Absolute Control [Non-Combat]

This spell allows the telekinetic to control a certain mass of objects according to their skills and move them around according to their degree of control. Control is essentially a non-combat, utilitarian way of using telekinesis. This spell is applicable to a mage simply washing dishes, cleaning the house, opening doors, or perhaps writing on paper. This spell can finely control objects, so as not as they’re being used for combat.

Spoiler

Mechanics:

 

  • This spell takes one emotes to cast.
  • This spell is a utility spell that allows the mage to open doors, move objects around, and do utilitarian work. 
  • This spell can be used on a maximum of 10 objects, provided they do not exceed the amount of weight a mage is capable of manipulating. 
  • Control can finely control objects if needed, so as long as it’s used strictly for utility. 
  • At T5 outside of combat the mage can lift a maximum of 500 kg. Until T5 out of combat weight limit follows the restrictions of the tiers. (ie: T1-10 Kg, T2-25 Kg, T3-75 Kg, T4- 150 Kg.)


Red Lines:

 

  • Cannot use this spell to bypass certain Minecraft mechanics such as forming bridges or making buildings, unless the combined merits of mechanical labour is applied with proper tools.


Lift [Combat]

This spell enables the telekinetic to lift objects up with fair speeds, allowing the mage to use these lifted objects as they wish. They could possibly lift a large object and use it as a shield, or lift a number of medium sized objects and move them around to deter attackers. Mages cannot lift objects already being grasped such as swords and move objects at high velocities. Mages can move these lifted objects around with small and reasonable speed. 

Spoiler

Mechanics: 
 

  • This spell takes two emotes to cast, and 1 additional emote for each object past the first.
  • This spell can be used to form shields and defensive maneuvers if needed, it essentially allows the mage to lift objects into the air and move them around slowly in combat as it is needed. 
  • Mages cannot rip objects already in someone’s grasp, or tear objects out of the ground unless they are already independent. 
  • This spell is meant to be an aid in combat but not necessarily a damage dealer, as launching objects at high velocity with this spell is impossible. 

 

Red Lines:
 

  • Cannot use this spell to swordfight from afar or launch very fast projectiles. 
  • Cannot rip objects out of someone’s grasp. 
  • May only lift a maximum of five objects, and they must adhere to the tier weight limit.

 


Push [Combat]

This spell enables the mage to exert a large gravitational force on an object, causing it to move backwards with a great deal of speed and force. This spell is best used to push back attackers wearing a large amount of armour, causing them to be sent away from the mage to provide them with time to possibly flee. They can also exert this force on a number of objects, causing rocks on the ground to move away from the mage as they cast it. 

Spoiler

Mechanics:
 

  • This spell takes two emotes to cast.
  • As long as the target wears an armor of solid consistency, a mage may push them forwards by 2 to 3 meters forwards from the targets original position, assuming the weight of the armor does not exceed the mage's capability.
  • This spell can also be used to push nearby solid objects that are stationary backwards and away from the mage approximately 5 to 6 meters provided they are in the mage’s line of sight, provided they are not heavier than what the mage is capable of manipulating.
  • Pushing a person in a direction has the same speed as if they had willingly run in said direction, likely not causing too much damage though definitely debilitating them for at least a single emote.
  • This spell can only be cast on one target wearing armor (only one person), and multiple objects that fall within the range of weight the mage is capable of manipulating. 


Red Lines:
 

  • Cannot push objects with tremendous speed and force. 
  • Cannot finely control pushed objects like in the spell Lift. 
  • The spell only works upon heavy sets of armor, such as plate and chain.


Pull [Combat]

This spell enables the mage to exert a large gravitational force on an object, causing it to move instead of away from the mage but rather towards the mage. They can also exert this force on a number of objects, causing rocks on the ground to move towards the mage as they cast it. This spell can be used to draw enemies in if they are wearing a sizeable and heavy weight amount of clothing or armor.

Spoiler

Mechanics:

 

  • This spell takes two emotes to cast.
  • As long as the target wears an armor of solid consistency, a mage may pull them forwards by 2 to 3 meters forwards towards the mage's position, assuming the weight of the armor does not exceed the mage's capability.
  • This spell can also be used to pull nearby solid objects that are stationary towards the mage approximately 5 to 6 meters provided they are in the mage’s line of sight, also provided they are not heavier than what the mage is capable of manipulating.
  • This spell can only be cast on one target wearing armor (only one person), and multiple objects that fall within the range of weight the mage is capable of manipulating.
  • Remember that you may only pull the target forwards and only forwards. 

 

Red Lines:

 

  • Cannot pull objects with tremendous speed and force. 
  • Cannot finely control pulled objects like in the spell Lift.
  • The spell only works upon heavy sets of armor, such as plate and chain.

 

Alter Velocity [Combat]

This spell allows the mage to deal with projectiles being launched at them. While the mage in question cannot stop a projectile entirely, they can set projectiles off course. This allows the mage to avoid the projectile in question, provided it is solid. A good example of usage of this spell is setting an arrow launched at a mage off course. Provided the mage has enough notice, they can use this spell to protect themselves from oncoming

Spoiler

Mechanics: 

 

  • This spell takes two emotes to properly cast. 
  • This spell allows the mage to change the velocity of a projectile to a small degree. Potentially setting it off course or redirecting it towards an enemy. They cannot however change the direction of the projectile greater than 90 degrees from its initial course in the x direction. 
  • Skilled mages can redirect the oncoming projectile towards an enemy if said enemy falls within 90 degrees of the original projectile trajectory. 
  • This spell cannot effect voidal projectiles being thrown, only physical.

 

Red Lines:

 

  • This spell cannot instantly stop objects or change their direction beyond 90 degrees.
  • This spell cannot stop objects or redirect them in the direction they came from, only redirecting them towards enemies if so needed if the enemies fall between 90 degrees of the original direction of the projectile being altered

 

Project [Combat]

The mage is able to launch an object in a given direction with a great deal of speed, or perhaps numerous objects if they are skilled enough. This spell allows the telekinetic to essentially create projectiles. At the very most, a reasonably skilled mage could launch a projectile with the speed of an arrow. This spell however can only be cast if the spell: Lift had already been previously cast.

Spoiler

Mechanics:

 

  • This spell takes one additional emote after the lift spell (For each item the mage wishes to launch.) One additional emote is required when adding more items to be launched (For example, a mage wishing to launch 3 items, would have to emote the emotes required to lift them, then one emote each in order to fire the object.) The mage may chose when they wish to fire off the object, either after the emote is done for said object, or when all the emotes for all the items are done, thus launching them at the same time.
  • This spell can launch projectiles in a specific direction that abides by the line of sight of the mage. 
  • Mages can launch a projectile with a maximum speed that models an arrow. No faster. Launching objects at this speed will require experience. 
  • An object in the process of being sent off as a projectile will shake and vibrate with resonant energy as it is prepared to be launched, giving ample notice to those in the mage’s aim (Line of Sight).

 

Red Lines:

 

  • This spell won’t always be 100% accurate. Mages can still easily miss. As a result, while mages can practice their accuracy with this spell, it is still very possible to dodge and avoid projectiles if given enough notice (such as being 5-10 meters away from the mage) when they start casting. 
  • Cannot throw unreasonably large objects. (No larger than a baseball). Abides by the weight limitations of the mage.
  • The spell cannot make object go faster than that of an arrow.


Shatter [Combat]

A reasonably advanced technique gives the power to send vibrations through certain objects, causing them to resonate with energy. Once a stable solid, the mage can then shatter glass or fragile materials into small and reasonably sized pieces which act as shrapnel to those nearby the shattering zone

Spoiler

Mechanics:
 

  • This spell will take 3 emotes to cast.
  • This spell sends resonant energies through an object such as a wine glass with gravitational incurring such to cause it to shatter and break from vibrations and oscillations.
  • In the zone of a shattered object, the shards and debris will scatter outwards in all directions. The shattered matter will be reasonably large, to potentially inflict cuts and injuries on those located near the object. 
  • Objects manipulated with this spell abide by the limitations of weight and mass the mage is able to manipulate.
  • A telekinetic cannot shatter any substance with a greater durability than typical iron.

 

Red Lines:
 

  • Cannot shatter multiple objects at once. 
  • Cannot inflict serious wounds beyond cuts with this spell.

 


Disarm [Combat] 

This spell allows the telekinetic to potentially disarm an enemy from a reasonable distance. By focusing directly on the enemy’s weapon, if it meets the conditions of manipulation (a stable solid), the mage can send gravitationally induced vibrations through the objects, incurring a force that causes the target to drop the object and be disarmed. The mage can then either throw this object a reasonable distance away from the target or move the weapon towards their own body so they can take hold of the disarmed weapon. 

Spoiler

Mechanics:
 

  • This spell will take 3 emotes to cast. 
  • This spell essentially allows the mage to disarm a target, causing a sword, bow, or any weapon really, even an object if the mage wishes to fall out of their grasp and be launched with reasonable speed either away from the target or towards the mage.
  • The mage can bring the disarmed object towards them, so that they can easily grab it. This spell essentially allows the mage to “steal” a weapon. 
  • This spell only is capable of affecting one target and one object at once, meaning if a target has multiple weapons it will only work on one of them.
  • If the weapon in question is hard attached to the target’s body, then this spell will not work. If the target has the sword wrapped to their wrist in a binding to keep the sword on their body, for whatever reason, the spell will fail.
  • Necklaces, bracelets, and loose jewelry can be stolen with this spell. 
  • The victim may roll out of 20, anything higher than 15 would result in the spell failing, anything lower and the spell will succeed. 


Red Lines:
 

  • Cannot disarm multiple objects or multiple targets. 
  • Cannot disarm objects that are strongly attached to the target like a backpack.


Red Lines

  • Cannot manipulate anything other than inorganic, stable solids that have no particulate matter.
  • The size, weight, number of objects, and speed of objects must be considered carefully when using telekinesis. 
  • Mages must always have the object(s) they want to manipulate within their Line of Sight at all times.
  • Cannot use telekinesis to gain a mechanical advantage in Minecraft. Ex: forming bridges or using floating platforms to fly around. 
  • Cannot stop objects completely in motion unless they are moving at a slow pace (slower than a paper airplane).  Doing otherwise is considered powergaming.
  • One must adhere to the emote count  must emote fatigue must be put into play
  • All telekinetic spells must align in the Line of Sight, this is an active condition as well, if the mage turns their sight away from a manipulated object it will cease the force acting on it completely, causing the object to either fall or slow down rapidly.
  • Lifting someone by their clothing, weather it be armor or otherwise is not possible. 
  • Can’t manipulate matter from the void. 
  • Newtonian mechanics and associated math do not apply to the magic
  • The Project spell ONLY works on small items, no larger than a baseball.
     

Tier Progression

Like many magics, Telekinesis operates under a varying level system of skill. This is the Tier system. It follows normal progression times. Each Tier has access to a different variety of spells and abilities, as well as different limitations on what can and cannot be lifted as well as how many objects can be lifted. For more information on each tier, consult the following information below this paragraph. 

 

Tier 1: Novice

The Novice telekinetic has only just began their studies. They are slowing learning the magic, closely under their teacher. At first it is only recommended that they lift small mugs and feathers, anything beyond this will be extremely taxing for the new mage. 

Spoiler

 Spells:

  • Control
  • Lift 


Changes:

N/A.


Limitations:

The Novice mage can only lift small objects and a single object at a time.

Telekinetics can only a net mass of 10 kg, at slow speeds. Where the novice can only lift a single object at a time.

 

Tier 2: Student

The Student telekinetic is growing in progress and is learning their magic at a far more sophisticated rate. They are able to access more spells and methods as well as manipulate more objects at faster speeds.

Spoiler

Spells: 

  • Control 
  • Lift
  • Push
  • Pull


Changes:

Control and Lift becomes easier and less taxing.


Limitations:

The Student mage is able to lift more objects of larger sizes, as well as more objects.

Students can lift a net mass of 25 kg, still at relatively slow speeds, but now they can move these objects at the speed of a paper airplane. 

Telekinetics can lift two objects at a time, being able to concentrate on these together as long as they together do not exceed 25 kg.


Tier 3: Adept

The Adept telekinetic has come a far way in their magical journey. They are now able to lift more objects with more competence and draw on more telekinetic techniques. These mages are considered average level for telekinesis, and can do quite a bit with their powers. 

Spoiler

Spells: 

  • Control 
  • Lift
  • Push
  • Pull
  • Alter Velocity
  • Project
  • Shatter


Changes:

Control Lift, Push, and Pull becomes easier and less taxing. These spells can also be cast with more free reign, as per the limitations of this type of mage. 


Limitations:

The Adept mage is able to lift more objects of larger sizes, as well as more objects.

Adepts can lift a net mass of 75 kg. They can move these objects around with competent speeds and use them to a great purpose. This type of mage is able to manipulate gravity on objects in such a way that becomes viable in combat. They can move objects with paper airplane speed unless using the spell Project. 

Telekinetics can lift three objects at a time, being able to concentrate on these together as long as they together do not exceed 75 kg.

 

Tier 4: Expert

The Expert telekinetic has learned all the techniques and spells that Telekinesis has to offer. They are of great skill and power, and are to be reckoned with in many cases. These telekinetics have learned a lot and are beginning to pass their own knowledge down to a new generation of mages if they do choose to do so.

Spoiler

Spells: 

  • Control 
  • Lift
  • Push
  • Pull
  • Alter Velocity
  • Project
  • Shatter
  • Disarm

 

 

 

Changes:

Control, Lift, Push, Pull, Alter Velocity, Shatter, and Project are easier for the Expert mage. They are able to cast these spells with great competence at their upper limits without breaking red lines. 

 

Limitations:

The Expert mage is able to lift more objects of larger sizes, as well as more objects.

Experts can lift a net mass of 150 kg. They can move these objects around with competent speeds and use them to a great purpose. This type of mage is able to manipulate gravity on objects in such a way that becomes viable in combat. They can move objects with tennis ball speed unless using the spell Project. 

Telekinetics can lift four objects at a time, being able to concentrate on these together as long as they together do not exceed 150 kg.

 

Tier 5: Master

The Master telekinetic, while having learned all techniques in their Tier 4 times, are able to perform greater feats that transcend the Tier 4 mage. These masters are able to lift way heavier objects, and dedicate a lot of time to be able to control them very well. Masters are able to essentially dominate their foes in combat, provided they have objects to use in these situations and are the very apex of skill in magic. 

Spoiler

Spells: 

  • Control 
  • Lift
  • Push
  • Pull
  • Alter Velocity
  • Project
  • Shatter
  • Disarm

 

 

Changes:

The Master has little trouble with any technique or spell in telekinesis, though still falls peril to the costs of mana. 

 

Limitations:

The Master mage is able to perform the absolute highest feats of telekinesis.

Masters can lift a net mass of 320 kg. They can move these objects around with competent speeds and use them to a great purpose. This type of mage is able to manipulate gravity on objects in such a way that becomes viable in combat. They can move objects with tennis ball speed unless using the spell Project. 

Telekinetics can lift five objects at a time, being able to concentrate on these together as long as they together do not exceed 320 kg. This depends on the size and shape of the objects in question. 

 

Purpose (OOC)
The purpose of writing a draft for Telekinesis is simply to ensure that the magic has a legible draft and rewrite for the LG. This draft provides a means for a potential approval so that telekinesis can be reintegrated into LOTC. Telekinesis, while a smaller magic than others, is very interesting so I took the mantle of writing this draft. Since telekinesis is one of the smaller magics, and I did not change much except one small addition, there is less detail in this draft than other drafts I have personally made. This is not a fault of this magic, I do assure you since telekinesis would not have the same amount of spells as, say other magics. It was a challenge coming up with a liturgy of spells that made sense for this magic since for me the only intuitive spell was “move” or “lift” which could let you move objects around. 

Change-log

Spoiler
  • Removed Pin spell
  • Lowered maximum lifted object to 5 (1 for each tier (in-combat) increase out of combat lift limit to 10
  • Increased out of combat weight limit (increased to 500 kg)
  • Added magic redline 'Newtonian mechanics and associated math do not apply to the magic'
  • Outlined what types of armor work for the push/pull spell
  • Moved shatter to t3 spell
  • Changed Disarm Spell to work on roll (15 or higher to keep weapon) -Limited Project Spell to only work with small items.
  • Added extra emotes for lift/project based around multiple items.
  • Added various new redlines to some spells.
  • Changed out of combat spell to only require 1 emote.


 

Citations (OOC)

Most of the credit goes to Zythus, since this is mainly his lore with the required changes, and a few tweaks. 
I’d also like to thank @Sorcerio & @nepir, both helped greatly with this magic by providing very useful tips! Also thanks to @Devdog, @Slayy and @The Redneck for their support and useful tips!

 


 


 

 

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No. Enough of this nonsense. “Can’t manipulate inorganic-“ screw off with that. Dumb. Make. Force. Chokes. A. Thing. 

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Das es guud yah! +1

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4 minutes ago, Demotheus said:

No. Enough of this nonsense. “Can’t manipulate inorganic-“ screw off with that. Dumb. Make. Force. Chokes. A. Thing. 

 

You’ve never been able to manipulate organics >.>

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Just now, Jenny_Bobbs said:

 

You’ve never been able to manipulate organics >.>

So what? It’s always been that way and it’s always been stupid and felt unmagical. 

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ok demo well if u want force chokes can I have my telekinetic railgun please. lemme hit that other extreme of SCIENCE MAGIC

 

but yea looks good v glad to see “we turned off physics” isn’t the redline as I screeched abt. spells look solid.

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1 hour ago, tasty_cheesecake said:

ok demo well if u want force chokes can I have my telekinetic railgun please. lemme hit that other extreme of SCIENCE MAGIC

 

but yea looks good v glad to see “we turned off physics” isn’t the redline as I screeched abt. spells look solid.

I feel like those aren’t even remotely related. 

First of all, you can just telekinetically throw objects and/or enchant an object to telekinetically throw objects at speed. Ye don’t need lore for a fookin railgun. Just don’t make it look like technomagic and ain't nobody batting an eye. As long as it follows telekinetic and enchanting lore/rules anyway. 

Second of all, force choking can easily be balanced. Even if doing the force choke itself isn’t that “hard” for the mage, there can be many built in ways to break this. Basically make I t like a mage hand, but invisible. The person can claw at the force around their neck – as they’d likely do as a reaction – and can roll to break the force down or “pull” it away.

“But but but that doesn’t work with moving normal objects!-“ shut up. It’s magic. You can come up with a slew of bs reasons why it works inconsistently for something like this. All it needs to do is make sense and be able to be countered against. 

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45 minutes ago, Demotheus said:

Second of all, force choking can easily be balanced. Even if doing the force choke itself isn’t that “hard” for the mage, there can be many built in ways to break this. Basically make I t like a mage hand, but invisible. The person can claw at the force around their neck – as they’d likely do as a reaction – and can roll to break the force down or “pull” it away.

 

I don’t think you could find many, if even one at all, people who do not play mages who would agree that this sort of concept for Telekinesis is a good one. Magic is more than just for those who use the lore, it’s also for everyone else who has to experience it.

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50 minutes ago, Demotheus said:

I feel like those aren’t even remotely related. 

First of all, you can just telekinetically throw objects and/or enchant an object to telekinetically throw objects at speed. Ye don’t need lore for a fookin railgun. Just don’t make it look like technomagic and ain't nobody batting an eye. As long as it follows telekinetic and enchanting lore/rules anyway. 

Second of all, force choking can easily be balanced. Even if doing the force choke itself isn’t that “hard” for the mage, there can be many built in ways to break this. Basically make I t like a mage hand, but invisible. The person can claw at the force around their neck – as they’d likely do as a reaction – and can roll to break the force down or “pull” it away.

“But but but that doesn’t work with moving normal objects!-“ shut up. It’s magic. You can come up with a slew of bs reasons why it works inconsistently for something like this. All it needs to do is make sense and be able to be countered against. 

This was mainly just the required changes by Flam, though in the future we can alwayw make an amendment or an addon, if the community is interested in such.

Though in my personal opinion, adding the ability to choke people, and use telekinesis on players would be.. overly strong. Just my opinion though.

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1 minute ago, Toxcat said:

 

I don’t think you could find many, if even one at all, people who do not play mages who would agree that this sort of concept for Telekinesis is a good one. Magic is more than just for those who use the lore, it’s also for everyone else who has to experience it.

Yes, of course, but like any lore it’s all supposed to be part of a narrative. Being able to throw people around or choke them out with your mind doesn’t need to be over powered nor un-fun. 

Ways to balance it: Someone else tries to pull the person being choked down from their place in the air, or if on the ground they could shove or pull them harshly out of place. This triggers some kind of roll for an attempt to break the choke. 

Throw a good fist sized rock at the guy who’s force choking your buddy. Or run up to them and punch them in the face. 

 

Oh here’s a really easy one. Wear a fawking coif or some other neck armor. They could still pick a guy up by the armor, but since they can’t see the neck they can’t put force directly on it and thus no force choke or it’s at least harder. 

 

I could probably think of more. Plenty of options. Pretty much all the ways you can counter telekinesis can be used. If you lift a shield up to cover your neck that breaks line of sight. Take cover. 

Pocket sand!? The neck is the limit! I mean sky. 

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Hi Starfelt! It’s nice lore overall but I do have some constructive criticism and questions on the piece. 

Absolute Control [Non-Combat]

3 hours ago, Starfelt said:

This spell takes two emotes to cast, if absolutely undistracted, then it can take one emote. 

I see this was taken straight from Zythus old lore, but why not just change this to one emote? I’m not sure what counts as “absolutely undistracted” in a noncombat situation.
 

3 hours ago, Starfelt said:

At T5 outside of combat the mage can lift a maximum of 500 kg

In the T5 section of lore it states “Masters can lift a net mass of 320 kg”.. Why is that different outside of combat? Irply doesn’t make sense.
 

3 hours ago, Starfelt said:

This spell is a utility spell that allows the mage to open doors, move small objects around, and do utilitarian work. 

1000lbs isn’t a small object.


Project

4 hours ago, Starfelt said:

This spell takes an additional emote to the spell Lift (meaning 3 emotes in total). Or if lift was already cast and the object is already in the air, the mage must spend one emote preparing to launch this spell. One additional emote is required to launch more than one object, and the mage can either choose to launch the item when the emote is finished, or after all the emotes for all five objects is finished. (Launch one item at a time, or all together)

I might just be bad at reading but this explanation was really confusing to me. Could this be simplified or perhaps an rp example added?
 

4 hours ago, Starfelt said:

Red Lines:

 

  • This spell won’t always be 100% accurate. Mages can still easily miss. As a result, while mages can practice their accuracy with this spell, it is still very possible to dodge and avoid projectiles if given enough notice (such as being 5-10 meters away from the mage) when they start casting. 

It would be interesting to have a roll system for whether or not this spell would go in the direct path of the intended target- similar to what you added for the spell “disarm”. This would not affect the target’s ability to dodge if they saw it coming. Though I know some people are weird about “roll playing” so all depends on people’s opinions of it.

“TENNIS BALL” and “PAPER AIRPLANE” speed
I would prefer to see actual speeds listed rather than words to describe them. Mainly because these two objects can vary in speed depending on different factors, such as the force used to move them. Realistically a tennis ball can move pretty fast so pls define.

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36 minutes ago, Vaynth said:

Absolute Control [Non-Combat]

5 hours ago, Starfelt said:

This spell takes two emotes to cast, if absolutely undistracted, then it can take one emote. 

I see this was taken straight from Zythus old lore, but why not just change this to one emote? I’m not sure what counts as “absolutely undistracted” in a noncombat situation.

I’ve gone about changing it to one emote, since its out of combat I don’t see much problem with that.
 

36 minutes ago, Vaynth said:
5 hours ago, Starfelt said:

At T5 outside of combat the mage can lift a maximum of 500 kg

In the T5 section of lore it states “Masters can lift a net mass of 320 kg”.. Why is that different outside of combat? Irply doesn’t make sense.

A lot of magics have stronger out of combat abilities. Thats why I, and the others I worked with felt this was a good idea, though we’d be willing to lower it back to the t5 Cap. We figured out of combat they could concentrate more, or something along those lines to lift more.
 

36 minutes ago, Vaynth said:

 

5 hours ago, Starfelt said:

This spell is a utility spell that allows the mage to open doors, move small objects around, and do utilitarian work. 

1000lbs isn’t a small object.

No, it isnt. I’ve changed the redline. 
 

36 minutes ago, Vaynth said:

Project

5 hours ago, Starfelt said:

This spell takes an additional emote to the spell Lift (meaning 3 emotes in total). Or if lift was already cast and the object is already in the air, the mage must spend one emote preparing to launch this spell. One additional emote is required to launch more than one object, and the mage can either choose to launch the item when the emote is finished, or after all the emotes for all five objects is finished. (Launch one item at a time, or all together)

I might just be bad at reading but this explanation was really confusing to me. Could this be simplified or perhaps an rp example added?

I’ve gone ahead and edited the way it was phrased, let me know if its still confusing.

 

36 minutes ago, Vaynth said:
5 hours ago, Starfelt said:

Red Lines:

 

  • This spell won’t always be 100% accurate. Mages can still easily miss. As a result, while mages can practice their accuracy with this spell, it is still very possible to dodge and avoid projectiles if given enough notice (such as being 5-10 meters away from the mage) when they start casting. 

It would be interesting to have a roll system for whether or not this spell would go in the direct path of the intended target- similar to what you added for the spell “disarm”. This would not affect the target’s ability to dodge if they saw it coming. Though I know some people are weird about “roll playing” so all depends on people’s opinions of it.

“TENNIS BALL” and “PAPER AIRPLANE” speed
I would prefer to see actual speeds listed rather than words to describe them. Mainly because these two objects can vary in speed depending on different factors, such as the force used to move them. Realistically a tennis ball can move pretty fast so pls define.

The issue is, a lot of people are against ‘Rollplay’, I had to fight already for a good amount of them to be cool with the disarm spells roll.

As for the speeds, everyone on the ST recommended we do speed that way, as its hard to measure how fast 50mph would be in game.. I did make a meme about BPE (Blocks per emote) but most people seemed to dislike that.

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Thanks for taking everything I said into consideration. ❤️ 
 

31 minutes ago, Starfelt said:

A lot of magics have stronger out of combat abilities. Thats why I, and the others I worked with felt this was a good idea, though we’d be willing to lower it back to the t5 Cap. We figured out of combat they could concentrate more, or something along those lines to lift more.

Being able to concentrate more because you’re not in the heat of battle is a decent reasoning for this honestly. I don’t think the caps are going to be rped much differently anyways because they both work for pretty sizable objects.

The wording for the Project spell is much better now! As for the rolling thing, I totally get what you mean. The opinions on it vary widely. But mine is that it’s strange to make your own decisions when it comes to chance based things. People either rp being extremely accurate with their aiming or they undergame to avoid ooc conflict. It’s just a really difficult thing to get right. I feel the same about shooting any projectiles.

I also get where you’re coming from with speeds. Though I think it would still be easier to gauge real life speed than how fast a random object might move. People might argue a tennis ball has been recorded moving as fast as 163 mph, and regularly over 100mph.

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