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[✗] [Magic Lore] Telekinesis


Sorcerio
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It was the ancient mages of Asulon who had first come upon a great and powerful art, one which would permit those who wielded it to bend the very fabrics of motion and force around them to their whim. making it a very versatile tool in the arsenals of the mages who practiced this feat. This craft of the Arcane came to be known as telekinesis, highly coveted for its potential and capacity for both utility and combat, being practiced prominently by great archmages and sages of the time.

 

Magic Explanation

Telekinesis is a delicate art, permitting those with its graces to manipulate the material realm by means of the Void, lifting and exerting forces over objects which could not come to be achieved by those of the mundane. From lifting, pulling, or projecting an object forward, telekinesis allows for much free movement, using the Void to change gravity’s effect upon a particular object, and thus, its motion.

 

- Telekinesis is a [1] slot Void Magic, falling under the Alteration subtype. 

- Telekinesis can be practiced by those who have a valid Telekinesis [MA] and can be taught by those with a valid Telekinesis [TA].

- Telekinesis allows for a Void Mage to connect themselves to a particular object(s) through the Void and move it through concentration.

 

Learning and Casting

In order to learn telekinesis, one must be able to adequately establish a connection to the Void, the source of all Arcane Power. This is done through long years of meditation, study, and repetition in order to achieve mastery over even the basics. Once one has learned to connect through means of establishing a Voidal Anchor, allowing them to draw forth power from the Void in exchange for mana. In the case of telekinesis, one must spend mana in order to manipulate the desired object with telekinesis, ‘altering’ its properties through means of the Void. Learning how to do this requires a teacher in telekinesis. 

 

Mechanics of Telekinesis

There are various laws and rules which a mage must take into account when performing telekinesis, as after all, Alteration is the changing of what is already there, including the physics of the material world. It is considered itself to be a singular capability, being the movement of objects at a distance through means of the Void and the mind. 

 

- Telekinesis is the direct lifting of an object(s) through means of the Void, the telekinetic doing this by temporarily changing the force of gravity upon an object. 

- As any effect of the Void, once the mage releases their connection to the object(s), the object will be subject to natural physics, continuing to move until friction or contact with another object overtakes and stops it (assuming it’s moving), or will simply fall to the ground should there have been no motion applied. The only exception to this is a telekinetic ward, which will nullify all motion caused by means telekinesis.

- Liquids, gasses, and loose objects or materials such as sand and crumbling dirt are unable to be controlled, being too many individual objects for one to control. 

- When using telekinesis, there will be obvious tells around an object which telekinesis is used upon, particularly when the spell is being initially cast upon it. Tells such as these might include an emergence of aura around the object or the object beginning to tremble violently as the mage attempts to connect to it. You cannot subtly use telekinesis, there must be an obvious tell.

- Objects that move at a particular speed are unable to be controlled by the telekinetic, as concentration becomes more difficult the faster the object is moving. At times a telekinetic may only be able to redirect an object’s course slightly due to its speed, while on other occasions they will be unable to redirect it near entirely. An object redirected must be concentrated on and cannot be instantly redirected. 

- For example, one might be able to redirect a crossbow bolt, but not anything moving at the speed of say a bullet (theoretically). Only objects moving slower than that of a paper airplane can be completely stopped. 

- Should an object suddenly change direction without the mage’s intervention, the telekinetic’s connection to it will cease. For example, if a telekinetic connected to a warrior’s blade and the warrior quickly moved the blade in a swift or harsh manner, the mage’s connection to it would fade. 

- In order to send an object flying, a mage must make a motion in the direction they are firing, whether that be with their hands or some other means. Simply staring at an object will cause it to float, but extensive movement may require hand motion and direction. 

- When an object makes harsh contact with another object, such as throwing a sword towards an opponent with telekinesis, the object in question will no longer be under the control of the telekinetic, unable to be manipulated further unless it is connected to again.

 

Telekinetic Manipulation [Non-Combat]

Various capabilities have been placed under the belt of a telekinetic, permitting them great feats of magic of which few other magi can dare to replicate. When collected, a Telekinetic may demonstrate their abilities in a manner which is nigh achievable under other standards and stressful situations. 

 

Spoiler

GENERAL MECHANICS

- A telekinetic may manipulate an object in non-combat with precision based upon their level of skill (tier). While their maximum weight limit is still in effect in non-combat, their control may still be roleplayed as more ‘stable’ as they are not in a combat encounter. Of course, a [T2] telekinetic will never be able to to control to the same level of degree as a [T5] telekinetic, even when in non-combat, though may still roleplay their manipulation as more refined. Often this can aid with practicing the magic either by oneself or with their teacher. 

 

Spoiler

REDLINES

- Non-combat telekinesis cannot be performed in combat encounters.

- Non-combat telekinesis still adheres to all mechanics and redlines of telekinesis including tier limits. 

 

Telekinetic Manipulation [Combat]

Should such a need call for a mage to perform their arts in a combat encounter, whether it be for self-defense or in an offensive manner, they may draw upon the Void to manipulate objects via means of telekinesis in order to use them as weapons or even defensive shields. 

 

Spoiler

GENERAL MECHANICS

- A telekinetic may manipulate objects in a combat encounter with precision based upon their level of skill (tier). They are limited by all mechanics and redlines of the art, including the limitations of their own skill level. Various types of abilities may be performed via combative manipulation, including the ability to raise an object as a defensive barrier or to safely redirect hostile projectiles away from the target caster. Of course, due to the level of stress and lack of collection a mage faces when in a combat encounter, their precision and abilities may be far more limited in terms of capability than when in non-combat. 


 

PROJECTILE REDIRECTION

- A telekinetic may redirect an incoming projectile, whether it be aimed at themselves or another. Never will this allow a telekinetic to completely stop an object and redirect it back towards the sender, however, depending on the nature of the object, it may be altered in its direction in, safely casting it to the side. Depending on the mage’s tier, redirecting an object may take more mana and a greater amount of concentration to achieve.

TIER ONE — N/A, unable to be performed.

TIER TWO — N/A, unable to be performed.
TIER THREE — [3]Emotes of actively looking at the projectile. Can redirect objects just below arrow-speed and this is relatively fatiguing. 
TIER FOUR — [2] Emotes of actively looking at the projectile. Can redirect objects moving at arrow-speed though this is rather tiring.
TIER FIVE — [2] Emotes of actively looking at the projectile. Can redirect objects moving at crossbow bolt speed. Redirecting an arrow is less tiring, through redirecting a crossbow bolt is much more fatiguing. Anything faster cannot be redirected. 

- All objects redirected must be within the mage’s line of sight, including multiple objects being directed at once. For every additional object redirected, the mage must sacrifice an additional emote, and only up to seven objects may be redirected at once. The more objects a mage redirects at once, the less precise the redirection is. It is recommended that one connects to the object they wish to direct before it is fired, as it will likely reach them through the air before they can connect to it.


 

MANIPULATING MULTUPLE OBJECTS
- The more objects a telekinetic attempts to control, the more difficulty they will have controlling it. While this is left to a small degree of interpretation, take into account that not even a master telekinetic would be able to manipulate severn objects at once seamlessly in combat. At most, a telekinetic can control up to seven objects, though this is not guaranteed, as they must not exceed the mages capacity. Additionally, the more objects that are manipulated will drain more from the mage.

- The heavier an object, the more difficult it will be to control. A heavy bolder, for example, would take significantly longer to influence than a paper clip, even at mastered level. This essentially means that heavy lifting must be performed slowly. For example, a boulder or cement brick weighing 150kg would likely require two or three emotes to assert influence over even at a mastered level.


 

MANIPULATING HEAVIER OBJECTS

- The maximum number of items a telekinetic manipulates is determined by their tier, the maximum size limitation, and the maximum liftable weight of the mage. For example, a [T3] telekinetic cannot manipulate three beach-ball sized objects in combat at once, but rather, would be able to manipulate three objects adding roughly to the size of a beach ball. 

- The heavier an object, the slower it will move. A master telekinetic cannot throw a boulder at the speed of an arrow, but rather it would be slower as if lobbed like a baseball. Once an object has exceeded 10kg, it will begin to move progressively slower as thrown.

 

 

MANIPULATING INDIVIDUALS

- While full manipulation of an individual is impossible for a telekinetic due to the fact that they cannot manipulate organics, a mage may manipulate a person to a degree by their armor should it be dense enough yet also within the mage’s weight range. A telekinetic may manipulate an individual by their armor should it be plate. Chainmail cannot be manipulated and gambeson would tear should one try to lift them by it. 

- When an individual is manipulated by telekinesis, they may only be lifted, pull forward, or pushed back, at the maximum speed  being as if they had walked in that direction willingly and at a brisk pace. A telekinetic can never force anyone to be flung straight upwards and an individual may not be raised in the air more than a single meter. Note that this is incredibly draining to perform and can only be sustained for up to [5] emotes by even a master telekinetic. Additionally, a telekinetic cannot crush anyone downwards. 

- When pushing one back, depending on the surface they collide with, the most they could receive is a headache or minor fractures. Again, their movement was as if they had walked in that direction at a brisk pace. 

 

Spoiler

REDLINES

- Combat telekinesis adheres to all mechanics, redlines, and restrictions of telekinesis harshly.

- Cannot enforce gravity on an object with greater force than the telekinetic can exert. For example, a telekinetic cannot pin a person in place using telekinesis due to the fact that the person could simply move their feet quickly to break the spell. This also applies to a telekinetic attempting to pull a sword from an opponent’s grasp, as the target can simply continue to hold onto the sword. 

- A telekinetic cannot completely stop an object moving faster than a paper airplane. Anything moving at the speed of a crossbow bolt or slower would be able to be redirected to a degree so it would not be flying directly towards its intended target, likely causing it to fly off just barely to the side. You cannot completely stop projectiles and throw them back towards the sender. Objects moving faster than a crossbow bolt cannot be stopped nor redirected.

- A telekinetic cannot fire a manipulated object and connect to a new, seperate object within the same emote in combat. They must either fire the current object then pick up a new one next emote, or retain their current object and pick up another.

- While a telekinetic can manipulate someone by their armor, it can only be done in lifting, pushes, or pulls and must be within their level of expertise. You cannot bend someone’s arm behind them by their gauntlet, nor crush one’s helmet using telekinesis. Do note that lifting a person in armor is incredibly difficult and lengthy to perform. One also cannot lift a target by their clothes or accessories as the former will simply unravel by the thread while the latter would disconnect or break. 

 

 


 

Relines of Telekinesis

- The further a controlled object is from the telekinetic, the less control the mage has over it. Precision and speed tend to decrease once the object has moved at most fifteen meters from the mage. 

- A telekinetic cannot influence an organic object such as a person or an animal. Plants and dead objects are fine, though keep in mind that plants would still be restricted to their roots and forms assuming they are left intact and in the ground. 

- Telekinetics are unable to influence objects with changing surface area or objects with large amounts of energy, such as pure fire or an object coursing with electricity.  Additionally, objects or materials wrought from pure energy such as an arcane bolt or a Voidal flame cannot be controlled by a telekinetic due to the energy output. 

- Line of Sight is a requirement for Telekinesis. If you cannot see the object, you cannot control it. You might be able to direct an object towards a location you cannot see, such as around a corner, however, once it vanishes from sight, you will be unable to control it further, the object simply flying as if thrown. 

- Should a manipulated object come into contact with or enter the radius of a telekinetic ward, the mage’s control over it will expire and it will simply drop to the ground, completely losing all motion and/or momentum. This is one of the only times where a telekinetically manipulated object completely ceases after being flung or controlled. 

- Unless bound to an object by means of Transfiguration, perpetually floating objects are impossible, as the mage must constantly maintain connection/concentration upon the object in order to grant it these otherworldly effects. A mage must have their gaze fixated upon the item they are manipulating and if they take their sight off of the object, they will be unable to manipulate it further.

- Once a mage disconnects from an object, it will cease to be under their control. If motionless, it will remain motionless. If the object is disconnected from as it is moving, it will continue to move according to regular physics, slowing down gradually as any object which has been shot forward, depending on its properties and proportions. 

 


 

Tier Progression

 

Tier One – Novice

The telekinetic has just picked up the art and has begun to learn to connect to the Void, assuming they have not known how to do this prior. Should they have not learned how to connect, they will only be able to connect to the Void for a few brief minutes before becoming ill or exhausted. Should they already know how to properly connect to the Void, the mage will be able to control virtually nothing initially, though towards the end of this tier they may have some semblance of power which they may exert over a relatively small and weightless single object.

 

Spoiler

Speed - The manipulated object will move very slowly, no faster than a paper airplane tossed forward, slowing down rather quickly after it is launched. 

Control - The object will likely wobble and turn as if it were being fumbled with. Should it make a collision with anything, the mage’s connection to it will fail.
Size and Weight - Objects must be relatively small and at most no larger than perhaps a golf ball or twig, weighing no greater than 5kg at the maximum.
Number - The telekinetic can only manipulate up to one object at a time.

 

- Requires upwards of three emotes to connect to even a small object. The mage will only be able to maintain connection for a brief period of time. It is virtually impossible to use telekinesis in combat during this stage, or at least is completely ineffective. 

- This stage lasts a minimum two OOC weeks. 

 

Tier Two – Apprentice

The telekinetic has now established a more firm connection to the Void, able to maintain it longer should they be in a calm, collected environment, and is able to control objects more delicately, though still lacking much form and finesse. At this level, they may control a small, single object, or a handful of tiny objects.

 

Spoiler

Speed - The manipulated object will still move slowly, now at the speed of a lightly tossed object, akin to a ball thrown gently underhand. Even when at maximum speed for this tier, the force of such an object is relatively gentle. 

Control - The object will still tilt and wobble as it is being projected, though will still have some semblance of form. Should it make harsh direct contact with anything, the mage will lose connection to the object.

Size and Weight - The object may be around the size of a teacup, baseball, utensil, or kitchen knife, weighting no greater than 10kg. Smaller objects cannot be larger than a pebble or beads, all of them not exceeding a sum of 10kg.

Number - The telekinetic can only manipulate up to three tiny objects at a time, such as three pebbles, or a single small object such as a teacup, bowl, or small knife. The more they control, the less accurate their control is, 

 

- Requires upwards of two emotes to connect to an object. For every additional object connected to is another two emotes. The mage will only be able to maintain connection for a brief period of time. While it is possible to attempt telekinesis at this level in combat, it is often draining and little can be done beyond minor scrapes and/or very, very light bruising, depending on the nature of the object. 

- This stage lasts three OOC weeks. 

 

Tier Three – Adept

Now the mage has become more established in their use of telekinesis, allowing them to maintain greater control over now multiple significant objects, their connection to the Void having been mastered so they may more effectively connect in and out of combat. 

 

Spoiler

Speed - The manipulated object gains speed to about that of an overhand baseball thrown by a regular person, not a professional baseball player. 

Control - The object will still perhaps tilt or tremble as it is being lifted, though once it is fired it will often fly smoothly save for some very brief wobbling. Depending on the substance or sharpness of the object in question. It should be able to, at most, dent plate and cause bruising where it makes contact, moderately scarring, though not puncturing, unarmoured opponents, depending on the nature of the object. 

Size and Weight - The object may be around the size of a beach ball or perhaps basketball, weighing no more than 50kg. 

Number - The telekinetic is still restricted to up to three medium/moderately sized items, such as tea cups or dessert plates, which may be lifted at once, their summed weight not exceeding 50kg. 

 

- Requires upwards of one emote to connect to an object and an additional emote for every additional object connected to. The mage will be able to maintain the connection more substantially, though this is more draining the more objects the mage connects to at once. Telekinetic objects should be capable of slashes, cuts, bruises, and potentially minor fractures depending on the nature of the object. 

- This stage lasts five OOC weeks. 


Tier Four – Expert

The telekinetic inches closer towards mastery, their use of the art becoming much more fluent and precise in their control over objects. They may lift more and manipulate to a finer degree, able to, at this point, begin lifting larger objects such as boulders.

 

Spoiler

Speed - Speed becomes like that of a regular arrow launched as if from a bow, whizzing through the air much more quickly than before, though still recognizable and able to be dodged with adequate maneuverability and foresight.

Control - The object(s) can be sustained by the telekinetic without excessive movement or lack of control, such as wobbling or tilting, and will, for the most part, fly smoothly. Exposed flesh can be punctured and dents or bruising can be made when in contact with full plate.

Size and Weight - Objects can be up to the size of a table or a cart, not exceeding a mass of 100kg at the maximum. When multiple objects are controlled, the sum of their weight cannot exceed the maximum load-bearing capacity of the telekinetic. 

Number - The telekinetic may manipulate up to five objects at once. 

 

- Requires upwards of one emote to connect to an object and an additional emote for every additional object connected to afterwards. Plate can be dented and bruises or fractures may occur depending on how large or heavy the object in question is. Skin can be punctured though almost never will it reach bone and never will an object simply slice through a person by means of telekinesis alone. 

- This stage lasts six OOC weeks. 

 

Tier Five – Master

The telekinetic has now mastered the branch of Voidal Alteration known as Telekinesis, allowing them greater feats of the art such as manipulating more objects and lifting a greater amount of weight. Their control is now at a much finer and more precise degree, permitting them to manipulate several objects at once fairly well with minimal inaccuracy assuming they have the adequate concentration. 

 

Spoiler

Speed - The potential speed of a manipulated object has reached crossbow speed, now much more precise and can be cast quickly, leaving less time for one to dodge should they lack the necessary awareness and foresight to move out of the way. 

Control - The object(s) can be sustained by the telekinetic to the point of being completely still depending on the number of objects they are manipulating. Exposed flesh will be easily punctured and can reach bone, potentially causing fractures or broken bones. Should the target be dense or in full plate, the object, should it be dense or heavy enough, could cause great bruises, fractures, or broken bones. 

Size and Weight - Objects can be up to the size of a medium sized tree or large boulder, not exceeding a mass of 200kg at the very maximum. When multiple objects are controlled, the sum of their weight cannot exceed the maximum load-bearing capacity of the telekinetic. 

Number - The telekinetic may manipulate up to seven objects at once. The more objects they manipulate, the more their control will decrease. Even a master telekinetic cannot manipulate seven objects at once seamlessly, and there will still be a fair degree of inaccuracy, wobbling, or other unintentional movement.

 

- Requires upwards of one emote to connect to an object and one additional emote for every additional object connected to. Plate can be dented, and those under it can be bruised or have bones broken depending on the force and density of an object, such as it being a large hammer or boulder. Sharp objects like knives can puncture exposed flesh to the point of reaching the bone should it not be adequately protected. 

- At this point, the telekinetic has mastered telekinesis and may apply for a [TA]. Their capability to lift is locked at 200kg and cannot increase any more. 

 



Citations

Telekinesis Lore

Telekinesis Guide

Former Authors – Supremacy, MrSyth


Purpose
Telekinesis is a relatively common magic which can be used for numerous applications, from combat, to artificery, to showing off. Its diversity is what gives it its charm, allowing it to appeal to a variety of players to add to their arsenal for whatever reason. Hence, I rewrote it because (ahaha – who would’ve guessed) I think it’s pretty cool and I got bored. Additionally, I sought to fix and clarify some of the problems from the previous iteration such as armor manipulation (yikes) and lessen the maximum weight for an individual telekinetic. 

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Marvelous rewrite, Sorcerio. At least you haven’t diluted it into household magic.. a well written tribute to original telekinesis, with much needed balance changes.

 

 

 

 

First btw.

 

 

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A worthy rewrite of the original lore. You have my support.

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stop owning all lore pieces

 

 

 

also earth evo ta when?

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void magic go brrrrrrrrr

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I hate combat tk but this looks okay.

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2 hours ago, Sorcerio said:

- As any effect of the Void, once the mage releases their connection to the object(s), they will return to their normal gravity. A large rock falling upon the ground while objects such as feathers might float slowly to the ground. The only exception to this is a telekinetic ward, which will nullify all motion caused by means telekinesis.

Why? An object doesn’t stop unless you exert additional force to make it do that. If an object was suddenly not affected by telekinesis, it would simply keep going the way it was going without floating.

 

2 hours ago, Sorcerio said:

- In order to ‘throw’ an object with telekinesis, a mage must make a motion in the direction they are firing, whether that be with their hands or some other means. Simply staring at an object will cause it to float, but extensive movement may require hand motion and direction. 

Again, why? Aside for forcing flavor, this only serves to give people another easy, no-brainer way to cripple mages.

 

2 hours ago, Sorcerio said:

a bullet (theoretically).

this gave me a chuckle

 

Otherwise, the lore seems great! 

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please stop rewriting this **** this is the fifth time i have to review shitty brain magic

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As one of the original authors, you have my full blessing mate. I have seen a few rewrites over the last couple of weeks since my return to LotC, and yours stands out (not just saying that because you reached out to me in the process) by a lot. Red lines SupremacyOps/Fiatlux and I originally missed, a more precise description of power at a certain level of mastery, and a rounded, well together put post make this an absolute yes for me.

You have my +1.

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I am almost 90% sure starfelt’s telekineses was either pending or accepted. I don’t know why you people are doing this. 

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I am happy to see you post this! Starfelt did an mazing job! It doesn’t halt the progression either in case Stars gets denied, it speeds it up as this would be a good alternative! +1 Go Lore Master!

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5 hours ago, Ducklingator said:

- snip -

 

Adequate changes were made as requested. Hand motions were removed and emphasis was placed upon a tell of choice so long as it is obvious (i.e. emergence of aura, object trembling violently). The motion issue was also fixed and clarified. Thank you for the input!

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On 5/1/2020 at 5:23 PM, Ducklingator said:

Why? An object doesn’t stop unless you exert additional force to make it do that. If an object was suddenly not affected by telekinesis, it would simply keep going the way it was going without floating.

 

Again, why? Aside for forcing flavor, this only serves to give people another easy, no-brainer way to cripple mages.

 

this gave me a chuckle

 

Otherwise, the lore seems great! 

I believe the ward addition was implemented as a balancing issue. Telekinesis spells don't really have any counterpart drawbacks besides line of sight and physical protection such as armor/shields (which those listed go for most magic). I think it's perfectly fine.

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I have made some changes to the submission! If you have any other additions or edits you would like, please let me know! The changelog is below, hope you enjoy!

 

Spoiler

CHANGES

- Telekinetic abilities have been separated into combat and non-combat.

- Manipulation of multiple objects defined.

- Manipulation of larger objects defined.

- Manipulation of heavier objects defined.

- Manipulation of individuals defined

- Mechanics redefined.

- Redlines redefined

- Redline additions.

 

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