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[✓] [Magic Reformat] - Voidal Translocation


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NOTE: To prevent confusion, I have renamed a subsection of the spells.

Translocation The magic that embodies Expatriation and Shifting

Expatriation The construction and deconstruction of objects in the void (previously known as “Translocation” before the merge)

ShiftingThe teleportation of organisms and objects through the Void.

 

Origin

With time and research, the nature of magic began to broaden and increase in diversity, extending its hand in friendship to the dedicated scholars of the arcane. A great feat in this growth of knowledge was the birth of an art that allowed the mage to put objects in the void as a form of storage, or transport their very essence through the void and spit them out in another place in the material realm. Such a milestone became an addition to Alteration, known as Voidal Translocation.

 

Magic Explanation

Translocation is the combination of old translocation and shifting lore combined together to create one uniformed magic. The voidal art has brought the spells into one and any possessing either art now unlocked the other. The magic being very similar to each-other it was deemed to combine them. The magic entails the particular deconstruction and reconstruction of objects, as well as the creation of mana anchors to funnel objects or life itself through the void into another place; think of it as placing a dot on opposite sides of a piece of paper, then folding it so that the dots are closer and near touching.

 

OOC Explanation

- Translocation takes up one magic slot, it is not a feat.

- Translocation requires a valid MA to use in game.

- Translocation requires a stable connection to the void and mana to cast.

- Translocation may be taught with a valid TA.

 

Spells

The arsenal of a Translocationist could be considered limited, cut and dry and even basic, though its potential is broader than it appears. Although the magic is considerably utilitive in nature, one could position themselves closer to an adversary for a surprise attack, or reconstruct a dense object above a foe’s head to deal blunt force trauma.

 

Spells - Expatriation

Through intense understanding of an object, the mage can place a mana anchor onto an object, rapidly deconstructing it into the void for later use. This is the basis of the spells under the Expatriation subtype.

 

Void Pocket: Combative

Deconstruction and reconstruction are the basis of all things in the realm, to store an item, one must deconstruct it from the material world and collect it’s essence for storage in the void. To remove an object once the essence has been stored the sorcerer needs to understand what they stored to reconstruct the item; without it, the item is lost.

Spoiler

Mechanics:

Similar to transporting oneself through the void to another pinpoint location, you take out the anchor from the material world and move it to the void pocket you’ve created. First emote is connection, second emote is establishing an anchor and a telegraph emote of aura swirling around the desired object and the third emote is storage. Similarly the same process is to reconstruct the object. 

The object to deconstruct/reconstruct must be studied and understood otherwise cannot be deconstructed/reconstructed. The object is required to be whole for it to be shifted into or out of a void pocket, only targeting a partial area of an object, like a leaf off a tree wouldn’t work. Deconstructing an object would displace it within the void, losing all momentum or force it once had.

 

Connection -> Create Anchor and focus on the desired object impending / x amount of scale emotes -> Deconstruct/Reconstruct.

 

T1: Max Size of a handheld object, Max 5 deconstruction/reconstructions before exhaustion.

T2: Max Size of a beach ball, Max 6 deconstruction/reconstructions before exhaustion.

T3: Max Size of 1 cubic meter, Max 8 deconstruction/reconstructions before exhaustion.

T4: Max Size of 2³ cubic meters, Max 10 deconstruction/reconstructions before exhaustion.

T5: Max Size of 3³ cubic meters, Max 12 deconstruction/reconstructions before exhaustion.

Anything larger requires a circling ritual.

 

Deconstructing/Reconstructing an item with over the size of a one cubic meter from T3, requires an additional emote to conjure for T4, or two additional emotes for T5. The more space conjured the more exhaustion one takes. For every additional cubic meter taken past the first, it removes a deconstruction/reconstruction counter from your maximum amount. For example, summoning a chair which takes two cubic meters, will put you two deconstruction/reconstruction down instead of one.

 

Example Emote:

Erebus’s eyes turned a shade of misty white once he connected to the void.

[!] The aheral looked down to his palm, a white swirl of aura creating layered mask over the object.

[!] Suddenly the coinpurse erupted into a small explosion of white mist, deconstructing to the void pocket.

 

Red-lines:

- Unable to store living materials, it must be non-organic or dead organic. Cannot store lifeforce or souls in the void, cannot store constructs.

- An item placed within a Voidal Pocket is only effectively "Soulbound" if one has it mechanically soulbound. If one dies mechanically, their voidal pocketed item is not returned to them (Unless, as stated, it is mechanically soulbound.)

- Must always emote a clear anchor. This could look akin to a small black dot, a VISIBLE distortion in the air, or a mark of the mage’s aura.

- A fair understanding of the object must be acquired in order to deconstruct and reconstruct it, such as density and size. Voidal Feeling can aid this process greatly.

- Must always emote the telegraph, everyone can see it.

-You cannot Expatriate half of an object. It has to be the whole object 

- If your target item is moving, it will take increased focus to shift to the void. and thus will take 1 extra emote.

- Velocity is not maintained when objects enter the void. You cannot shoot moving objects at people.

- For every ten blocks, an additional emote must be added to create an anchor, with a maximum of thirty blocks. Anything higher requires a circling ritual.

- An item may be reconstructed/deconstructed above or below someone with a max distance of ten blocks. Anything higher requires a circling ritual.

- MArts cannot be stored via Voidal Pocket.

 

Summon Weapon: Combative

Through familiarizing one’s self with their weapon of choose, they may swiftly draw a blade or simple weapon of their choosing. This is more so a fancy way to unsheathe a weapon and provides no advantage. Complex weapons prove not to work when reconstructed so quickly, as summoning something like a crossbow returns to the material realm in several pieces, beyond use without repair.

Spoiler

Mechanics:

This is a flavor spell and follows all mechanical rules. It takes 1 emote to cast. Crossbows and complex weapons may not be reconstructed. Normal bows and small projectile weapons, such as slingshots are fine.

Emote Example:

[!] Purple aura began to course around Alicia’s arm, swirling into her palm. Within seconds, a sturdy arming sword elongated from the aura in her palm, catching the hilt in her hand as she’d disconnect, position herself into a defensive guard.

 

Red-lines:

- If you do not have the item on you mechanically, you cannot Summon it.

- Whatever item you summon must be able to be contained reasonably judging by your character’s strength and size (you cannot summon ten iron swords).

- Armor may not be summoned.

- Ammunition for ranged weapons may not be summoned (quiver of arrows or darts for a sling shot; only the weapon alone).

- Shields may not be summoned.

- Cannot summon complex weaponry such as crossbows.

 

Half Expatriation: Combative

Through experimentation and innovation with Translocation, mages have created a method to establish two constant mana anchors in two different places. Half Expatriation gives the mage the ability to open two rifts within a distance of each other, allowing objects to pass through one of the rifts and exit through the other and vice versa.

Spoiler

Mechanics:

This is a late tier ability, only feasible by Translocationists tier 3 and above. Half Expatriation cannot be performed more than four blocks away from the mage. Once they are created, they cannot be moved, however, if the mage chooses, they can bind one or both rifts to their hands as an aid to their aiming . Such an ability may be used to shoot a projectile back at their adversary, or thrust a sword through the rift to jab into their opponent. Keep in mind that these rifts are two way, a great aid to the mage could become a deadly backfire.

 

Connection -> Create Anchor 1 -> Create Anchor 2 -> Item Passes Through Rift

 

T3: Range of 2 blocks, 1 half-expatriation before exhaustion.

T4: Range of 3 blocks, 3 half-expatriations before exhaustion.

T5: Range of 4 blocks, 5 half-expatriations before exhaustion.

 

Example Emote:

Judas flipped open his grimoire to a page somewhere in the middle of the spell book. The odd glyphs on the page begin to glow a soft pale green.

Bandit Bruh leans down to search for a rock, letting out a pleased gasp as he found and picked one up.

[!] A green rift appeared in front of Judas’ forehead vibrating in the air gently.

Bandit Bruh took out a bottle of disinfectant from his bag, carefully sterilizing the rock as to make sure it was worthy of being thrown at the great thaumaturgist Judas.

[!] A second pale green rift appeared in front of Bandit Bruh’s groin.

Bandit Bruh, finally satisfied with the rock, lobbed it at Judas’ head.

[!] The rock would enter the green rift on Judas’ forehead, shooting back out of the second rift straight towards the bandit’s groin.

 

 Red-lines:

- Half-expatriation cannot pass living organic matter or animated constructs through rifts.

- Half-expatriation will separate objects if the rift is closed while an item is inside.

- Half expatriation does not work on spells. The spell will pass through the rift as if it wasn’t there and continue on its path.

- Half expatriation reacts negatively to combative potions and will explode if a concoction such as alchemist’s fire is tossed through a rift.

- Half expatriation rifts are no bigger than basketballs.

- Life of sight is needed

- Half expatriation cannot exceed a range of 4 blocks. The rifts may exist anywhere within this range assuming line of sight is not broken.

- Half expatriation does not require the item to be studied immensely.

- Rifts may not move unless one or both rifts are bound to the mage’s hand. They may not be repositioned if casted outside of the mage’s hands.

 

Spells - Shifting

A similar concept to Expatriation, yet rather than utilizing the void as a means of storage, one uses it to transport themselves quickly. Likewise, the Translocationist creates a mana anchor on the desired target and may then teleport to the target location.

 

Minor Teleportation: Combative

The bread and butter of voidal shifting this spell allows mages to magically teleport from point A to point B. The mage simply focuses on the location they wish to go and places a visible magical ‘anchor’ before dragging themselves to that point.

Spoiler

Mechanics:

The amount of emotes required to teleport yourself depends on the distance being covered. The first emote is always connection, the second emote is the anchor and the third is teleportation. You may tack on an additional emote to double your max distance but you must telegraph on your 3rd emote and it uses up more mana, taking up ‘’2 shifts’’ rather than 1.

 

Connection -> Focus / Place Anchor -> Shift / (Optional Telegraph emote) -> Shift 2x the distance.

 

T1: Max distance of 8 blocks, max 1 shift before exhaustion. (Cannot Double Distance)

T2: Max distance of 8 blocks, max 3 shifts before exhaustion. (Cannot Double Distance)

T3: Max distance of 12 blocks, max of 24 blocks with doubled distance, max 5 shifts before exhaustion.

T4: Max distance of 12 blocks, max of 24 blocks with doubled distance, max 6 shifts before exhaustion.

T5: Max distance of 16 blocks, max of 32 blocks with double distance, max 7 shifts before exhaustion.

Example Emotes:

Billy Bob’s eyes turned a shade of yellow as he connected to the void. 

Billy Bob focused over to the pond five meters away from him, a small dot of magical energy in the color of his aura would conjure forth swirling there quietly.

Billy Bob suddenly exploded in a burst of magical yellow energy, in the same second, he suddenly appeared where the yellow dot was placed in the same burst of energy. He looked rather exhausted from his feat, sweat glistened on his skin. (Higher Tiers don’t need to emote exhaustion until getting close to their max shifts)

 

 Red-lines:

- Cannot use this to travel the vertical axis drastically (Cannot shift where you cannot reach mechanically aka atop of walls or into a very steep drop that would kill you on impact).

- Cannot use this to reach places you cannot get to MCly. You may ASK, during an event, the event leader if you may use this ability to reach the place you cannot get to MCly and with their permission do such.

- You cannot bring other people with you with this spell. Just yourself.

- EVERYONE can see your anchor. You must CLEARLY emote it. It will take on the color of your aura, a visible distortion, or a black mark.

- When doubling your distance a telegraph emote of aura swirling you MUST be done.

- Your anchor may be warded and thus destroyed, or if someone covers the Anchor with a large object it becomes destroyed. If someone wards you mid-shift you will appear half way and you will be stunned for an entire emote. If someone intercepts your path before you shift you will end up shifting in front of them stunned for an entire emote.

- You may not shift through people or materials (glass, iron bars and Arcanism included). This includes escaping from grapples, grabs or other physical restraints.

 

Brisk Step: Combative

Known as “Blinking” to some, this is a quick use of voidal shifting over a small area. This tactic is employed by mages who want to get escape areas as fast as possible.

Spoiler

Mechanics:

Unlike standard shifting, the Brisk Step can only move linearly, be it forward, backward, or diagonally; furthermore, when the magic user “Blinks” over, an arcanic trial-- typically the color of their aura-- will follow, rather than an explosion of ethereal energies. Once the mage reappears, the trail fades at their being. This action is a lot quicker to cast than normal but in return it consumes a lot more mana. This spell is picked up during T2 of one's studies and is rather straightforward. Though sending oneself through the force without an anchor can only be done linearly. 

 

Connection -> Brisk Step

 

Each Brisk Step Counts as 2 “Minor Shifts” for Exhaustion (If you use Brisk Step once at T2, you have 1 minor shift to use instead of 3)

T2: Max 6 blocks

T3: Max 8 blocks

T4: Max 12 blocks

T5: Max 12 blocks

Example Emote:

John’s eyes glazed over in an orange glowing hue as he connected to the void.

The knight saw this, quickly stepping forward to lunge his blade into John’s chest!

John would suddenly explode into a bright orange trail that moved to his left by four meters and rematerialized where the trail ended, seemingly gasping for air from how sudden he needed to shift.

 

Red-lines:

- Follows minor teleportation redlines.

- Must teleport linearly.

- Must emote your arcanic trail. Can be seen.

- Understand that sudden shifting is really exhausting even for a master mage, the shift will leave you disoriented for a moment. Each Brisk Step Counts as 2 “Minor Shifts” for exhaustion (If you use Brisk Step once at T2, you have 1 minor shift to use instead of 3).

- Brisk Step requires a cooldown period of 1 emote between uses. This means that the next emote following the use of the spell cannot be used to prepare another cast of it, though may be used for other casting. One may not attack, cast again, or take a major action in the same emote as their Brisk Step teleportation - it is an escape spell, not an offensive one.

 

Greater Teleportation: Non-Combative

A feat that is done by those who have mastered the art of teleportation. It allows a mage to set “permanent” anchors at places their soulstones have been bound too. With this, it allows them to open up a magical rift, a door of sorts, that only they may enter and be teleported to the place of this anchor.

Spoiler

Mechanics:

Quite simply a reward for mastering the art, a flavorful way to use ones soulstones is here. One must note that this spell is ENTIRELY non combative and it is against the rules to use such in combat as it follows the soulstone rules.

 

Connection -> Rift is Formed -> Exit through Rift -> Appear next to soulstone pillar.

Example Emote:

Sarrion would say his goodbyes to his friends, stepping off to the side, his eyes suddenly flared up with bright green aura as he connected to the void.

Sarrion would raise his hand as powerful green aura gathered in his palm, slowly he etched out a circle in the air as the aura would weave through the air and form a circular form. All of a sudden the aura would cave in on itself, opening a rift of bright green color. Various parchments in the room would flutter about as the air picked up from the power of the rift.

[!] The elf saluted, making his departure through the rift. It would close up instantly behind him.

>Soul Stone to Location<

[!] Sarrion would suddenly appear next to the soulstone pillar in a burst of bright green aura.

 

Red-lines:

- This spell is purely non-combative. Using this in the middle of combat is breaking soulstone rules.

- This spell follows the soulstone rules. If the soulstone is SS blocked or recharging you cannot use this spell.

- Only you may enter the rift. You cannot bring anyone with you.

 

Group Teleportation: Combative

With theory one can send themselves through the void but what about their friends? Through testing and study comes a new ability with voidal shifting to focus your magic and shift a willing person from point A to B. This would, of course, follows the same properties as normal shifting not exceeding normal standards in any way. The only difference notable is that a shroud of the casters aura would begin to cover the target, alerting anyone if they were unsuspecting.

Spoiler

Mechanics:

Following the same ruleset as minor teleportation the amount of emotes required is based on the distance being covered. The first emote is connection, second is always anchor placement, the third is telegraphing your impending desired teleported individuals and the fourth is teleportation. You may not double the distance for teleportation and for every person you shift the cost of mana is equivalent to shifting each person individually. (So if you can do 5 max shifts, and you shift 3 people, it counts as 3 shifts.) and for every person being shifted an additional emote of getting ready is required.

 

Connection -> Anchor Placement/Focus -> 1 emote of Aura shrouding someone per person -> Teleportation

 

T3: Max distance of 8 blocks, Max 5 shifts before Exhaustion.

T4: Max distance of 12 blocks, Max 6 shifts before Exhaustion.

T5: Max distance of 16 blocks, Max 7 shifts before Exhaustion.

Examples:

(Caster and One Person)

Dargo the epic magician’s eyes glazed over in a bright green as they connected to the void.

[!] The Kha would look outwards roughly five meters, a flow of lava in the middle that his friend and himself needed to cross safely. A green dot of aura suddenly appeared swirling at his desired location of travel.

Dargo looked to Largo, with a hand gesture a shroud of green aura would begin to flow around Largo.

[!] Soon after, Dargo would begin to be covered by this same shroud of aura.

[!] Suddenly the two were gone in an explosion of green aura, Dargo and Largo reappearing on the other side where the green dot was.

 

(Caster and Three Persons [Basically an additional emote PER person])

Dargo the epic magician’s eyes glazed over in a bright green as they connected to the void.

[!] The Kha would look outwards roughly five meters, a flow of lava in the middle that his friend and himself needed to cross safely. A green dot of aura suddenly appeared swirling at his desired location of travel.

Dargo looked to Largo, with a hand gesture a shroud of green aura would begin to flow around Largo.

Dargo then looked to Jargo, a shroud of green aura enveloping him.

[!] Moments later with another gesture of Dargos hand, Margo would also be joined in this shrouding of green aura.

[!] Soon after, Dargo would begin to be covered by this same shroud of aura.

[!] Suddenly the two were gone in an explosion of green aura, Dargo and Largo reappearing on the other side where the green dot was.

 

Red-lines:

- Your anchor must be visible, everyone can see it.

- An additional emote must be made per person being shifted.

- You may not shift someone who is moving around on any of the axis (Falling doesn't count).

- Group teleportation only functions upon those within the default range of the spell for your tier. Arcane foci or additional emotes do not increase the range at which people can be affected.

- Follows the same redlines as minor teleportation. 

 

Material Teleportation: Combative

In recent times with the resources of the Enchantry study on new forms of teleportation were created, a spell called Material Teleportation is one. Following the steps of minor teleportation but instead of focusing on dragging oneself through the void you would do such with an object in a similar fashion, the only problem being that these items need to be stationary. This is a more intermediate spell learned later in one’s studies.

Spoiler

Mechanics:

Following the same ruleset as minor teleportation the amount of emotes needed is depending on the distance being covered. First emote is connection, second emote is establishing an anchor, third emote is ALWAYS a telegraph emote of aura swirling around the desired object and the fourth emote is teleportation. You cannot increase the distance items can be shifted.

 

Connection -> Create Anchor -> Focus on desired object and Telegraph impending teleportation -> Teleport

 

T3: Max distance of 6 blocks, Max 5 shifts before Exhaustion.

T4: Max distance of 7 blocks, Max 6 shifts before Exhaustion.

T5: Max distance of 8 blocks, Max 7 shifts before Exhaustion.

Example Emote:

Don’s eyes turned a shade of bright blue once he connected to the void.

[!] The highlander looked down to his palm, a blue swirl of aura creating a dot over it a smirk on his lips.

Don eyed his target, a fat juicy coin purse on an unsuspecting individual. With focus, blue aura would begin to swirl around the merchant's coin purse that was rather noticeable to anyone looking at the merchant’s backside.

[!] Suddenly the coinpurse erupted into a small explosion of blue aura, appearing where the blue dot was over Don’s hands and landed with into his palm.

 

Red-lines:

- Must always emote the anchor. Everyone can see it.

- Must always emote the telegraph. Everyone can see it.

- If your target item is moving, or moves during the telegraph. Your spell will not work.

- You may raise or lower your anchor as long as it counts as your distance for how much up/down it is. (If your target is 5 meters, you may raise it 3 blocks in the air. If your target is 7 meters, your anchor may only go up 1 block in the air. Etc).

- Your anchor may if warded or another occupies it's space. The anchor will break.

- Magic itself may not be teleported.

- If warded mid-way, the shift will only take you half the distance.

 

Tier Progression

Tier 1 - Novice

The mage has just learned to connect, assuming they haven’t learned such already. Should they be able to establish and maintain said connection, they will be able to deconstruct small items after intensive study of their makeup, and reconstruct them with relative ease. They may form anchors with some struggle, at short range, and may only teleport once before being exhausted. Lasts two [OOC] weeks.

 

Spoiler

Spells: Void Pocket, Summon Weapon, Minor Teleportation

 

Tier 2 - Apprentice

The mage has increased their proficiency in connecting to the Void, able to deconstruct larger items after sufficient study, and teleport similar distances but with significantly less strain, anchor formation coming more easily. They now have sufficient aptitude to traverse the void without an anchor, but only very short distances, and at significant cost. Lasts three [OOC] weeks.

 

Spoiler

Spells: Brisk Step

 

Tier 3 - Adept

The mage has mastered their connection proficiency, now capable of deconstructing and reconstructing yet larger items with relative ease, and may teleport further and more cheaply, with or without an anchor. Anchor formation is now natural enough for them to form two, and they may to teleport others, as well as materials, all with significant strain. Lasts five [OOC] weeks.

 

Spoiler

Spells: Half Expatriation, Group Teleportation, Material Teleportation

 

Tier 4 - Expert

The mage has reached near-mastery of their practice, anchor formation coming as second nature, and items able to be swiftly assessed for deconstruction. No new spells are gained, but expertise with all is further improved, allowing greater ease of use and efficiency of cost. From here, the mage requires no mentor to further master their art. Lasts six [OOC] weeks.

 

Tier 5 - Mastery

The mage has mastered every aspect of Voidal Translocation, and gains the unique ability to teleport themselves great distances through Greater Teleportation. Anchor formation requires negligible concentration and effort, very large items may be stored in the Void Pocket and are swiftly understood in order to do so. All other skills come more easily and efficiently. The mage may now seek to teach their art to others.

 

Spoiler

Spells: Greater Teleportation

 

Red-lines:

- Cannot Expatriate living organic matter in the void for storage/half rifts. Living organic matter may be teleported through the void (Shifting).

- Magic cannot be translocated.

- Cannot Shift more than 4 people. Including the caster.

- Cannot translocate combative potions.

- You may utilize any Voidal Shifting spell in tandem with swinging weaponry without disrupting connection in the same emote.

- So long as Line of Sight is maintained (if necessary), teleportation of someone casting a spell does not interrupt that cast. 

- Voidal Shifting may be performed immediately on the emote which the spell is ready to cast, as a means to evade oncoming attack.

- Expatriation does not carry velocity. Half-Translocation is an exception to this.

- Translocation requires line of sight.

- An item must be fully understood in order to be Expatriated. Half-Expatriation is an exception to this.

- People may not be trapped in the void with Expatriation.

- A proper tell is required for any spell. Simply emoting 'Shuddering' is not acceptable.

- If you move to a point where your anchor is beyond your placement range, the anchor dissipates and the spell fails.

 

Author’s Note

I effectively rewrote/clarified this rewrite since there were a few issues with the accepted lore, such as unclarified ranges on spells, being able to translocate 12 blocks (which is far too much) and other minor problems. Unfortunately, I believe that these parameters were left vague on purpose to be loopholed and abused by one of the co-authors. I apologize to the Translocation community that I couldn’t just make a simple amendment post, but there were so many minor changes that I figured I might as well pick it apart and throw in some edits, with the addition of a new flavor spell. I’ve received permission from Toxcat to post this amendment/reformat.

 

Credit Where Credit’s Due

Elindor’s Original Translocation Lore:

https://www.lordofthecraft.net/forums/topic/88176-lore-magic-complete-void-translocation/

Phil’s Translocation Additions:

https://www.lordofthecraft.net/forums/topic/150186-additionsamendments-for-void-translocation/

Pandan’s Original Shifting Lore:

https://www.lordofthecraft.net/forums/topic/127428-magic-voidal-shifting/

Tox's Shifting Additions:

https://www.lordofthecraft.net/forums/topic/168442-✓-arcane-magic-voidal-shifting-additions/

Tox, ttwestern and I's Translocation Lore

https://www.lordofthecraft.net/forums/topic/188035-✓-magic-lore-voidal-translocation/

Amendments Author - Isaac

Current Rewrite Authors - Isaac, Toxcat, ttwestern

 

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I can’t make my arcane beams hot with this, -1

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+1 Teleporting time

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Can I use a translocation portal as a toilet?

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5 minutes ago, Sorcerio said:

Can I use a translocation portal as a toilet?

ok jk rowling

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Teleports behind u....

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This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.

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