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Olandyr
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Telekinesis 

 

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Introduction 

 

As the power of voidal understanding grows, so does a magi’s ability to dream of a greater skill to unlock. With time whispers and rumours of voidal power allowed one to cast a thought like an evocation, but not to create, but to move what is already there. A lost art which was once known, a mental grip around an object allowing a honed mage to hold a thought of throwing it, or a simple task of placing it upon a shelf. An art that was forever known in legend as a lost one called telekinesis.

 

Magic Explanation 

 

Telekinesis is a voidal magic of manipulation of objects around. Like other voidal magics, the idea of using one’s mind to picture something within the void and making it so with the sheer strength of willpower alone is used when attempting to move an object. The object itself isn’t simply moved however, the mage in turn changes the mass of an object as a whole, defining gravity and allowing levitation, the larger the object means the more mana is needed to physically change the object to be more acceptable to telekinesis. A connection needs to be made with an idea of moving needs to be presented, allowing this object which is subjugated to move to glow the mages respected colour of its aura and effectively define the laws of physics and gravity to hover around and complete tasks which the magi may wish to do.

 

  • Telekinesis uses up [1] Magic Slot. Isn’t a feat
  • Telekinesis requires a voidal connection alongside mana usage
  • Telekinesis is within the classification of Alteration Magic, under Voidal Magic.
  • Telekinesis can be learned from an accepted [TA] user.
  • Telekinesis users must hold a valid [MA] to use in-game

 

Properties of Telekinesis

 

As mages unlock new understandings of what can be used within the void, so does different aspects and abilities can be used, telekinesis is no exception. Telekinesis being a simple idea of moving an object with mind allows the user to do just that, however, with the progress of understanding telekinesis can be a strong mental ability of an unseen force rather than just a general object around a mage, this being a case users of this magic can also present a simple unseen force towards things rather than simple movement.

 

  • Telekinesis is only able to manipulate non-organic solids, these include rocks and other solid structures which the mage can grasp in hand.
  • Telekinesis cannot manipulate fluids directly nor can it manipulate multiple objects at once (unless the spell specifies otherwise).
  • Size is a factor a telekinetic user must take note of, if it doesn’t fit within both hands, then more energy is needed to move the object, more mana and more time (more emotes). If thrown then the object will hold the same weight to it and will move at a slower pace.
  • Telekinetics can counter high-speed projectiles towards them. But when they do they do not hold the ability to send it back to the shooter.
  • Telekinetic users are unable to affect voidal creations. Such as Evocations, or any voidal matter. Only naturally created objects within the realm
  • Telekinetic users require a line of sight
  • Though the size of an object or thing matters most in the later tiers, weight matters most in the earlier tiers and is something one must account for due to its limits (relative weight in ‘Tier Progression’).



 

Spells

 

[N] Minor Telekinesis T1

 

Minor Telekinesis is often used by mages for multi-tasking and basic movements of objects around them, requiring little effort for experienced mages to use efficiently. This permits the Mage to move objects at an average rate so long as it is at a close distance to them and they maintain a connection throughout.

 

This spell permits the movement of (at most) 4 objects at once in a non-combat scenario, so long as the objects they lift are (and remain) within a 10 block radius of the caster.

This requires [1] Connection emote and [1] emote to pick up an object, if 4 objects have been picked up (requiring 4 emotes after connection to do so) they may be moved in-sync over the course of [1] emote (up to the end of the spell being cast) , however the more objects lifted, the more tiring the caster will find it.

 

Spoiler

 

Redlines

 

  • Objects must be kept within line-of-sight
  • Objects may not be moved faster than the caster would be able to move them
  • Objects must stay within a 10 block radius of the caster
  • May not be used to harm, trap or steal from anyone/anything
  • Weapons may not be carried with this

 

 

 

[C] Push - T2

 

A spell often used by Mage’s to create space between them and their target, however this is unable to be used on any living thing to any effective extent due to the easily counterable nature of the spell.

 

This spell requires [1] Connection emote and [2] emotes to cast, releasing on the 2nd emote. ‘Push’ can be used to push around anything non-living, rather than the weight of the object mattering, the size of an object matters, with something such as a golf ball, is easily pushed, and a beach ball requires significantly more effort to push. The object targeted must be within 5 blocks of the caster, and though it may continue to be pushed outside of the 5 block radius, it will not change direction or be able to be pushed further whilst out of the radius.

An object may only be pushed 3 blocks away from the caster in any direction, and may not be worn by anyone/anything. 

 

Spoiler

 

Redlines

 

  • Objects pushed may not be living/worn by anything living, attempting to do so only affecting a harmless, useless ‘breeze’
  • Larger objects, regardless of weight, require more effort, more focus and more mana to be pushed. Any object bigger than 2 blocks (2 metres) cannot be pushed
  • Clothing/Armour cannot be pushed
  • Cannot be used on anything the mage cannot see, and an object will stop moving once it’s out of sight of the caster
  • Only 1 object may be pushed at one time
  • Cannot lift things, only push them away

 


 

[C] Pull - T2

 

A spell often used to coerce a weapon from someone’s hand, able to tug something towards the caster at a moderate distance.

 

‘Pull’ requires [1] Connection emote and [2] casting emotes (releasing on the 2nd), after which the object targeted may be pulled towards the hand of the caster, at a maximum of 5 blocks towards their hand, with any item bigger than a block (1 metre) l being pulled at a maximum of 3 blocks. Unfortunately, it is unable to be pulled in any direction other than the Mage’s casting tool (staff, book, hand, etc…) though the item can still be shifted in position (such as a bottle being tipped).

Any object pulled must be in a 5 block radius of the Mage.

The 'tug' of the pull will not be equivalent to how much the mage is able to lift should it be in contact with any living thing, rather it'll be the strength of the mage themself.

 

Spoiler

 

Redlines

 

  • Anything bigger than a block may only be pulled at a maximum of 3 blocks
  • Living things or anything worn by a living thing may not be pulled
  • Objects pulled must be in line-of-sight
  • Objects may only be pulled towards whatever the Mage uses to cast
  • Any object bigger than 2 blocks (2 metres) may not be pulled
  • May only pull one thing at once
  • Cannot lift things, only pull them towards
  • Must stay within a 5 block radius of the item being pulled
  • Weight of the pull will be the strength of the mage, should the object be in contact with anyone else.

 

 

[C] Telekinetic Force - T3

 

Telekinetic Force is most commonly used as a weapon in a Mage’s arsenal, capable of launching objects at fast speeds to bruise & batter, or may be utilised to stagger and dissuade someone.

 

This spell requires [1] Connection emote and [3] casting emotes, releasing on the 3rd.

Using this spell, the mage may lift an object within 5 blocks of them so long as it may fit in their hand, after which they may launch it in a straight direction for a maximum of 10 blocks, and a minimum of 3, which upon hitting, the spell will be considered over.

 

Spoiler

 

Redlines

 

  • May only be launched at a maximum of 10 blocks, after which the object will fall to the floor as any projectile would
  • Objects used must be in the line of sight, and cannot change direction after being launched
  • Objects used must be able to fit within the Caster’s palm
  • May only launch 1 object at once
  • Any object used must be able to be held in the Caster’s palm
  • Only blunt objects may be used

 

 

[C] Telekinetic Impulse - T3

 

A spell used almost exclusively for self-defence, able to send out a ‘wave’ of mana into the surroundings to drastically slow the motion of projectiles.

 

Over the course of [1] connection emote & [3] casting emotes, mana builds up inside the individual, before sending it out as a telekinetic ‘wave’, 3 blocks (metres) in height and 5 blocks (metres) in reach as it ripples outwards from the caster’s body. This is rather mana-costing, and may only be used once per encounter without falling unconscious. Using this spell, any projectiles that come into contact with the wave will be drastically slowed down to the point they almost certainly are stopped in their tracks (doesn’t affect projectiles produced by the void), and then fall to the floor. The impulse will possess a colour close to the Mage’s aura.

 

Spoiler

 

Redlines

 

  • Will only affect any projectiles in the air, and does not affect anything else
  • Cannot be sustained, wave will spread out over the course of the 3rd emote
  • Can only be used once per encounter
  • Can not extend further than 5 blocks in length and 3 blocks in height
  • Only effective on projectiles the mage knows are there (hearing arrows from behind, seeing arrows in front)

 

 

[C] Telekinetic Wall - T4

 

An ability utilised most traditionally for defence, gathering a wall of objects in their radius to protect themself.

 

This spell requires [1] connection emote and [4] emotes, releasing on the 4th. From the start of this ability, the chosen objects in a 10 block radius surrounding the mage will begin to rock back and forth, before progressing into an unsteady shaking and then rising into the air, flying in front of the mage to form a blockade in front of them, the position and formation being able to be shaped from the 4th emote, but not reconfigured afterwards. This may be able to be held for 5 emotes, so long as the mage continues to focus on the barrier. The barrier itself, however, may be broken with 3 blunt hits regardless of the materials composing it, for the telekinesis holds it together, and the objects give it shape.

 

Spoiler

 

Redlines

 

  • The strength of materials is irrelevant, 3 blunt strikes will cause the spell to end, and the shield to fall apart
  • The wall may not be composed of anything sharp
  • May not be moved after being formed
  • May not be composed of anything living
  • May not take from anything being worn or held
  • The mage makes an effort to choose items composing the wall, meaning nothing may be taken accidentally (and therefore nothing the mage didn’t know was there can be used)

 

 

[N] Greater Telekinesis - T5

 

An ability often used by mages for lifting & transporting. This serves as a larger, though more mana-costing upgrade from ‘Minor Telekinesis’.

Greater Telekinesis allows a mage to extend their abilities out-of-combat, requiring [1] connection emote and [2] casting emotes (lifting the 1st object on the 2nd emote) with [1] emote to lift a single object from then. They may only lift [6] items smaller than 1 block at any given time, with items equal to or larger than 1 block taking up 2 items lifted, and items equal to 2 blocks taking up 3 items lifted. Smaller objects may be moved around in-sync with others, though the mage must focus specifically on any object that’s equal to 1 block or bigger (1 block being 1 metre in height, width and length). Objects lifted with this may only be taken from within 10 blocks of the Mage and carried in an area of 10 blocks around the caster.

 

Spoiler

 

Redlines

 

  • Weapons may not be carried with this
  • May not be used to trap, threaten, harm or steal
  • Objects may not be used outside of a 10 block radius from the caster
  • Objects must be kept in line of sight
  • May not be used to take from any structure

 

 



 

Tier progression

 

T1

At Tier 1 the mage, should they not have already had experience with connection and the void would struggle to hold anything still whilst utilising minor telekinesis, their spells shaky. 

Can only lift objects no heavier than a book

 

 

T2

 The mage would slowly become more adept with Telekinesis, capable of pushing and pulling with delicate motions so long as they focus on the object.

Can only lift objects no heavier than a sword

 

 

T3

By this stage, the mage would gain an improved understanding of their abilities, more able to multi-task and refine their spells whilst they cast. 

Can only lift objects no heavier than an anvil

 

 

T4

At T4 the mage has almost learnt the entirety of their arsenal, able to move objects with relative ease and possessing greater control of their abilities in combative situations. At this tier, they have a refined understanding of their capabilities.

Can only lift objects no heavier than a tree.

 

 

T5

At T5 the mage has finally learnt all of their spells 

along with having mastered the simpler side of Telekinesis and finding it significantly easier to utilise it in day-to-day life, possessing a heightened understanding of its functions and being able to make a TA.

Can only lift objects no heavier than a ton.

 


 

 

Spoiler

 

General redlines

 

  • When emoting the lifting of an item, or the beginning of the lifting of an item, a tell must be made, such as a shaking of it, an aura emitting from it or shifting of the direction it faces.
  • Telekinesis may not be used on anything bigger than 2 blocks 
  • Objects used may not be taken from structures (a chunk from a house, a root from a tree) 
  • Telekinesis may not affect anything living 
  • Telekinesis may not be powergamed (checkmate).
  • Minor & Greater Telekinesis may not be used in combat. Should combat start whilst either of these is being used the items will fall to the floor, incapable of harming anyone as they do so.
  • Size matters when it comes to Telekinesis, meaning more mana and effort is used when a Mage is lifting something bigger.
  • Line of sight is required for all spells (aside from the wave of ‘Telekinetic Impulse’).
  • It May not affect anything of voidal origins.

 

 

Purpose

 

To serve as a rewrite of Telekinesis and its multiple iterations, making it easier to understand and use properly by simplifying and reducing the weight system most other rewrites had. This version aims to add more traditional moves whilst adding more practical means for Telekinesis, bringing it equal utility outside of combat & further practicality in combat, rather than picking up house magic just to move stuff around.


 

Credits

 

Livviez - Writer

GodEatingCommie - Writer

Vitalian - Feedback

Teawithbee - Feedback

Comic D - Feedback

WillowBeatle - Feedback

Any other reviewers of the lore I may have forgot


 

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When force is no longer applied to a projectile it falls as a parabola (roughly, there's some exponential factor of air resistance as well), so are you saying it continues in a parabola from the point that the force is no longer applied or it just stops dead in its tracks and falls to the ground? How much force can I impart upon my projectile? How fast can I make a projectile go?

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lol no. Why do people keep rewriting these ****, bland ass magics that don't even work on a medium like lotc

31 minutes ago, GodEatingCommie said:

[C] Telekinetic Force - T3

 

Telekinetic Force is most commonly used as a weapon in a Mage’s arsenal, capable of launching objects at fast speeds to bruise & batter, or may be utilised to stagger and dissuade someone.

 

This spell requires [1] Connection emote and [3] casting emotes, releasing on the 3rd.

Using this spell, the mage may lift an object within 5 blocks of them so long as it may fit in their hand, after which they may launch it in a straight direction for a maximum of 10 blocks, and a minimum of 3, which upon hitting, the spell will be considered over.

also this spell states 'bruise or batter, or may be used to stagger and dissuade someone', however technically you could use this to easily spew out sharp objects to just 1 shot people like everyone did with the previous iteration, no?

 

Overall, i just see it the same as the previous lore, but with actual 'abilities' added to it. Doesn't seem to fix anything, so it's a flat -1 from me. Have a good day.

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Holy ****, keep it dead. It’s not coming back because Telekinesis is an objectively bland magic with no interesting aspect besides floating objects around.

 

Quote

Livviez - Writer

GodEatingCommie - Writer

Vitalian - Feedback

Teawithbee - Feedback

Comic D - Feedback

WillowBeatle - Feedback

What a cursed lineup btw

Edited by IsaaKc
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i rly was hoping that this rewrite would be much different than the others, but it just seems a bit less/as bland akin to the rest... telekinesis could be exploited into a very creative and fun lore to rp, i think it has great potential if worked on for a while... tho, i like the general idea of this lore and i believe u should be able to pull this off with the feedback you're getting/about to get :)

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The argument that telekinesis is bland, should apply to all voidal magics.

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6 minutes ago, Sri said:

The argument that telekinesis is bland, should apply to all voidal magics.

 

it doesn't offer much other than barely lifting and pushing objects around-

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Seems a little bland but I really, really like telekinesis. The battles of Gandalf V. Saruman in the movies with all the flying and throwing each other against the walls were intense. I think telekinesis, while a little bland at face value, becomes a great tool for roleplay in the right hands. +1

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im one with the force and the force is with me

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4 hours ago, GodEatingCommie said:

Properties of Telekinesis

Telekinesis is a voidal magic of manipulation of objects around. Like other voidal magics, the idea of using one’s mind to picture something within the void and making it so with the sheer strength of willpower alone is used when attempting to move an object. The object itself isn’t simply moved however, the mage in turn changes the mass of an object as a whole, defining gravity and allowing levitation, the larger the object means the more mana is needed to physically change the object to be more acceptable to telekinesis. A connection needs to be made with an idea of moving needs to be presented, allowing this object which is subjugated to move to glow the mages respected colour of its aura and effectively define the laws of physics and gravity to hover around and complete tasks which the magi may wish to do.

 

  • Telekinesis uses up [1] Magic Slot. Isn’t a feat
  • Telekinesis requires a voidal connection alongside mana usage
  • Telekinesis is within the classification of Alteration Magic, under Voidal Magic.
  • Telekinesis can be learned from an accepted [TA] user.
  • Telekinesis users must hold a valid [MA] to use in-game

Question

Spoiler

Do telekinetic mages have a deeper understanding of the complex laws of physics that decide mass, gravity, ext... If so what are those laws exactly? If not, why are they different than other mages in being able to manipulate something which is difficult if not impossible to understand currently lore wise.

 

Magic which uses the void tends to do so in the manner of the mage having a strong grasp and understanding of how whatever they manipulate works, for example in conjuration they must have a solid grasp of the anatomy of what they wish to summon an analog of.

 

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Isn't the ability of simply moving an object suppose to be bland by lore and what you do with it allows it to not be bland. All these gamers saying how bland it is to funny magic of moving **** around. Meme and giggles man, memes and giggles. If it promotes some postive rp who cares

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8 hours ago, ItsMeDontWorry said:

If it promotes some postive rp who cares


this is genuinely not a jab at you or the creators that im sure worked hard to flesh this out as a good rewrite of telekinesis but what is positive rp in your definition of the term? there are certain routes that i believe something so broad like telekinesis can take rather than just a voidal magic gaining a vague understanding of something the 'force' that is defined in this post just via a matter of the passage of time. 
the reason why elemental voidal magics work well as a simple combat magic is because the topic itself is already defined and very simple - while telekinesis is something, especially in this rewrite isnt very fleshed out as anything but a means to an end (that is, to use the magic at all).

 

13 hours ago, GodEatingCommie said:

[C] Telekinetic Force - T3

 


the general redlines of the magic at t3 say that it cannot carry anything no heavier than an anvil. a simple google search shows that an anvil is 75-500 lbs. in my personal opinion it'd be better to flat out give a specific weight to each tier so that confusion won't be a thing, as vagueness in magic is usually what leads to powergaming - as well as @Screecher's comment on how this rewrite doesnt really solve the magic's previous problem on how weapons were used to powergame the magic (even if they are limited to only blunt weapons). it's even worse at tier five, where something that is a literal ton (as long as its two blocks wide/tall) can be thrown as 'fast speeds' towards someone. how fast is fast? does this mean i can essentially become a human cannon so long as i make them small enough to fit in my palm but heavy enough to act as a cannon by making it out of say, carbarum? (google says the largest cannonballs were only 68 pounds, going to guess this is the maximum)
can i also stop cannonballs in the air by using telekinetic impulse on them?

 

13 hours ago, GodEatingCommie said:

[C] Pull - T2

 

A spell often used to coerce a weapon from someone’s hand, able to tug something towards the caster at a moderate distance.

 


this spell is incredibly overpowered due to the vagueness of the magic in general. 'coerce' is a fairly simple term, as it implies that the user doesnt have to give up their weapon once this spell is cast. however, this is the same magic that can carry something that weighs as much as a ton at its endgame. does this mean that a force that equates to a ton will be pulling against someone? does this mean that a person has no choice but to give up their weapon?

 

13 hours ago, GodEatingCommie said:

 

Greater Telekinesis allows a mage to extend their abilities out-of-combat, requiring [1] connection emote and [2] casting emotes (lifting the 1st object on the 2nd emote) with [1] emote to lift a single object from then. They may only lift [6] items smaller than 1 block at any given time, with items equal to or larger than 1 block taking up 2 items lifted, and items equal to 2 blocks taking up 3 items lifted. Smaller objects may be moved around in-sync with others, though the mage must focus specifically on any object that’s equal to 1 block or bigger (1 block being 1 metre in height, width and length). Objects lifted with this may only be taken from within 10 blocks of the Mage and carried in an area of 10 blocks around the caster.

 


in the redlines of this spell it says weapons cannot be carried with this. weapons is, again, a vague term if you take into account that people will just carry spikes of metal with them and say they're not weapons because they arent used like the 'proper' weapons you mean to define in this post, like swords and stuff. just about anything that can carry enough blunt or piercing force can be considered a weapon. a pickaxe isnt a weapon but can be used like one. does this count?
another scenario: say im the greatest telekinester in the land, and i am against a bunch of people. does this mean i can carry six slabs of metal on me and basically use it to deflect any arrow or sword? 

again i didnt respond to this to make fun of the maker's hard work, and if i've said anything in my criticisms that is wrong please let me know, like if ive missed the existence of a certain redline.

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