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[✗] [Invention/ Discovery] Translocator Portals


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Translocator Portals

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Origin

 

The halls of The Mages Guild were bustling with activity as magi from all across the realm sought the expertise of the Aegisian guild’s many arcane traditions. This activity created a diversity of ideas as various ambitious minds melded together to develop the arcane.

 

As the guild expanded, claiming new guild halls across the realm that inject voidal practices into the mainstream of mundane society, did the guild find a new need to safely and quickly travel between guildhalls. A way that did not require magi to travel across the unsafe wastes of hollow-lands, murky forests, humid swamps, or bandit-ridden deserts. Thus, the guild devised an idea.

 

Mimicking the aesthetic style of the ancient world portals used to travel descendants between the various continents, researchers at The Mages Guild reverse engineered the essence of these portals into a new working arcane model, using Translocation and Transfiguration magics. 

 

All Translocator Portals come in pairs which are capable of acting as semi-permanent mana anchors allowing organic and in-organic matter to travel between the two. Unlike their cousin invention “Voidal Tears” which The Guild used as a base reference for creating portals; this invention does not cause voidal corruption as the two mana anchors are limited to being placed within the dimensions of each portal frame, and a ward system has been integrated into the enchantments placed upon the portal which shields all mortals that pass through or stand near the portal from any adverse effects; thus destroying any lingering voidal corruption produced by the portals activation.

 

Translocator Portal frames come in a variety of sizes ranging from a 3x3 meter portal that is only able to transport an individual person at a time, to a 7x7 portal. Though, The Guild theorizes that this size range serves merely as a soft cap, and is able to surpass the prescribed dimensions.

 

With the various potential uses portals may bring, The Mages Guild has further pondered upon the practical applicability portals may have in facilitating seamless travel and trade which will satisfy the migratory delights of the descendants. Therefore The Guild hopes that portals may be a boon to all groups with a large enough congregation of translocators, and be a tool that improves the impact magi have on the mundane world.

 

https://www.lordofthecraft.net/forums/topic/196066-✓-voidal-tearing/


 

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Creation

 

Orchestrating the creation of a Translocator Portal is an arduous feat at best. It requires a series of interactions between many different magi of varying voidal schools and proficiencies, and is no mere task for an individual. The creation of a portal can thus be broken down into 3 prongs:

 

First Prong: The Arcane Hedron

 

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After sifting through the complex of ancient tomes in The Mages Guild library, the researchers of the guild rediscovered the ancient writings of a lost invention devised by the past archmage Kalameet Izalith. Famed for his development of the Mana Obelisk which is still used today, the archmage had a few lesser known inventions which were obscured by the recesses of time; Lexicons and Holocrons.

 

The Arcane Hedron combines the base functionality of Kalameets’ Lexicons and Holocrons as both a storage device of information and replicator. However, whereas Kalameets’ Lexicons were used to store sound, text and visuals; only to be replicated by its sister invention the holocron; the researchers of The Mages Guild adapted Arcane Hedrons to instead store the mana-signature of spells imbued upon them and later release this mana-signature to be used for a given purpose.

 

The Arcane Hedron for the purposes of this spell must be forged from arcanium imbued with translocation magic. The surface of the Arcanium must be transmuted with a series of arcane glyphs that are so finely shaped that replication using mundane means is nigh impossible. These glyphs describe the exact purpose the Hedron will serve in the ritual they are used for. Afterwards an individual with the artificery feat must imbue an enchantment upon the arcanium so that it may then serve the purpose of being a receptacle of translocation and transfiguration magic.

 

Due to the severe cost in mana it takes to create a single Arcane Hedron, the mage who created the hedron will find themselves unable to cast magici for 12 (OOC) hours. After this period of time their mana pools will have been sufficiently replenished to create another.

 

It is also of note that Arcane Hedrons carry the strange property of not being bound by gravity, and will remain in whatever position it is spatially located in, unless another counter force is placed upon it such as being moved by a hand, pushed, or an alter position spell placed upon it. 

 

The last step in this prong is to imbue two Arcane Hedrons with the mana signature of a powerful translocation spell. This ritual requires at least three translocationists and one transfigurationist who, in a circling ritual, simultaneously imbue both Hedrons with the combined complex of a translocation spell. The process of this ritual begins with the three translocationists pooling their mana together to form a single mana anchor. After filling the mana anchor with a rich amount of mana, the translocationist leading the ritual then must split the initial mana anchor into two connected anchors.

 

A transfigurationist then places the Hedrons where the split mana anchors are located. When this is done, the transfigurationist must then perform a final enchantment spell on the Arcane Hedrons, where they are imbued with their given portion of the split mana anchor. Then, the ritual is complete, and all participants in the ritual will find themselves so exhausted that they will be unable to cast magic for 12 (OOC) hours.



 

https://www.lordofthecraft.net/forums/topic/206183-✗-magic-invention-holocrons-hedrons-hidden-doors/

https://www.lordofthecraft.net/forums/topic/197733-✓-voidal-feat-voidal-artificery/

 


 

Second Prong: The Portal Frame 

 

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From within The Mages Guild lies a series of compendiums depicting the appearance of the world portals used in previous continents such as; The Verge, and The Fringe. In this document, the World Portals were commonly shaped in rectangular, or semi-ovular forms and made from earthen materials such as volcanic sediment, and varieties of stone. Despite this, the researchers of the guild have experimented with a variety of shapes and materials only to discover that portals are not so-limited to a simplistic door-like frame. Instead, portals can take on many shapes and forms;as they act as the physical structure which a portals’ rift fills. Portal frames thus determine the rifts’ defined shape.

 

Because portals are limited in size to some degree, the inner section of a portal frame generally must be between 3x3-7x7 meters in dimension. However, even larger portals can be made. For every additional magi beyond the 3 translocationists and 1 transfigurationist participating in the imbuement ritual, the maximum inner size of a portal frame increases by a 1x1 dimension.

 

Lastly, because of the great cost of mana needed to sustain the multiple uses of a Translocator Portal, their frames must be erected within the vicinity of a voidal tear, or mana obelisks’ aura. In the alternative, a portal frame can also be connected to a voidal tear or mana obelisk with ley-lines and manawire. 

 

Third Prong: The Assemblage

 

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When two Hedrons have been imbued, and two portal frames have been erected, all that is left is to assemble the parts. This is performed by bringing each hedron to their corresponding portal frame, and placing it into the frames center. Afterwards, a transfigurationist infuses their mana into the Hedron. When this action is performed, the Hedron will spur to life with that mages corresponding aura color; commonly this is seen by a display of magic which causes the Hedron to peel over, and the arcane glyphs scribed upon it to spiral around the Hedron as it charges. Upon the Hedron being sufficiently charged, the spell that is captured within it will be released. This release of the portal enchantments mana signature wreaths the portal frame in the aura color corresponding to the activating mage. This action consumes the Hedron and puts it into a defunct stone like state which cannot be used again; although some choose to keep it as a memento of this grand occasion. 

 

When this process is  repeated on the second portal; the portal system is completed. Finally, anyone may pass between the twin portal frames to their leisure.

 

Redlines

- The required components to creating a portal include; 2 charged Arcane Hedrons, and 2 portal frames

- To create a Hedron; Arcanium infused with voidal translocation magic needs to be transmuted with arcane glyphs upon its surface, then it must be enchanted by a character with the artificery feat so that it is          able  to receive voidal translocation magic. Afterwards the artificer will be unable to cast magic for 12 OOC hours, as their mana pool will be drained.

  Hedrons cannot be used in combat, and cannot be used for any other purpose besides the creation of portals unless additional lore or a Mart is made which utilize a Hedrons function.

- To charge a Hedron requires a ritual between a minimum of 1 T5 Transfigurationist and 3 T5 Translocationists; after which all participants in the ritual are unable to cast magic for 12 OOC hours

- The maximum size of a portal is 7x7, however, for every additional T5 mage added to the circling ritual, the dimensions of the maximum portal size increase by 1x1 blocks.

- The presence of tier 5 mages is compulsory, however magi of a lesser tiers may act as equivalents of a tier 5 magi: 

 

Two tier 4 magi = One tier 5 magi 

Two tier 3 magi = One tier 5 magi

 

- The creation of a portal requires Moderator approval; a modreq will suffice.

- The creation of a portal requires Story Team approval; a simple Sreq with screenshots of the creation process will do. 

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Maintenance

 

Because of a Translocator Portals’ delicate nature; occasional maintenance is often required to upkeep its performance, so that the enchantment laden upon it is not disrupted. Minor repairs may consist of the menial task of affixing mana wires, re-strengthening ley-lines, or merely cleaning the portal frame. Though, sometimes a larger  is repair is needed, which may require a transfigurationist to voidally feel the portal and alter the enchantments laden upon it so that they do not wear overtime through overuse.

 

Each portal must have a minor repair performed upon it every (OOC) month, however, after two minor repairs have been performed, the third must be a large repair which requires 2 transfigurationists to perform a circling ritual in which they voidally feel the portal with an ST present and must fix the described imperfection in the portal. This may range from a lesser voidal horror getting through the portal, causing it to malfunction by passively feeding off its energy to simply requiring a series of repairs upon the portal through a roll check. It is entirely up to the ST’s discretion. Though, it is important to note that portals are not known to explode.

 

If the portal fails to be sufficiently repaired, the portal will become defunct. A defunct portal cannot be traveled through, and instead requires a circling ritual with 5 mages, led by a transfigurationist who knows how to make portals in order to reactivate the enchantment placed upon it.

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Redlines

 

- Portals do not produce voidal corruption like their cousin; Voidal Tears and Obelisks

- Portals act as reskinned ferries, thus all rules related to ferries also apply to Portals

- Portals can take on any appearance or shape as long as it is comprised of inorganic or dead-organic materials, and has a hollowed out section where the portal is activated

- Portals cannot be used in combat scenarios nor as a means to fast travel for a raid.

- Any magic cast into the portal will simply dissipate, and be rendered harmless.

- Portals can be destroyed in an abjuration circling ritual consisting of 4 T5 Mages, or by physically destroying one of the portal frames (such as with a pickaxe, or hammer); These methods permanently destroys the entire portal system, and requires both portals to be made anew entirely.

- Portals must be repaired within an OOC month after its creation or since its last repair; after two consecutive minor repairs the third repair must be a large repair

- Portals require Story Team and Moderator notification that the portal is being destroyed (A simple Sreq or Modreq will suffice)

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Creators

Booklight12- Who wrote this

Mhu_Thulanian- Who brought this up in RP and helped flesh out the rules

King_Kunuk: Who gave large amounts of feedback and contributed to the initial draft

SoulReapingWolf: Who helped with the initial idea

Edited by TheMagesGuild
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The lore is solid and works i'll give it a +1

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They worked tirelessly on this, and the product is blowing my mind rn. Portals fit perfectly into the mages guild theme.

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Wow, really nice addition I think! Good flavor to an already spicy magic!

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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

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