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[✗] [Magic Lore] Telekinesis

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Elindor

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Floating objects are as much a part of our world as Dwarves and honeybrew beer. A candle mysteriously overhead, a book that hovers independently. But how can it be that objects and even land masses can float in defiance of gravity?

 

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Background

Since the very beginning of magic’s history the Arcane Mage was floating random bits and bobs. It isn’t apparent whether the early Mages were specifically taught Telekinesis, or if it was simply absorbed by osmosis, but from the earliest days or Arcane Magic there was floating things.

Transifugrationists (and the spirits of the dead) are still capable of raising items and keeping them aloft. But whatever happened to all the Mages of old who had been taught telekinesis?

With the return of an old wizard {who has two thumbs and wants to bring back Telekinesis?} having traversed many hundreds of years and remaining blissfully unaware of the current abandonment of Telekinesis, his writings could usher a resurgence of a timeless magic.

 

Explain!

It is not just an observation of the world, for centuries Arcane Mages have wielded the power to move objects without the touch of a finger. And with barely any effort. How can it be so?

 

Objects float when the mana that they contain is matched by an external source that wants it to float, and this mana is attached to the surface of the object through aura. Levitation affects an object in its entirety. The laws of gravity are undone by the laws of magic. As long as the mana continues to match, and the external source (be it Mage, Obelisk, or Enchantment) has the power to keep their own mana supply coursing through their aura onto the object, it stays up.

 

This is an observable truth of the world. But Telekinesis offers more than floaty decorations. The Telekinetic Mage’s inquiry is a study of the physics of motion. With a thought and a simple alteration to the position of aura upon the object’s surface, an object can be moved through space at will. And in this the Void has something to offer. The potential of the Void is not just to withdraw something that does not yet exist: there is within infinite possibility the potential for velocity without acceleration. The experienced Telekinetic Mage can draw instantaneous movement from the Void and apply it to an object. The laws of physics are undone once again by the laws of magic.

 

  • Telekinesis uses up [1] Magic Slot.
  • Telekinesis is a Voidal Magic
  • Previous users of Telekinesis can reapply for their MA at previous tier
  • Telekinesis is best learned from an approved [TA] Teacher
  • Telekinesis can be self taught at half speed progression with in-game books. OOC Oversight is required to advance beyond T2
  • Telekinetic Mages must hold a valid [MA] to use in-game

This iteration of Telekinesis has a second layer to it. Firstly is standard lifting and moving of objects called Levitation and can be advanced to T3 by any MA approved user of the magic.. Additional Tiers and advanced spells require a connection to the Void to evoke velocity.

 

Calculations

 

Like with Void Translocation, all objects have factors that change how difficult they are to interact with. In Telekinesis, the amount of mana that an object requires are affected by two factors: size and complexity.

Mana = Size x Complexity

  • How large something is will affect how much mana it contains. Physical size rapidly increases the difficulty to accurately calculate size vs complexity and is limited compared to previous versions of Telekinesis Lore.
  • Mass (a consideration of size) is very important as it is usually going to inform tier limitations.
  • Non-solids cannot be Telekinetically controlled because there is no “whole” to calculate size from.

 

  • Complexity is how “alive” something is. Usually the denser something is, the less alive it is. Because of this, despite the mass, a lead fishing weight is easier to levitate than a flower because the flower is living.
  • Complexity is also considering how many materials something is made from, with each organic material that makes up the object (and each material’s own size and complexity) changing the overall mana value. e.g. a knife is both a blade and a handle.
  • Mortals and magically affected items are too complex to be Telekinetically interacted with as the mana supply fluctuates.
  • Evoked magical things are also too complex.

 

OOC NOTE: Mana calculations are an in-character problem to discover as part of learning the magic, and to provide lore explained limitations. Players don’t need to calculate anything as the mana required is not so draining that Levitation itself will exhaust, and tier capacity limitations are provided on a spell by spell basis. A basic understanding is all that is needed: i.e. if something is man-made with multiple materials or is a living organism, that is complex and therefore can’t be too heavy.

 

Personal Downsides

Telekinetics often start out self-reliant, and as their magic increases they will become self isolating, believing that knowledge holds all solutions. The astute mortal may find methods to keep themselves grounded to others and nature, but without these tethers, the Mage will surely grow hermitted and weird. They’ll resort to using magic to do even more things that they could just as easily do with their own hands.l, finding that muscle memory and dexterity disappear. They may know theoretically how to do something, but their body does not comprehend.

 

BEWARE!

Any attempt to Levitate an object that has been scarred by or has come from the Void will immediately implant a Vodail Horror nightmare. (Objects that are from the mortal world and have been Void Translocated may be levitated without consequence).

 

 

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[Tier 1] Noncombative Levitation

One can not truly understand the world without looking under every rock. 

Every thing within the universe is magic. It interweaves all of life and is present at all times. To study the natural world is therefore also a study of magic within the world. For how can one truly comprehend a pebble, a flower, a carnivorous mushroom, unless one has also comprehended what magic lies therein? Understand the magical capacity of any thing and it will literally spring to life before your very eyes.

When magical energy of an item is matched precisely to an outside source of magical energy, the rules the universe seeks to restrain it with can be thrown asunder. One must extend their own aura upon the thing and witness as your thoughts dictate movement through space.

 

Levitation is the first step for all Telekinetic magic: understanding the object’s form and mana before deciding what to do with it.

 

Levitation is an action more akin to study than it is magic, though the outcome can appear magical, especially when used for enchantment. A mage will study the mana of the object and if they are able to match the quantity of mana the object contains, by pushing their own mana onto the surface of the object and holding it there with aura, it will levitate. The type of movements possible are slow and have no force, similar to a zero gravity environment. Effects are not permanent. The Mage’s (or enchantment source) aura keeps the object Levitating, with the Mage’s departure from the area the object returns to its normal non-floating state.

 

Studying an object is examining it in the physical world, and translating what that means in the world of magic. If part of an object is hidden by something else then it cannot be properly studied. Very large objects provide too much potential for miscalculation and will almost always fail to be accurately matched with the exact amount of mana. The largest object that can be levitated has the volume of 1 block, though there is possibility to Throw or Push using advanced spells.

 

An object that is being studied for Levitation does not have to be stationary, but any movement must be constant and therefore predictable, e.g. a toy boat sailing downstream until it hits a rock.

If an object being studied is moved before the Levitation has been fully cast, Concentration has been broken. Instead, a Mage may study an object and create a Levitation hold with it but choose not to move it about immediately. An object already held in Levitation, whether it has been moved or not, is not removed from Levitation unless the Mage wills it, or move beyond their Tier reach, or their aura is required elsewhere to hastily perform a different spell.

 

A Mage can shift or lose concentration on a Levitating object and it continues to Levitate. Player concentration is required to add or change movement and does not require continual focus. Levitation remains until aura is withdrawn.

 

Levitating multiple objects at once is possible because it does not require maintained concentration to keep an object floating. When not being focussed on, Levitated objects will slowly continue in the direction they were previously moving, eventually slowing and coming to a floating stop. Movement can only be changed on one object at a time. Heavier or more complex objects yield unpredictable results when focus shifts away from that object until skill mastery.

 

At Tier 1, Levitation is basically uncontrollable. An object that could fit in the hand can float anywhere from an inch to a foot high. The object is more in control of what it is doing than the mage. Single material objects only. This quantity of mana wouldn’t have visible signs of aura.

At Tier 2, a Telekinetic is beginning to alter the way that the object exists in space, and are able to move it somewhat to their own will. They can also start Levitating a second object while the first continues to float. The highest difficulty items (larger size and complexity) would show small signs of aura as thin airy wisps.

At Tier 3, a Telekinetic Mage can connect to an object via the Void and through this remote connection extend their auro onto the object, allowing for distance from an object being Levitated. Any objects with a decent weight to them will be demand a supply of aura that will be visible, especially when from a distance. Aura would emerge from the void and be evident around the object.

 

The Tier 3 connection to an object is easier to maintain. It is possible to interrupt line of sight after the object has been studied and maintain telekinetic connection. An object that is Levitating does not need to be seen if it is not being further interacted with, but line of sight is required for a new movement to be added to the object.

 

Mechanics

After practice, levitation takes two [2] emotes to achieve (1 study, 1 cast). The object is only able to be Levitated when both emotes have been executed without an interruption.

A tactful Mage may want to perform both [2] Levitation emotes to connect to the object without actually moving it, shifting their Concentration to something else, and return Concentration to control the Levitated object with a single [1] emote. 

The maximum volume of Levitation is 1 block. Minecraft items are not all 1 wide, e.g. a door is within the volume of 1 block.

Only if a Mage has been taught Void Connection can they Levitate from a distance from Tier 3

The position and movement of a Levitating object must be made clear to all players, preferably by placing a representative item or with precise detailed descriptions; especially when distant from the Mage.

Maximum capacity (table below) is possible once per hour. Calculate backwards from maximum for exhaustion and/or capacity with other spells or magic types.

An object can be levitated out of another player's hands, but they have the opportunity to grasp it tighter and the player’s hand has more strength than Levitation.

Maximum weight (depending on complexity) per tier is the maximum total weight. Simultaneous Levitations accrue weight and exhaustion from casting. Mana requirement is cumulative by task, each new movement adding an additional mana draw.

 

Spoiler
  • initial levitation demands the calculated amount to levitate the object (see table for max)
  • maintaining levitation is a negligible drain
  • adding or changing direction of movement requires half the original mana to levitate the object per movement change.
  • if the maximum per hour is 100kg (and 100% mana capacity) and you are picking up an anvil: estimate its weight at 30kg. Levitation is 30, moving forwards is 15,  guiding through a doorway is 15, you’re already at 60%.

Tracking mana usage is not intended as complicated calculations but a guide to how much Levitation is reasonable to do at tiers. Maximum weight is intentionally low in T4 and T5 as all movements accumulate towards the total “weight”.

 
 

T1

T2

T3

T4

T5

Maximum Weight

Lifting strength of a finger.

Lifting strength of a child.

Lifting strength of one hand.

Objects must be smaller than 1x1x1.

All movements are calculated up to 50kg with volume under 1x1x1.

Up to 100kg (calculated as all movements). Vvolume under 1x1x1.

Complexity

Most “alive” something can be is a leaf

Natural living material the size and complexity of an apple.

Living organism the size of a grasshopper. Flora smaller than 1x1x1

Living organism the size of a frog.

Any living organisms with volume under 1x1x1

Movement Speed

None

Slow

Slower than a human can move their hand

Levitation speed maxes at T3. Use Void Inertia for more speed/force

 

Distance from Self

Within reach

3 metres

Up to 8 metres.

Void Connection required

20 metres

Line of sight, max 50. Beyond 20 additional emotes are required to study object for every 10 metres

(e.g. 35 metres = 3 study emotes)

Simultaneous

One object only

Can lift two objects but only one levitating item can move at one time, the other remains still

Up to 5 of the same type of object, or 2 different objects.

Can levitate up to 5 different objects. Calculate max weight to include all objects’ weight plus half again for every movement

If objects are light and not complex, you can levitate as many individual things as you can be bothered emoting twice for, and an additional emote to change direction or speed for each one.

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Redlines

- High Tier maximum weights is the maximum TOTAL. Levitating a 100kg ingot and it just floats for a second is 100% of the Telekinesis you can perform for an hour. So be practical about maximum capacity. Don’t start lifting something that you then cannot move.

- Concentration on target is obvious to others because focus to study the object must be emoted.

- If an object is moved while being studied the concentration is lost and spell starts again.

- Minimum T3 required for lockpicking. All elements of lock or mechanism must be visible to player. Rolling is still required to lockpick.

- If a player does not release their grip on something it cannot be forced from their hands.

- Attacking a Telekinetic Mage does not make them drop their Levitations, but if a Mage must suddenly shift to a different type of magic, the Levitation ends.

 

Redline “No’s”

- Object must be visible, no part covered, and not unpredictably moving for first [2] study and connect emotes, and for any new Levitation movement.

- Projectiles and swinging weapons are too fast to be studied for Levitation.

- Levitation is on objects in their entirety. No snapping parts off of anything.

- Solids only with no freely shifting parts. It must be movable and remain as it is when moving.

- Cloth is not Levitatable for the above reason.

- Lifting Armour: there's too much complexity to where armour begins and ends, there are parts that move, and the weight of a human inside. Don't lift a player. It can't be done.

- Magical, enchanted, Deity blessed, etc. Any object that has had some kind of magic done to it (except Void Translocation as the object is still mundane).


 

Example RP

Spoiler

T1 Basic Levitation

Gricko has made up his mind to lift the letter from his father’s desk.

He stands above the desk and touches the envelope, while his mind searches out its edges.

Gricko closes his eyes, making an effort to push his own mana onto the envelope.

A delicate green mist extends in small whispers from his fingers over the surface of the envelope.

Gricko releases a nervous breath and opens his eyes. The letter wobbles at first, then gently lifts, pressing into his hand and confusing him.

The letter returns to where it lay, but Gricko is convinced that something marvellous just happened.

 

T2 Dual Wielding

Bitsy’s stares intently at the salt shaker that she levitates horizontally over her bean stew.

Her thumb twitches with concentration, convincing the shaker to move. It momentarily tips and then returns to its position, a few flakes of salt falling onto the stew.

Her loathful husband requests more beans.

Bitsy sighs, taking her eyes off of the shaker and leaving it almost completely motionless above the table.

Bitsy sizes up the wooden bowl from across the table. She knows this bowl well, it doesn’t take long to study it.

Bitsy waves her fingers across, the bowl beginning to move in response, sliding gently till it bumps her husband’s horrid arm.

He grunts in reply.

Bitsy’s attention shifts from the bowl to stare once again at the salt shaker, considering her next action.

 

T3 Lockpicking

Gideon looks about shiftily. The hallway is abandoned.

He retrieves from his pocket a small mirror on a stick.

Sliding the mirror into the wide keyhole, Gideon can make out the internal mechanism as he moves its reflected image around.

Gideon examines the first pin being made of brass.

Gideon extends a small amount of mana, a purple glow starting to run down the mirror tool.

The pin slides back with a soft click.

Gideon moves the mirror back a bit, oscillating between the first and second pin.

Gideon concentrates on connecting with the second pin.

It slides back with a similar click.

Sharply he turns the doorknob as his view of the pins becomes obscured.

 

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[Tier 3] Combative Levitation

“I may be weak, but I am NOT defenseless” - The last words of Pimblesnub the Flat from the folk story: ‘Pimblesnub and the Giant’.

A masterful mage is weak in body, but there are other tools to overcome such obstacles. When Levitation has been adequately mastered, the possibilities arise to wield instruments of battle for self defence. 

 

Quote

 

Levitating items can be used for attack and defense. The most important consideration is that it does not make you more powerful than a regular swordsman. Through Levitation a player could use minecraft mechanics to engage in a PVP fight even if their character does not have the physical capability as a magic user.

 

In roleplay fighting, a Telekinetic will move slower than a normal player. This will be demonstrated in the number of emotes that are required to keep up a fight. Combative and Noncombative Telekinesis is slow as there is only one movement command at a time. So while it does become possible to move a weapon around someone in a way that would be impossible normally, the swinging around and stabbing are separated movements. Any player will be able to see what is happening as it happens and counter.

 

An object can be used to defend against attacks, even very large attacks from a construct or artillery, but the physical attributes of an object (particularly when shielding) will change the moment that it receives a blow. During combat, if an attack is of a force to alter either a weapon or shield at all (chip, crack, bend, break a piece off) the object is dropped.

 

Bringing a sword to a mage fight isn’t particularly effective. Magical attacks tend to leak mana onto an item they make contact with. Defending against magic attacks will mean dropping the object every time it is hit or comes near magic aura.

 

Mechanics

Levitation in combat takes two [2] emotes to begin with (1 study, 1 cast to pick up) and an emote for every manoeuvre. Every three combat emotes will require an additional one [1] emote to demonstrate maintained concentration.

Dropped objects require two [2] emotes to Levitate again before wielding in combat.

Combat RP that lasts long enough for a mage to be up to their third re-concentration (more than 10 emote fight) has exhausted the Mage. They won’t even have the energy to hold a weapon normally.

A Mage can wield a levitated weapon outside of their arms reach. The nuance of a swordfight is such that the best angle to see what is happening is IN the fight. A Mage will fight very clunkily (think big sweeping moves) and make mistakes at any distance more than [3] metres, and it would be impossible to fight beyond [8].

OOC Note:

This ability is primarily to facilitate minecraft mechanic battling for mages, whether against mobs during events, or for easier PVP and war. In CRP the mage is slower than a normal player, even though they may be able to sword fight while not being close enough to take damage, the slowness to reposition a weapon or shield makes it more akin to swinging a flail about. There’s no capacity to counter or parry.

Redlines

- Combat RP is not possible to do well with Levitation. It is too slow. If you’re winning fights you are doing it wrong.

- Never combine Telekinetic movements. One directional move = one emote

- Anything levitated is dropped when hit hard. 2 emotes to pick it back up

- Interrupted concentration leaves the object wherever it last was.

- A Mage dodging or defending themselves shifts their focus off Levitation. You can't dodge and also attack with Telekinesis.

- Mage’s tire from fighting after 10 combat emotes.

- No making projectiles with Levitation, there isn't enough speed. Advanced Telekinesis spells are required to fling objects dangerously.

 

 

[Tier 3] [Combative and Noncombative] -  Void Inertia (or “Throw”)

Was it not already moving? Who’s to say?

All possibilities are true within the Void. Not only for the existence of things, but the alteration of them. Levitation is practical but slow. There comes a time when more is required. In the Void, space is bendable; therein we discover limitless potential for force to be applied in an instant. The evocation of velocity. A thing that is Levitated will obey the summons of such things. Bring from the Void speed and power and present it thus upon the object and away it flies.

 

Quote

Additional power, either in battle or in everyday, requires connection to the Void. To move something with any reasonable speed (enough to make an arrow dangerous or blow a door off its hinges) is an additional step to simply Levitating it. The action of Void Inertia is drawing movement from the Void and applying it to the object to move it in one direction faster or with more power than Levitation can. This “throw” is a single effort and does not continue or build momentum. After having Void force applied to it, real world physics immediately take effect on speed, direction, ballistic trajectory, aerodynamics.

 

Void Inertia is in addition to Levitation. The spell’s process is the similar: study object and make mana calculations, connect to the void to find motion, apply force to the side of an object the acceleration is desired. When Void Inertia is applied to an object the Levitation connection is lost and ordinary physics immediately apply.

 

At Tier 5: object study and Void Connection can be performed while moving; and an object can be thrown even when it is no longer visible to the Mage, though accuracy will obviously be greatly impacted when unable to see the required path.

 

Mechanics

Adding Void Inertia to a levitated object adds one [1] emote for connecting to the Void, making it three [3] emotes before an object can go flying across the room (1 study, 1 void connection, 1 cast) or [2] emotes on an already Levitating object (1 void connection, 1 cast).

Study emote is obvious that concentration is aimed at a particular object. Void connection emote must have a physical tell on the mage. Cast emote is the cause and not the effect, e.g. Chuckles’ mustard coloured aura flashes over the candlestick as momentum is forced into its base to launch it up.

 

When using Void Inertia to throw objects that are similar (e.g. pebbles) the additional study 

emotes can be dropped so that it requires two [2] emotes to throw things.

 

It is possible to throw an item held by another player, and even to throw something towards one's self. If a player is not willingly releasing their hold in RP both players can [/roll] to settle.

 

Potential power of projectiles depends on the aerodynamics of the object, but as a general rule:

  • T3 is equal to a normal human's throwing power.
    • Must start within [3] metres of Mage and can be thrown up to [8]
  • T4 is equal to a sling or throwing knives. Objects the size of a block can be thrown a short range [4] metres and capable of bruising or fracturing bone.
    • Able to reach items up to [8] metres away visible but does not need to be reachable
  • T5 is equal to a hand-crossbow but range maxing at [24]. Objects the size of a block can be thrown with force of a javelin (aerodynamics considered)
    • Reach any object within [24] metres of the Mage up to a further [24] from its starting point, real-world physics applying (e.g. a door won’t fly well or fast as it isn’t aerodynamic).

 

Redlines

- It takes three emotes, two at best, so no powergaming an endless series of deadly projectiles.

- Study emote is obvious what the focus is. Void connection emote must include a visible tell.

- Items cannot be forced out of someone’s grasp, they must be permitted a chance to hold on.

- High speed projectiles at close range would be very effective, but not able to pierce dense bone. You must have permission before performing any execution type actions. Do not describe details of what happens once the skin is pierced. There’s no need to traumatise anyone.

 


 

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[Tier 4] Combative - Force Push

When brain fails, use brawn

The already moving forces of the Void can be applied anywhere: upon a Levitated object, or a point in space. Anything in the path will feel the brunt of summoned inertia. The position is located like Void Stepping. A point in space is examined, a Void Anchor is attached to the space, and the momentum of the Void is welcomed into our universe for that single point.

 

Quote

Summoning a rush of force to an area can aid a mage in a pinch. Obviously it wouldn’t be possible to Levitate a player, but blasting them away is all part of the fun. Force Push occurs only in the intended point in space. At Tier 4 a Push is only for a moment and is gone again. At Tier 5 the push can be sustained for a brief period of time. It is a sudden rush of movement away from the Mage that exists in a specific space, so has no accuracy for what occurs when the force is applied to something.

 

Casting Force Push at a distance requires a Positional Anchor to bring the Void’s energy into. This will be demonstrated by a line of aura that expands like a mouth opening. Then the force will enter the space and blow anything in the 1 block away.

 

Force Push can be used on projectiles and magic. The direction a pushed projectile will go is partly the direction of the Mage’s line of sight, with too much randomness to be counted on. Unless the Force Push happens directly in front of an archer, the chances of knocking a projectile out of the air and returning it to the archer are zero. Where projectile magic is concerned, the question of which magic arises superior is about the physics. Force push isn’t wind, it is accelerated movement; so a fireball will be returned towards its sender, whereas Force Push has almost no effect on water.

 

Mechanics

Force Push is a faster Telekinetic spell and can be used at enough haste to knock a projectile out of the air, requiring two [2] emotes at close range (1 void connection, 1 cast). Close range is within reach of hands or a handheld extension (staff, etc).

Force Push requires three [3] emotes at a distance (1 void connection, 1 space connects to void, 1 cast)

From a distance, Positional Anchor will be represented by a block or thrown item wherever possible, or described with clarity.

Area of a push is one [1] block. Up to [8] metres distance, line of sight.

Something being affected by push is knocked back [4] metres at T4 and up to [10] metres at T5.

A sustained push can only last for a minute (long enough for players to do 5 emotes) before any mage will be completely exhausted.

 

Redlines

- Cannot be cast while moving.

- Force Push is only 1 block wide

- (For distance) Represent space to be Force Pushed in Minecraft

- Cannot hit a shooter with their own shot unless Force Push is directly in front of them (the shooter).

- The outcome of Force Push on things cannot be aimed, except where the Push affects a large thing that would obviously hit someone. See example below.

 

RP Example with an extra emote to be nice.

Spoiler

Kremy spies an unwelcomed visitor peaking through the gap in the curtains beyond the window.

He looks down in thought. One hand upon his cane tightens and a muscle spasm jiggles his wrist.

Kremy raises his gaze towards a deep purple seam that draws itself across the air between the curtains.

The seam opens wider with a swirling purple mist.

Kremy raises his cane and points it at the intruder. A surge of force blasting from the perforated air into the window, immediately smashing into a thousand tiny pieces that rain down.

 

 

 

[Tier 3] Noncombative - Pushing the Limit

Quote

 

Levitation comes up against difficulties with large objects being too complicated to accurately calculate mana requirement. Void Inertia and Force Push do n0t struggle with these size limitations. The possible amount of force that can be applied to an object is dictated approximately by tier strength:

  • T3 a barehanded human force
  • T4 double the strength of a person
  • T5 strength of a bear

 

Using Force Push on an object larger than 1x1x1 can get things moving depending on its own physics. Shifting a horse-drawn cart is possible, but consider the force you are able to apply to it. T4 could push it forwards on wheels and T5 could give it a decent barge from any direction, but the cart is never going to fly up into the air.

 

Sending Void Inertia into the surface of a larger object or structure will put great strain on fragile surfaces, irrelevant of the total size. Wood, glass, clay, brickwork, stone that are one block thickness will develop a rupture wherever a weak point exists under the area being pressured. The object must first be studied for a Mage to determine how much and in what way force could be applied. As target objects get larger the complications of attempting to rupture increase exponentially. Failure means nothing happens.

 

Mechanics

Pushing the Limits adds one [1] emote to Void Inertia or Force Push being cast

Larger objects than 1x1x1 volume will require Pushing the Limit.

 

Attempting to damage large surface areas will be successful based on [/roll20] for every block that is part of the object or structure (e.g. 2x4x1 brick wall requires roll of 8+). Damaging a wall that is larger than 20 blocks requires a roll of 20.

 

Applying the maximum available force is reckless behaviour and comes at a cost. It can only be done once per hour [T4] and twice per hour for skill mastery [T5], exhausting the mage at the same rate (100% @ T3/T4, 50% @ T5) but there is also an equivalent exchange cost for overexerting to break physics. A muscle will be permanently scarred in the process.
 

Redlines

- Only weaker materials that are one block thick or thinner can be cracked.

- Objects must remain visible throughout all emotes

- Intending to damage a wall requires a Story Team/staff member present.

- Void Inertia can not break through a wall, if successful it will create a crack.

- Cannot Push the Limits on any living thing including flora.

 


 

[Tier 4] [Noncombative] - Crush

Ideal for miscreants and troublemakers

Matter is incredibly unstable when the Void draws near. Because a Telekinetic Mage has learned to draw forth movement from the Void, they are able to apply this force directly into an object. The result is, usually, an omelet: unprecedented motion pressurizing the very fabric of something, threatening its existence within our world, until it can endure no longer.

 

Quote

 

Applying a sudden force from the Void onto a Levitated object will send random force through the object until a weak point is identified, the weak point will give out, and the force from the Void will dissipate. The object is compressed violently inwards and the result will depend on its form, density and elasticity (e.g. metal cannot be crushed but could crack, a book will only be cosmetically impacted and spring back, but a flower would become pulp).

 

Mechanics

Four [4] emotes to crush an object (1 study, 1 cast levitate, 1 void connection, 1 cast)

Power and exhaustion are determined by the same tier mechanics above:

  • T3 a human force
  • T4 double the strength of a person
  • T5 strength of a bear
  • once per hour adept [T4] and twice per hour for master [T5]
  • If less force than maximum is required, Crush can be cast more than once per hour

 

RP Example

Spoiler

Torbek is in the garden attempting to read the children’s fable ‘Pimblesnub and the Giant’.

A worm inches along the edge of the hardcover, then suddenly turns and moves down the page.

“Wormeee, Nooo.”

Torbek examines the little squirmer, paying close attention to it.

He reaches out his hand, nearly touching the worm. Translucent wisps of lilac colour drift from his hand onto the worm.

A small shiver runs down Torbek’s spine as he raises his forefinger, the worm gently lifting into the air, frozen in position. 

Torbek looks into the middle distance, mentally trying to find something just out of reach.

He looks back to the worm and touches his finger to his thumb, immediately compressing the floating worm.

Blood and bile spray everywhere, dribbling onto the book.

Torbek sighs at his mistake “Ohhhh”

 

Redlines

- Crush is cast on Levitated objects with the same tier limitations and redlines.

- Mage Player must know what something is made from in RP and OOC before attempting to Crush.

- Soulbound items cannot be Crushed.

 

 

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[Tier 5] Combative -  Force Bolt (aka Magic Missile)

Raw telekinetic power

The Telekinetic mage is usually the thinker, preferring to avoid combat. But should a conflict be unavoidable there is a rare glimpse of power that can strike down even the sturdiest of foes. Velocity from the Void is pressured into a single space, sealed within a prism of aura, and then hurled at an enemy with uncompromised speed. All who see it have learned to fear the last resort of the Telekinetic.

 

Quote

Taking on a glass-like appearance, the Force Bolt is compacted velocity that is contained within an extension of aura. The Mage extends their aura directly in front of them, summon chaotic instant motion from the Void into the space, and compact it into a neat package. It is held in the air by levitation, for if the mage were to touch it they themselves would become subject to violent acceleration.

 

Because it is velocity waiting to be unleashed, the Force Bolt can be released at a target and travel frighteningly quickly in a straight line from the mage. It doesn’t have to be released though in this manner though. Force Bolt could also be held in Levitation and manipulated with more control.  

 

The impact of a Force Bolt being released has the equivalent damage of being hit by an arbalest. Whether released upon a target or simply making contact with a target, the unleashing of raw movement explodes, throwing the receiver in any random direction at high velocity, or causing severe property damage. A released Void Bolt’s damage is two fold: impact and sudden newtonian force.

 

Mechanics

Force Bolt requires four [4] emotes to fire (1 connect, 2 cast, 1 shoot) and must be evidenced by aura from the second emote.

If released, bolt travels quickly, making it difficult to dodge within 8 metres unless a dodge emote began before the Mage’s shoot emote.

Can be cast up to 25 metres. Travel time means long-distance bolts are easier to dodge.

Max [/damage 30] for bolt impact, with consequence of fall damage being a bit more.

Mage does not have control over the specific direction their target is thrown.

Force Bolt will use 75% of full mana supply at the point that it is made, regardless of use or outcome.

 

Redlines

- Cannot be cast while moving.

- Requires a clear shot

- Effects are on 1x1 space. Will not be able to break walls or gates or destroy buildings, but will do damage to the specific area

- Does not instantly kill

- While armour can be cracked under impact, damage received is reduced by half. Armour does not reduce how far something is thrown.

- Anti-Void magics like Abjuration Shielding render Force Bolt’s impact powerless, but the force will still be released unless the Abjuration is for Telekinesis.

- Before casting Force Bolt, it is possible to have done some Combative Levitation, a single Force Push, or an equivalent of 25% of capacity in another magic type; any more than this IS powergaming.

- Only once per day. You gotta recharge.

 

 

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okay written and follows established lore well well but this will be terribly powergamed and is just too complex for it's own good

+ ai art.

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I don't believe the combat use is normalized. Old telekinesis had issues where people would make the case that a ball of pure gold - highly dense & relatively small - could move at a speed that would puncture through someone. I am not sure this addresses that. I also believe borrowing from other voidal magics & their formatting would help a telekinesis rewrite pass. It's a fascinating magic, but I would borrow sternly from techlock - limiting attacks to the same format as arbalests, crossbows, bows, slings, etc. Things like 'the strength of a bear' are prone to nebulous calculations in the hands of LotC supernerds. 

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im not even joking i said that only CT monks should have telekinesis today so we can be jedis

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32 minutes ago, DISCOLIQUID said:

I would borrow sternly from techlock - limiting attacks to the same format as arbalests, crossbows, bows, slings, etc. Things like 'the strength of a bear' are prone to nebulous calculations in the hands of LotC supernerds. 

I would agree.  I don't understand what tech exists to make comparison to it (and there's page upon page of accepted lore) so I removed the need for such things as much as possible. I anticipate there is real tech examples to handle both heaving strength and shooting strength. I just don't know what they are.

 

37 minutes ago, DISCOLIQUID said:

Old telekinesis had issues where people would make the case that a ball of pure gold - highly dense & relatively small - could move at a speed that would puncture through someone. 

I don't see this maintaining those problems as acceleration is applied once and then normal physics take over. So blunt object lacerating doesn't make any sense, especially as there is no real way to do that (earlier comment) with any existing tech. if that isn't clear enough I can reconsider where the confusion has come in.

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Just now, Elindor said:

I would agree.  I don't understand what tech exists to make comparison to it (and there's page upon page of accepted lore) so I removed the need for such things as much as possible. I anticipate there is real tech examples to handle both heaving strength and shooting strength. I just don't know what they are.

 

I don't see this maintaining those problems as acceleration is applied once and then normal physics take over. So blunt object lacerating doesn't make any sense, especially as there is no real way to do that (earlier comment) with any existing tech. if that isn't clear enough I can reconsider where the confusion has come in.

 

I would use the techlock page! They lay out clearly what types of projectiles do what damage & can dent, puncture, or go through certain armors.

 

 

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i think clarifying how you can make things float eg size etc with or without needing tears/obelisk would be better than a new magic

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Adjusted the "Throw" to reflect Techblock values. Makes it much easier to understand. Have left Push and Crush with the "strength of a bear" because to me it is the most sensible way to comprehend the power available when the situations can be so varied.

 

Also a note for Lore Reviewers. The system detailed here is intended to provide a basic concept of Levitation and then is built upon with additional layers: 1) Throw, Push, Crush ; 2) Pushing the Limit. Combative Levitation is its own thing. So when it comes to considering balance of this magic, I see this system being functional enough that parts can be removed for balance while the Lore remains still complete. So if something feels too much or easily taken advantage of: let's have a conversation.

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This lore has been Management Veto'd.

Unfortunately, this lore falls under the category of "Bad Lore" as explained in this topic: 


From my glance over, this piece doesn't really address prior issues or take the concept in a direction that would free it from the embargo.

 

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