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[Amendment] Group TP Fixes and Adjustments

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Old Lore (unclear, poor wording, bad):

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.

 

New Lore (Clearer, fixed wording, more viable, good):

Group Teleportation: Combative

One can send themselves through the void but what about their friends? Through testing and study came a development upon minor teleportation; the ability to shift one’s ally (or allies) through the Void. This follows the same properties as regular shifting, just extended to others rather than solely the casting mage.

Spoiler

 

Mechanics:

A development upon minor teleportation, the general process of group teleportation is very similar - it just also involves the setting of additional anchors around any allies one wishes to teleport, telegraphed by the casting mage’s aura manifesting about their targets. This will take at minimum 4 total emotes including connection.

The emote process is as follows:

Connection > Anchor Placement > 1 Additional Channeling Emote per non-caster being teleported > Cast

Notably, the caster does not have to teleport themselves with this spell; additionally, if the caster does choose to teleport themself, it requires no additional channeling emotes.

You may not double the distance when teleporting others, and for every person you shift the cost of mana is equivalent to shifting each person individually. So, if the caster teleports themself and one other person, it counts as 2 shifts. If the cast does not teleport themself, but teleports 4 allies, it counts as 4 shifts.

 

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, which would take 4 emotes in total) 

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

[2] [!] 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.

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

[4] [!] 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, without themselves, taking 6 emotes in total) 

 

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

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

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

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

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

[6] [!] Suddenly the three were gone in an explosion of green aura. Largo, Jargo, and Margo reappeared on the other side where the green dot was. Dargo remained on the other side, having not teleported himself with them.

 

Red-lines:

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

- An additional emote must be made per person being shifted, excluding the caster. 

- Allies must stand still during the emote an anchor is placed upon them, but may move in emotes after they have been anchored. Moving out of range of the spell, as described in the following redline, will result in the loss of the anchor upon them.

- 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.

- Should the anchor be warded or intercepted, the group being teleported would end up in the same position as would occur under minor teleportation (either a half-way shift or appearing directly in front of the interceptor). However, only the caster would be stunned - any allies teleported would be unaffected aside from the unplanned destination.

- Aside from interactions as specified above, this spell follows the same redlines as minor teleportation.

 

 

Reason: Group TP has probably some of the least-clear example emotes in any magic I can think of. In addition to fixing that, this also cleans up the text in the mechanics, adds a few clarifications and minor quality of life buffs for sake of improving its viability, and specifies that the mage does not have to teleport alongside their allies.

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Honestly is there an actual purpose to people needing to stay still for the anchor at all? It kind of just comes off as clunky to me both in the original and in this version for little actual balancing purpose.

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