Teleportation

Published by Abraxas on

Teleportation

To just appear where you wish to be is a power that even the most magnificent Casters have difficulty comprehending. Though few things can summon the reverence of your peers as instantly arriving when believed to be in a completely different location.



After the Change Days, Rigen flooded Siliren to alter the entire world forever. While many believed this was a result of chaos, the most learned Casters began to discover how even unbonded Rigen is able to move in patterns. A select few ever discovered that there are ways that unbonded Rigen prefers to move. They began calling these patterns Orrah-streams. The natural pathways in which unbonded Rigen flows across the planet, and how Rigen altered from spells and destabilization returns to the Atmopool. While most of the Casters that discovered these streams feared the attempt to harness them, some discovered an alternate way of using them.

Teleportation is simple but only in regards to its concept. A Caster first learns a new way of attuning Auristics that allows them to discover the Orrah-streams. While some may accidentally discover this use of Auristics, they likely would not understand the significance of what they saw. After that, they study the Orrah-stream to discover its frequency. The next step is the manipulation of their own Spellpool to synchronize with an Orrah-stream. Doing so instantly sweeps the Caster along as though caught in a current.

While Teleportation appears to be rather instantaneous, it isn’t. It takes time for a Caster to attune their Spellpool correctly, and the distance traveled determines the time interval between disappearing and reappearing. During that time the Caster must navigate the Orrah-stream while traveling at quick speeds. A split-second hesitation can cause the Caster to appear miles away from their intended destination. While traversing the stream they see several pathways branching off of it, and branches from those branches that lead back to the ground. They have no ability to halt their movement or reverse direction suddenly. They can only ever move forward and must find a stream that loops back in the direction they wish to go. During the entire event the Caster must concentrate on keeping their Spellpool attuned with the stream. Exiting is as simple as willing their Spellpool back to its natural attunement.

There is no visual or audible effect to teleporting. Being swept into, or exiting, a Orrah-stream is instantaneous when it occurs, and the Caster seems to just vanish or appear. The only indicator is a disturbance of Rigen that a master of rigenology, or a concentrating expert of rigenology could detect. How other Casters sense the disturbance varies, and different Casters could sense the same instance of Teleportation differently. Some might feel a ripple, others a gravitational pull to the teleporting Caster, or any number of other possibilities.


Prerequisites

Even among the elite there are very few that can demonstrate the required skill to perform Teleportation. Before they can begin learning, a Caster must be a Master in Rigenology with 100 points and have at least 50 skill points in Auristics.


Initial Learning

An instructor is required to learn Teleportation and cannot be self-discovered or self-taught. A caster requires instruction on how to manipulate their entire Spellpool in addition to attuning their Auristics to see Orrah-streams. The instructor must be at least an Expert with the spell. Speak to a Spirit Moderator before learning this Spell.


Skill Levels


Apprentice

Instructors teach the Caster how to discover the Orrah-streams and determine their frequency. The Apprentice Caster learns how to manipulate their entire Spellpool so that it matches the frequency of the stream they wish to be swept up by. Apprentices don’t know how to navigate the streams and are easily overwhelmed by the experience. They never appear where they desire too and often can travel in the complete opposite direction. At best an Apprentice can land within a few miles of where they intended. Reappearing is clumsy and the Caster crashes. Attuning to an Orrah-stream requires ten to fifteen minutes of uninterrupted effort. Casters can go a max of ten miles, but this is usually much less. Apprentices travel through the Orrah-stream at roughly one mile per second.


Journeyman

Casters focus on navigating the Orrah-streams to feel less overwhelmed when traversing them. As they progress they gain better control of where they intend to go. Journeymen no longer go in the opposite direction they intended but can still over or undershoot their destination. The Caster will land at least a mile away from their intended destination. Attuning to an Orrah-stream requires five to ten minutes of uninterrupted effort. Reappearing still causes the Caster to stumble and potentially fall. The Caster is travel up to twenty miles away via teleportation, and travel through the Orrah-stream at roughly two miles per second.


Expert

Now the Caster is able to use Teleportation the way most Casters would imagine it. They are able to land approximately one hundred feet away from their intended destination due to their improved ability to navigate the Orrah-streams. Attunement requires a little less than five minutes. Reappearing no longer causes the Caster to stumble. Teleportation has a range of up to fifty miles away. While in the Orrah-stream the Caster has learned how to influence their speed, allowing them to travel between a half-mile per second and three miles per second.


Master

At this stage the Caster is able to arrive exactly where they intended. They are also able to attune to an Orrah-stream in less than a minute. The option to instantly attune to an Orrah-stream exists, but it serves best in an emergency. A master that instantly attunes does not have time to even know what direction they will be teleporting. This can result in a Caster teleporting somewhere even more dangerous than where they left. Masters are able to teleport up to one hundred miles away and can travel through the Orrah-stream between a half-mile per second and four miles per second.


100 Points

A Master with 100 skill points is able to begin altering the frequency of Spellpools belonging to people they are in physical contact with. By paying the base spell cost per person they are in contact with the Caster can teleport multiple people with them. Alternatively, they could force another individual to teleport on their own, but would have no control over where the individual reappears. People teleported in such a way have the range and accuracy limitations of an Apprentice Teleporter. The Caster is able to travel through the Orrah-stream between a quarter-mile per second and five miles per second.


Cost

All the Rigen for Teleportation comes from the Caster’s Spellpool. The base cost is 50 points regardless of their skill level. Only masters that have reached 100 in the spell can teleport at a reduced cost. A master with 100 has a spell base cost of 25 points and must spend an additional 25 points per person they teleport.


Risks

Teleportation is the most dangerous of all the known spells. Broken concentration for keeping the Caster’s Spellpool attuned to an Orrah-stream can result in severance. The Caster will feel as though they are being torn apart as different streams attempt to envelope them. Minor occurrences of severance result in internal bleeding. Extreme instances result in severed body parts, and/or death.


Article Credit to Abraxas.

Last updated byAbraxas on July 28, 2022
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