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Author Topic: Teleportation  (Read 18688 times)
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Rayne (Alýr)
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« on: 07 March 2004, 07:13:00 »

Before I begin I would like to say that I believe teleportation is a extremely powerful spell. I find those who use it tend to be power characters. I feel restrictions should be placed on it to prevent it from being used excessively or unfairly. In a battle, a person able to use teleportation as much as they desired, as quickly as they desired, would probably be undefeatable.

For this reason I believe it is necessary that certain limits be put on this spell. If resonable limits can't be set, I think the spell should be abolished completely as to keep things fair. I myself am not quite sure what sort of limits would keep this spell under control. While talking to my friend, appearantly an avid Everquest player, he said that in the game it took wizards 40 seconds to cast this spell, and this kept it from being over used. I'm not really sure how that could be applied there, though.

If anyone here has any ideas about how to restrict the use of this powerful spell, please say something.

...Ripples in the Dream Pool...

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"There is much misjudgment in the world. Now, I knew you for a unicorn when I first saw you, and I know that I am your friend. Yet you take me for a clown, or a clod, or a betrayer, and so I must be if you see me so. The magic on you is only magic and will vanish as soon as you are free, but the enchantment of error that you put on me I must wear forever in your eyes. We are not always what we seem..." -Schmendrick the Magician, The Last Unicorn
Koldar Mondrakken
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« Reply #1 on: 07 March 2004, 08:06:00 »

I'm against those spells altogether, there are no transporters, particle streams/beams/rays/... and similar in Sorren to help someone travel through space. All magic is used in conjunction with certain elements so while speeding up travel teleportation seems impossible to me.

The only exception might be Weavers who bend the matter altogether and thus can travel over some distance.

All other mages don't use the right staff to make them teleport somewhere I guess...

As you said I never found that such spells seem balanced and to me they also destroy the feel of a world cause instead of mastering the roads people just jump from one point to the other. Sadly no fantasy world with these magical capabilities has ever taken into account the impact these powers would have on societies, trade, warfare, etc... they just keep the uniform medieval world and such a world just doesn't fit to teleportation and faster than light travel...

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Silfer Darkflare
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« Reply #2 on: 07 March 2004, 09:05:00 »

A variant of teleport can be a "mislead" spell...

Works this way- The mage creates an illusion of himself to appear at the point where he stands, while he becoems invisible for a small amount of time and can run away.


i will make this an entry when i have time.

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Rayne (Alýr)
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« Reply #3 on: 07 March 2004, 09:34:00 »

Anything to keep if from being over-used...

...Ripples in the Dream Pool...

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"There is much misjudgment in the world. Now, I knew you for a unicorn when I first saw you, and I know that I am your friend. Yet you take me for a clown, or a clod, or a betrayer, and so I must be if you see me so. The magic on you is only magic and will vanish as soon as you are free, but the enchantment of error that you put on me I must wear forever in your eyes. We are not always what we seem..." -Schmendrick the Magician, The Last Unicorn
Artimidor Federkiel
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« Reply #4 on: 07 March 2004, 13:35:00 »

Yup, I guess we have discussed this already at the game thread. We want to design a "realistic" world (well, as realistic as a fantasy world can be), and there's no place for time travels and teleportation. We could have some sort of shift spell however, where e.g. a mage can cloak himself and moves to another location (a few peds away only) where he then can reappear. But that's it, I'd say.


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SmurfStormcrow
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« Reply #5 on: 06 April 2004, 19:20:00 »

If you're going to do something like that, then have it be two different spells, and mention in each entry that they are often used in conjunction with its counterpart. It wouldn't make sense for it to be two spells.

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Rayne (Alýr)
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« Reply #6 on: 06 April 2004, 19:58:00 »

I like the idea, Arti. I just don't want anyone using teleportation over proper limits. What do you suggest I do? What can I do to help?

...Ripples in the Dream Pool...

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"There is much misjudgment in the world. Now, I knew you for a unicorn when I first saw you, and I know that I am your friend. Yet you take me for a clown, or a clod, or a betrayer, and so I must be if you see me so. The magic on you is only magic and will vanish as soon as you are free, but the enchantment of error that you put on me I must wear forever in your eyes. We are not always what we seem..." -Schmendrick the Magician, The Last Unicorn
Xarl lazy
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« Reply #7 on: 07 April 2004, 14:10:00 »

Alright, this is what little I've established.

1: Teleportation is an EXTREMELY high-level spell.
2: The spell is an enchantment of Xeua nature.
3: It works like so.
Two objects/areas, over a long, long, long mc'longdypants with extra cheese time, can be enchanted to have the proper incantation bring things in the vicinity of the one to the vicinity of the other. Most well-known case is the Eleven Staffs of Ximax and the Conclave Chambers of Ximax. The spell also takes about a week to recharge, and can be drained by any mage with the know-how.
(It's Xeua because the two form a connection and channel the selected Auras of the from-area to the to-area.)
So, all we really have are once-in-a-week really rare counterable Town Portal Scrolls.

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Omega_nebora
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« Reply #8 on: 21 December 2006, 13:52:33 »

This is just a thought for the masses

Isn't summoning a type of teleportation, albeit a very very different one than the one your thinking?

Also, you could make it so that the spell takes an absurd amount of  Cár'áll to cast, so much so that an entire group of mages would need to cast it. Not to mention restrict to Archmage level magic, so that only the Archmages themselves can learn such a spell. Also I believe it would be considered under Either Wind or Raw Magic.
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Mina
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« Reply #9 on: 21 December 2006, 14:16:10 »

I made a proposal concerning teleportation and summoning some time ago, and yes, I do think that they are essentially the same.  I am however of the opinion that they require the cooperation of xeua and ecua magi to cast. 

Also, spells do not 'take car'all to cast'.  Please take a look at my two long posts in the 'magic tutorial' thread for an explanation of what car'all is (as well as other magic stuff). 

Edit: Also, please do not bring up old threads in the future.  We don't like thread necromancy around here. 
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so orril miesefer
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« Reply #10 on: 22 December 2006, 07:29:46 »

huh, for a moment I thought Rayne was here again...

Now, I got an idea, first Vanish spell and then a motioning spell that send you at really high speeds to a place...

Now the problem is if this would be really safe... Hitting something at high speeds would do a lot of damage as I state in my Pierce spell.
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Twen Araerwen
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« Reply #11 on: 22 December 2006, 08:08:10 »

~Sighs softly~ Bu ... But I love Necromancy Mina! innoc
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Marvin Cerambit
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« Reply #12 on: 22 December 2006, 19:13:18 »

*shakes head and throws fireball at Twen*
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Palence Sevith
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« Reply #13 on: 24 December 2006, 08:25:39 »

To restrict teleportation, there could easily be a spell that would hurt them and knock them out of the teleporting process.
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so orril miesefer
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« Reply #14 on: 24 December 2006, 14:40:22 »

Lol, my method of teleportation already does that... you just need to crash into something, that's why it should be casted from great heights (provably Towers like Sky Tower) Problem is... when you reach a destiny that is by far lower than the tower... how do you get to the floor?...
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What's my magic? is my treasure, What's my god? is my freedom, my law? the strenght and the wind, my mother country is the sky.--- So Orril, Sky Tower apprentice
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