Teleportation
ToC
Teleportation magics are relatively commonplace within the Wheel. Though most individuals will never directly experience them, most benefit from them either directly or indirectly.
All teleportation over long distances is achieved through the use of teleportation circles. Construction of a teleportation circle is seen as a rite of passage for developing magic users, and is often the final test a student must pass before graduating from their master's tuition.
The many different styles of magic within the Wheel each have different methods of teleportation, though all share similarities as all magic finds it's source in Iae.
Most settlements contain a teleportation circle, allowing rapid travel between them. Only those gifted in the various magical arts are able to utilise a teleportation circle, though they are able to bring other individuals or goods with them. Across the world of Autumna, major trade routes of the most expensive and rarest trade goods move almost exclusively by way of teleportation, for whilst there is some inherent danger & limitations involved with teleportation, most consider the threat of bandits, monsters and the undead greater still.
Whilst teleportation is possible between any two teleportation circles, the magic user activating the circle requires a recent and in depth knowledge of both the point of origin and the destination. This is usually achieved by spending an hour studying, or attuning, to a particular circle, & few are the individuals who can attune to more than 2 or 3 circles. Should an individual be absent from a circle for more than tenday, the attunement will be broken. These limitations result in most teleportation magics being utilised over relitively short distances, with the exception of professional logistic services who maintain routes between most major cities.
Use of a circle by a trained and experienced magic practitioner is generally considered safe. The more people or materiel that is teleported at once, the greater the risk of mishap. There are 4 main risks associated with teleportation - physical dislocation, temporal dislocation, soul detachment, and failure to materialise.
Limitations of Teleportation
Whilst teleportation is possible between any two teleportation circles, the magic user activating the circle requires a recent and in depth knowledge of both the point of origin and the destination. This is usually achieved by spending an hour studying, or attuning, to a particular circle, & few are the individuals who can attune to more than 2 or 3 circles. Should an individual be absent from a circle for more than tenday, the attunement will be broken. These limitations result in most teleportation magics being utilised over relitively short distances, with the exception of professional logistic services who maintain routes between most major cities.
Dangers of Teleportation
Use of a circle by a trained and experienced magic practitioner is generally considered safe. The more people or materiel that is teleported at once, the greater the risk of mishap. There are 4 main risks associated with teleportation - physical dislocation, temporal dislocation, soul detachment, and failure to materialise.
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