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1 total messages Started by IO11085 Tue, 11 Aug 1992 10:32
Ohs Sorcery
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Author: IO11085
Date: Tue, 11 Aug 1992 10:32
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*****SORCERY OF THE OHS EMPIRE********
Sorcery is the term for the variety of magic practiced in the Ohs
Empire. Sorcery is at its root the ability to manipulate Sae with
your will alone. With Sorcery one is capable of doing things by
the force of your will that a normal person could not even
imagine doing by themselves. Sorcery seems to be best at
manipulating complex forms, it is very unsuccessful at dealing
with the Primal elements. Many postulates have been furthered on
this point, most boil down to the fact that the mindset of the
Empire is one of rituals and complexity, and since magic stems
from the mind and the soul, then it only makes sense that Sorcery
will be complex. Others state that the reason Sorcery can only
affect complex forms, because the mind is incapable of truly
visualizing the primal elements, and without visualization then
you can not influence them. They point out that no other
practitioner is truly capable of handli
ng the primal elements either, those who do, must do so through
the influence of elemental entities. It should be noted
that some practitioners of Petrocean magic would dispute this,
but then, who in the Ohs Empire ever pays attention to Petrocean
Magi.
All members of the Noble Houses of Ohs carry the gift of Sorcery
in their bloodlines, some would say the gift of magical Operancy.
It is interesting to note that most halfbloods do not carry this
strain, though occasionally one does develop the gift of sorcery.
Another interesting note is that occasionally 2 halfbloods will
produce a child with the gift of Sorcery.
This has led some theorists in House Xund to postulate that the
Gift of Sorcery is carried through the female.
Another note about Halfbloods who develop the gift is that they
occasionally develop rogue 'talents' these abilities are often
unusual, unique and currently unexplainable. Why these
half-bloods develop abilities unknown to the Houses, is a
mystery. Unfortunately most half-bloods are not given a chance to
develop their rogue talents as both members of House Dragon and
House Xund will hunt them down. House Dragon, to deal with a risk
to the Empire, House Xund for research. Unfortunately for these
'rogues,' Xund research usually leads to death. Thus the safest
life for a rogue is to relocate rather quickly.
********************Low Sorcery
Low Sorcery is really not low at all, the abilities here are
powerful and useful. They give capabilities that the Nobles of
the Ohs Empire have used well to gain the power they have today.
Like all Sorcery low involves the direct imposition of the will
upon the Sae, or the Ethereal Plane to cause changes upon the
Physical plane, Ea.
The Theorists of House Xund have developed several Postulates
about Low Sorcery.
1) These are traits of the founding families. Why it is carried
in their bloodlines, and their bloodlines alone is unknown.
Though there are several myths and legends that explain it as a
gift of the Gods.
2) These manipulations seem to rely on instinct and brute force.
Your normal practitioner of Low Sorcery really doesn't understand
how they do what they do, they just do it. Likewise they are not
that capable of handling their talents with Finesse. It should be
noted that there have been some notable exceptions in the past.
3) The use of these talents drain the will, as they are the
direct affect of the will upon reality.
4) The Use of these Talents send out shockwaves upon the
Ethereal. A comparison can be made with throwing a large rock
into a pond. Where the will is the rock and the ethereal is the
pond. The larger the use of will, the larger the sound. It should
also be noted that sometimes weird reverberations have been set
up on the Ethereal causing strange things to happen. Sorcery is
not a science it is an art, and not everything about it is even
close to being understood.

As said before Low Sorcery is divided up into Talents. There are
5 traditional talents, with a 6th that is found only in the House
Uma.
The use of these talents increase with experience, the more you
use them, the better you get at them. The Talents are as follows:
1) TANTAI(Teleport): Pretty self explanatory. This talent allows
the user to jump from one point on Ea to another, by moving their
duplicate on the Ethereal. You can only teleport to places that
you have a psychic link to(the amount of psychic links allowed
depending on you will and talent), can currently see, or that you
have an open link of communication with someone at that location.
There are also Teleport beacons, which take the form of patterns.
If you've had a chance of studying a pattern then you can
teleport to it, these do not count as part of your psychic link
quota. Teleporting requires an amount of time and your attention
must be wholly on it. Meaning you can be attacked. If a botch
happens when attempting to teleport, the results can be
devastating.
2) GABASI(BLAST): This talent causes the object you are targeting
to implode on the Ethereal plane, thus causing a similar thing to
happen on the physical.This talent is very powerful, its not to
uncommon to find nobles who can level castles. The user can
control the amount of force they apply, as well as the amount of
will used.
3) HADAKI(SHIELD): This talent forms a barrier of Sae about you,
deflecting allphysical and kinetic attacks. This includes magical
attacks that have physical manifestations. The user can expand
the shield radius
thus covering more people, however this slightly reduces the
power, and requires more will. Its not to uncommon to find Nobles
who can keep a shield about them for several hours before being
exhausted. Like blast, it is possible to cast a shield of lesser
power, thus using less will.
4) KOKAREI(COMMUNICATION): This Talent allows one to communicate
with the minds of others, no matter if they have this talent or
not. This talent works by sending waves out upon the ethereal,
these waves are keyed to a certain individual. There are several
ways to intercept these waves. A fact well know to the Empire,
and a reason that they still use couriers and codes. The amount
of will used depends upon the range between the two individuals
in contact, and whether or not they both have the talent. It is
more exhausting for one person to keep up the communication up
both ways, then for each person to hold their end. It should also
be noted that several adepts have the ability to communicate with
many people at once.
5) ESATSIKA(HEAL): This talent causes the body to accelerate
healing. Healing damage that might takes weeks to heal in a few
minutes. The speedup in rate of healing depends on the talent of
the user, and is quite exhausting. It should be noted that wounds
won't close on their own and bones won't set themselves properly.
This talent works only as well as the person who is using it's
medical skill. However it is excellent for lacerations, physical
fatigue, bleeding and such stuff. Many nobles of the Empire pick
up medical training in order to use this talent better.
6) SeaSense: restricted to the House of Uma for some unknown
reason, this talent allows them to read the weather and the
currents. It seems to be an attunement to the very forces of
winds and waves. Ocean and air.
It also only seems to work when on water, or in the close
proximity. This talent has saved many an UMA ship in bad weather.


It should be noted that in the annals of the empire there have
been many unique individuals who had talents that did not fit the
above.

Mechanics
All players who are nobles of the Ohs Empire will receive age*2
of points to spend on the five general talents. Members of House
Uma will receive a score in seasense based on their age. The
player than may
allocate the points as the see fit as according to the below
chart. Note neg. scores will not be accepted unless the player
has a good reason, and must be approved. They are included here
for a sense of completeness.
SCORE         COST           SCORE   COST
                             8        36
0               0            9        45
1               1            10       55
2               3            11       66
3               6            12       78
4               10           13       91
5               15           14       105
6               21           15       120
7               28           16       136


There will be the opportunity to increase these scores in the
rpg.
Also certain players will be given bonus points to spend.
*******************HIGH SORCERY
High Sorcery is the term used for the unique brand of ritualized
sorcery practiced by House Xund. It is only practiced by House
Xund, and no other House has access to it.
High Sorcery utilizes a base of ritual, and years of study to
focus the mind to allow more finesse in the casting of sorcery.
Because of the nature of the ritualized channeling, users of High
Sorcery do not have access to Low Sorcery.
The ritual is knowledge and power for a user of High Sorcery.
Through the use of ritual the High Sorcerer is capable of
channeling their will to affect changes in the Sae, they are also
capable of examining the Sae itself.
Ritual Sorcery is also a useful but imperfect theory. These
guidelines represent what a sorcerer expects to happen, and what
usually does happen, however occasionally weird and unexpected
things have can happen based of influences from countless factors
that Sorcerers have barely begun to understand.

Sorcery is described by a variety of Arts, broken up into
techniques and forms. Techniques describe what you do, and forms
describe what you affect. Each ritual or spell combines one
technique and one form. A sorcerer has a score in each art. These
scores represent your aptitude for working with the various types
of sorcery.
Techniques
TEMANI:This art allows you to create something from the Sae and
dispersed elements that surround us all. It turns dreams into
reality. Creation is concerned with the instantaneous production
of objects from the base substance of reality. When using a
creation spell, you enter a momentary state of transcendent
meditation and contact the Ethereal, which is also commonly known
as the realm of Forms, in this place, all objects that were and
ever could be exist as perfect ideas. Sorcery finds the proper
form and makes it real. Objects created in this way are closer to
the absolutes than are normal objects, so they are always perfect
and
flawless. You can also use the art of Temani to perfect things
that have fallen away from their ideal nature, such as healing a
wounded arm or mending a broken vase. Sorcerers who study Temani
intently see the world
filled with growth, birth and creation.
HASARA:All things in this world are connected to each other, and
the Sorcerer who pursues the Art of Hasara learns how to see
these connection read them, and learn from them. What others hear
as wind in the branches,to them is the language of trees. This
art makes use of the fact that on the Ethereal, all things are
truly interconnected.
HALAPATORI: The art of transmutation and transformation.
Halapatori Sorcerers tend to view the world as if in a constant
state of flux. They see each apparent state such as "sleeping",
"young" or " even "dead" as one step in the inevitable process of
change. Through this art one learns to direct and control this
natural process. Transformations are easiest when there is a
strong connection between the original form and the result of the
transformation, such as turning a leaf into an apple. On the
other hand, turning a leaf (living, flexible and vegetable) into
a sword (inert, unyielding, and mineral) is quite difficult.
HORI:You can move things with this technique but not change them.
The user of the art of Hori attempts not to change things, but to
control their motions and positions. Since this art affects an
external factor, action, rather than an internal factor, such as
shape, it is versatile. Those who have devoted themselves to this
art often become obsessed with ordering the world around them,
though the order they seek may be unfathomable.
MAKOR:The one trait held in common by all objects and creatures
in EA is that someday they will come to an end; their demise is
inevitable. The sorcerer who understands the Art of Makor knows
this and uses sorcery to control this universal process. Aging,
disease, rust, decay and death are all subject to manipulation
through this art. Deep study of Makor often leads sorcerers to
perceive everything about them as being in some stage of decay.

FORMS
SHA:This form includes all animal bodies, be they human, fish in
the sea, the great mammals of plain and forest, or the birds in
the sky, and everything else. Some use this form to heal, others
to harm, but all
understand the intricacy of the working body.
Bonuses: Animal Poisons and All Diseases
TUPOPULA:Plants and trees of all types, including dead wood. The
trees of the forest are old and mighty, and their roots reach
deep into the secrets of the earth. Sorcerers who specialize in
these magics appreciate the
many virtues of plant life: bountiful fruit, strong wood,
powerful herbs, and ancient trees that can tell much to those
patient enough to listen to them. May adepts of Plants develop an
antipathy towards fire.
Bonus: Herbal Poison
KANAKI:The art of illusions and phantasm. This art affects only
sensations and can never affect matter. Masters of this art have
learned to separate an object from its apparent features, and
many of them likewise become separated from what those around
them see as reality.
Bonus: being fooled by appearances.
SHADU: The art of directly manipulating the will, mind and soul
of others This art affects the mind, though and spirits. Through
this art sorcerers manipulate what they call 'the body of the
soul': memories, thoughts,
and emotions. They can also affect the spiritual bodies of
noncorporeal beings. It should be noted that Sorcerers have not
the art or the mentality or the want to raise elementals and
demons, and will not practice these rituals. One could say they
are incapable. Also there are many ritual and legal proscriptions
against the tampering of the mind, making this Art a rare one to
be taught to mastery. Very few specialists are ever allowed to
become adepts.
Bonus:Confusion, mental weakness, mental and emotion attacks
    Memory: One area of SHADU that Xund Sorcerers do have an
affinity with however is Memory. They are very good at dealing
with their own Memories, and with someone in a willing rapport
to. Another area possible is the reading of the memories of
someone who has died. It might even be possible to assume their
memories yourself. If the person didn't dies to long ago.
GARI: This catch all Art allows the Sorcerer to have some affect
upon the Physical world. As noted before, the Sorcerer is much
better in dealing with complex forms, than with primal or pure
elements.
SAE: This Art deals with the very stuff of magic itself. This art
is best what can be determined meta-sorcery. It allows the
dispelling of other spells, ward spells, watching spells, etc.
Its also through this Art that the ties between elementals,
demons etc can be cut.

It should be noted that some forms give bonuses to certain
things. These bonuses will help reduce damage, and resist
attacks. They are a representation of the Sorcerers knowledge and
this can not help but mean better control of ones body. Bonuses
in Arts might be applied to other things.

House Xund has an internal system of ranking, there are in order
Novice, Initiate, Master, Great Master, Greatest Master, and
Adept.
Below are the skill levels of each.
A Novice is anyone who has entered training in the Mysteries and
the Rituals, this training usually begins sometime after the 8th
birthday and before the 12th.
A Novice becomes an initiate after having gained a 2 in each Art.
They must have a rank of 3 in their chosen specialty.
An initiate becomes a master when they have a rank of 4 in all
Arts and a Rank of 6 in their chosen specialty, this is as good
as most members of House Xund ever get.
A Great Master must have a 11 in the Art of their Specialty.
A Greatest Master Must have an 14 in their specialty.
An Adept must have 10 in all Arts with a 17 in their chosen
specialty. It takes at least 40 years of heavy study to become an
adept.
For more details please see the information on House Xund and the
College of Sorcery. Please note that it takes around 6-8 years to
reach the rank of master.

SPELL CASTING
All Sorcery is at its heart a ritual, the difference is between
rituals that are short enough for one to cast relatively quickly,
and rituals that take longer amounts of time and require more
participants.
To cast a spell, the sorcerer recites the proper ritual words and
boldly executes arcane hand gestures, that are memorized when
they learn the spell ritual. This ritual shapes and directs ones
will upon the magical
fabric of reality - Sae, thus making the affects upon the
Ethereal, which carry over to Ea. A
(die(1,10)+Technique+Form+1/20 of will) roll, will be made. If
the total equals or exceeds the spell level, the spell drains a
minimal amount of will, on average 1 will pt per magnitudes of
the spell If the roll is >10 less the spell level then the
Sorcerer loses 2 will per spell magnitude and the spell still
takes affect. If the roll is <10 then the Sorcerer loses 4 will
pts per magnitude and the spell does not take affect.
REQUISITES:
Most spells involve simply two arts, one form and one technique.
Some spells however involve more than two. The third or more art
is a requisite. If a requisite is a form than that form is
limited, if technique than the technique is limited. The score in
the main art can not exceed that of the requisite.
TARGETING:
Some Spells need to be aimed to hit, this is mentioned in the
description If a spell is to be aimed then a roll of
(die(1,10)+Finesse+Per/20+ Targeting modifier will be made) on
the following ease factors:
Free shot:Target is standing still in plain view at short
distance. No roll required; automatic.
Easy Shot:Target is moving slowly or is standing at a distance.
Targeting roll of 6+ is necessary.
Hard Shot:Target is engaged in combat; is obscured by darkness,
cover, etc; or is at a great distance (200 yards). You need a 9+.
Very Hard Shot:Target is visibly obscured and moving quickly. 12+
Incredible Shot: Distant target is barely Visible. 15+

MAGIC RESISTANCE:
There are 2 types of resistance to spells, natural and magical.
Natural resistance, if nay, is described in each spell. Magic
resistance is something that is restricted to magic using
characters and magical
beings.
When a spell strikes a character with magic resistance the target
rolls die(1,10) + Magic Resistance to see if the spell is
resisted. The result is compared to the roll that the attacker
made to cast the spell +the
penetration talent. If the attacker beats the defender's roll,
then the spell has penetrated. If the resistance equals or is
greater than the penetration then the spell is resisted.
Magic resistance is automatic. No one need decide to do it, nor
does doing so require concentration. Sorcerers however may choose
not to resist. They may also drop their Magical Shields at will.
For a sorcerer resistance is 5 times Magic Shield Talent + the
form of the attacking spell. Without a shield, only the form
counts.
For non-Sorcerers it is usually a strait number, based on the
beings Might score.
Not all spells can be magically resisted. All spells that attack
you directly or by magically forming an attacking medium can be
resisted. Spells that affect you by changing the environment,
including most illusions can not be resisted.
Hasara spells can be resisted, but not always countered. If an
Hasara spell gives the caster a vision without probing the
target, successful resistance merely detects the spell. When you
resist this type oh Hasara spell, you know that you are the
subject of some type of detecting magic, but you do not know the
spell itself. Hasara spells that probe the target are blocked
when resisted.
Another way to protect yourself from a spell is to cast a quick
counter-spell against the attacking spell. You can use a
counter-spell against any attacking spell, but it can be a
somewhat dangerous procedure.
CONCENTRATION
It takes concentration to cast a spell, so if anything distracts
you while you are casting a spell, you need to make a
concentration roll (die(1,10)+Will/20+Concentration Skill). You
must roll over a number based on the distraction:
Struck in combat  12 + 1 per body level lost
Walking  6           Fall    12
Sudden noise or flash of light 9
Running 12           Knocked down 15
Imminent personal threat      12
Jostled  9           Blown Over   21
CASTING A SPELL WHILE MAINTAINING ANOTHER
To cast one spell while concentrating on another, make a
concentration +Will/20 roll of 15+. You get a bonus of +3 if the
second spell is the same as the first or if the target for the
second is the sane as the first. If you fail you fail to cast 2nd
spell, and might lose concentration on the first.
MAGICAL SKILLS
MAVI: Manipulating your spells and performing special feats with
them.
BARI: Getting your spell through resistance offered by a target.
NALOLONI: This skill is used for the ritual combat of House Xund.
After intent to engage is declared ritually, the two opponents
form a circle, usually a traditional ritual circle. The
challenger then conducts a short ritual that primes the circle,
forming half of a barrier of Sae, usually primed the color of
that players Aura.
During this ritual the challenger also declares the technique to
be used. The challenge then completes the ritual, which seals the
combatants off in a dome, which is almost impossible to get
through The challenge also declares the form to be used.
Once the introductory rituals are completed you and you opponent
enter a trance, temporarily you become attuned to the very forces
of Sae. You then direct the magic forces, which take very real
forms which affect all the sense and are seen by all. These
phantasms created depend on the magical middle ground chosen.
In game terms each opponent will roll a die(1,10)+Tech+Form+skill

The winner gets an amount of points equal to the amount they
surpassed their opponents roll. They can use these points in two
ways: save them to add to their next roll, or attempt to weaken
their opponent.
If used to weaken the opponent then
roll:die(1,10)+will/20+skill+points against the opponents
will/20+skill. For every point over, the opponent loses 1 will
pt. Any points not used are used in your roll next round. Points
do not accumulate, per se.
This combat is usually fought to the death, in that case once
someone reaches 0 or below, the opponent has the option to kill
them, since that person is at 0 will and unconscious they have no
resistance. If they choose not to kill them for some reason. Then
they get a final spell with no resistance.
Note that the rituals used for testing are slightly different,
they automatically end at unconsciousness, and the option for a
final 'parting spell' is not offered.
For roleplaying, each opponent each round will have the ability
to describe what their attack looks like, based on the Arts used.

SAELOIKAVATAIN: Performing a magic ritual to protect yourself
from magic. Once performed, the ritual lets you add 5*your score
to your magic resistance rolls until sunset or sunrise whichever
comes first. You may
also protect one other person for each point in your score, but
your score is effectively 3 points lower when protecting another
person. You may cancel the affects of the ritual at will.
KOBARESHI: Focusing your mental facilities on one task,
especially for long periods of time. If you are attempting a feat
which demands your extended attention, a concentration roll can
be called for.
MEDITATION: Focusing your mind and ignoring outside influences.
MAGIC THEORY: Knowledge on what magic is and how it works.
********SPELLS
Each spell will have several factors to describe it for game use.
TECHNIQUE and FORM
TITLE- The titles given are the actual names of the spells, as
known by House Xund. Titles are often figurative or metaphorical
when they describe affects not easily described in mundane terms.

LEVEL:Most Spells are assigned a level, in multiples of 5,
Sorcerers do not speak in terms of levels, which is a game term,
but instead in Magnitudes, one magnitude equals 5 lvls rounded
down. Some spells are marked general, meaning they can be bought
at any level, with increasingly powerful results.
RANGE: There are seven basic ranges of spells. Regardless of
range, a target must be seen or distinctly sensed to be affected
directly.
    Body: The casters mind or body only, no        clothing or
possessions.
    Self: Affects only the caster and his          clothing and
possessions.
    Touch: Affects only the caster, or             whatever the
caster touches
    Reach: Within 2 yards.
    Eye: Eye Contact. Once you've established       eye contact,
even momentarily you can          maintain it by casting this
spell, and         the target cannot look away until the
spell is cast.
    Near: Within 15 yards
    Sight: See the target.
    Special: As described in the spell.
DURATION:Standard durations are described below. This is how long
the effects of the spell last. A spell's effect usually wears of
gradually, not suddenly at the instant a spell's duration ends.
Created things weaken
and slowly crumble to dust, while transformed things will slowly
shift back. By concentrating for a brief amount of time, you can
automatically cancel any spell that you have cast on
yourself(except for instant).
  INSTANT(INST):The spell works for only an      instant, after
which nature takes its          normal course; the final affects
are           permanent and cannot be dispelled.
  CONCENTRATION(CONC):The spell only lasts as    long as you
concentrate on it. When            distracted or you attempt to
do something      else in addition to the concentration rolls
to maintain the spell.
  Note that things mentioned in the              spell(like
talking) do not require a           concentration roll.
  RING: The spell creates a magical ring         which lasts as
long as the caster does not   leave it.
  SUNRISE-SUNSET(SUN.):The spell lasts until     dawn or dusk,
whichever comes first.
  MESTHIA: Lasts for the length of one           Mesthia. Which
is the time it takes for Ea   to pass by a particular point on
the Jovian   planet it circles. This is the usual tops      for
the rituals that an individual may         cast, there are group
rituals with longer      durations, known to House Xund.
  ATANA:Lasts until the Fourth Season change.   If the spell is
temporarily canceled the       effects will return at the next

           sunrise/sunset.
  PERMANENT(PERM):The spell affects its          target until
dispelled.
  SPECIAL(SPEC):Some spells have unique          durations, as
given in their descriptions.
REQUISITES: Requisites make it more difficult to cast a spell,
without proper additional knowledge. Some apply whenever a spell
is learned or cast and these are listed at the top of the spell.
Others only affect the casting of the spell, and these are listed
within the body of the description.
AIMED: Spells that affect targets indirectly require targeting.
Modifiers are listed.
SOME BASIC GUIDELINES FOR SPELLS:
Lvl 5
Create a part of a larger body or a small dead creature
              TEMANI SHA or PLANT
Create a still man-size illusion -- TEMANI IMAGES
Sense one property of something -- HASARA Any Form
Change one aspect of a creature --  HALAPATARI SHA
Do Superficial Harm to a Being -- MAKOR SHA or SHADU
Make a being lose control of a body part -- HORI SHA
Lvl 10
Create a Dead Man-Sized Creature -- TEMANI SHA
Create a still Room-size illusion -- TEMANI IMAGES
Sense all of the Mundane properties of something --
HASARA any form
Make a being lose control of its body -- HORI SHA
Lvl 15
Create a moving or Speaking man-sized Illusion --
TEMANI IMAGES
Hear a person, with appropriate connections --
HASARA SHA
Hold a body -- HORI SHA
Lvl 20
Create an emotion -- TEMANI SHADU
Nullify an emotion -- MAKOR SHADU
Change an emotion -- HALAPATARI SHADU
Control a natural emotion -- HORI SHADU
Heal a Body Level -- TEMANI SHA
Create a moving room-size illusion -- TEMANI IMAGES
Speak with any creature -- HASARA SHADU
Hear a location with appropriate connections --
HASARA IMAGES
Control a body that stays in sight for conc. --

 HORI SHA
Lvl 25
Implant a memory -- TEMANI SHADU
Lvl 30
Utterly change a person's mind -- HORI SHADU
See a person with appropriate connection -- HASARA SHA
Lvl 35
See a location with appropriate connection --
HASARA IMAGES
Lvl 40
Kill a man-size creature -- MAKOR SHA
Lvl 45
Utterly destroy a mind -- MAKOR SHADU
Utterly heal a body -- TEMANI SHA
lvl 50
Enslave a Mind -- HORI SHADU
NOTE: A grimorie will be done at a later date.

******PATTERNS FOR TELEPORTING:
As mentioned previously a ritual is known to the members of House
to create Patterns, that allow teleporting to be easier. Nobles
of all Houses have hired Xund Sorcerers to create this ritual for
them.
A pattern must be a colorful and easily to remember design, so
that people can easily visualize the point in their mind. A
player to use just visualizes the place and teleports. These do
not count as one of the allowed links each player has. A player
cannot teleport to a pattern they have never seen. They must have
been there physically, or formed some Psychic link with the place
of the pattern, or be in psychic communication with someone who
has been there. Note, as usual there are exceptions, some
talented individuals have been able to teleport to a design based
on a painting or other strong visualization of the pattern.
It is possible to set a pattern so it is usable by only certain
individuals, there is also the possibility of trapping them. The
construction of patterns is a time and will consuming effort.
First it requires that pattern be physically made, with great
skill. All materials used in the pattern, must be made
specifically for this purpose and from virgin materials.
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