Travel Magic

### Learning difficulty

If Not Solarionite: Tier 3 Arcane or Tier 2 Mental or Tier 2 BindingSolarionites: Tier 1 Arcane

## Examples

### Tier 2

Making 1-2 individuals lighter to flyMaking multiple people walk fasterMaking 1 person react fasterFor Solarionites: Teleportation of items or yourself and a handful of others

### Tier 3

Teleportation of items or yourself and a handful of othersMaking multiple people react fasterFor Solarionites: Permanent portal establishment

### Tier 4

Permanent portal establishmentDilating someone's perception of timeTeleportation without physical contact

### Tier 5

Teleportation of entire armiesHighly augmented reflexesTeleportation of things that you cannot see

## History & Culture

### Notable organizations

Solarionite CaravansSolarionitesShipping Businesses

### Restricted in

Regulated by the Solarionites and the Concordant for training and licensing purposes

## Extras

### Personal Horror Level (Amateur)

I am now behind you and you are slowly flying away into the stratosphere

### Personal Horror Level (Expert)

Your heart is now in orbit before you even realize what is happening

### Characters

Carte TornAmi Macbeth

A specialized form of mind magic tailored for making the usage of magic to achieve increased mobility and telportation, travel magic is one of the more common forms of magic.

## Basic Polarization Combination

At their fundamentals, all schools of teleportation derive their spells and polarizations from some combination of harmonious and dissonant polarization and interspliced with a specialized mental magic polarizations, usually with one or two additional polarizations depending on what the caster needs it for

The harmonious/dissonant polarization is what allows for the caster to alter their position in reality, primarily through methods that are poorly understood. The base of these polarizations is that of Solarion, which is the one that is used in the School of the Star-Walker, and every other polarization is either derived from it or an attempt at re-creating it.

The primary act of the mental magic is applied to the caster/their target to neutralize their bodies kinesthetic sense and replacing it with one derived from the mental magic, preventing nausea from sudden relocation. Furthermore, the mental magic will slightly alter a caster's perception of time and steady their senses for more precise teleportation. As such, travel mages often tend to have poor bodily coordination without being under the effect of travel magic and tend to have worse focuses.

The additional polarizations often tend to be minor air spells to prevent air friction, gravity spells to lessen impact, and spells that disrupt the mana-trail left behind to prevent tracking.

In the case of the mobility schools, they are a combination of just travel magic and some other polarization.

## Schools of Teleportation

### School of the Star-Walker

The first school is the School of the Star-Walker, commonly known as Solarion. One of the premier and most commonly-practiced examples of a Faith-Borrowed School, the entire school was created by Solarion himself and it's usage relies partially on having faith in him, but it draws the majority of it's power from being within the collective Firmament as all of the Dimensional Boundaries and the greater veil that keep them safe are created in part by him, allowing a Solarionite-travel mage to draw from the polarization that they produce to activate the spells. This style of travel magic uses the polarization to directly alter a person's position in space. Considerably less mana intensive and faster, it is also safer than other styles of travel magic for reasons discussed later and is considerably harder to block/intercept or track due to it's further refinement by Faion. The main drawback is that, as you get further out from any pieces of Solarion's polarization, it becomes harder to access the magic. Furthermore, the polarizations and spells themselves are a guarded secret by Solarionite Caravans, who are the only ones that know how to utilize this magic. Solarionites also led the charge for the licensing of travel magics, with the Concordant and most of their allies requiring teleporters to be licensed to prevent malicious actors. Specific to Solarionite Caravans and their descendants, they reduce the usually tier of a travel school by 1.

### School of the Boundary

The second school is that of the Boundary. Considerably more complex than the Star-Walker, the school of the Boundary requires tier 3 travel magic. The spells take a caster out of the dimension and into the Flow, then utilize the Boundary to effectively swing across to their new location and penetrate back into the dimension. This is considerably more mana intensive and slower to activate and is far easier to block/intercept and track. Furthermore, portals made with this school can be breached by Flow creatures as they create a weaker point in their location in the boundary and failed teleportation spells can often strand their victims in the Flow. The usage of this school is one of the few that are regulated and tested by the Concordant specifically for business usage, requiring a license and certification to allow teleportation to be used for commercial purposes following the death of one of the Concordant leaders due to unregulated teleporters.

## Schools of Mobility

### School of the Wind

The first mobility school is that of the wind, combining air magic with travel magic to allow for flight. The flight provided by this mode is considerably faster (due to nullyfing air resistance) but less stable when hovering and has a harder time braking. As such, it is often preferred for long-distance flights by travel mages. Flight of this variety requires tier 1 air and travel or tier 2 of either. Lesser versions of this spell allows for assisted motion via a tailwind, such as a weaker longstrider or jump. These unfortunately are more clunky than the other school but easier to cast, due to the unstable but free-flowing nature of the air spells. They require tier 1 of either.

### School of the Unbound

The second school draws from binding magic and combines it with travel magic. By lessening the binding of gravity on a subject, the caster can grant effective flight. This flight is slower but more stable overall and is able to brake considerably quicker, as such it is often preferred for short-term trips/combat/day-to-day things. The flight requires tier 1 binding and travel or tier 2 of either. Much like the Wind, lesser versions of these spells allow for making one far lighter for an easier time walking or jumping. These only require tier 1 of either.