Jumping Spell in Darktide | World Anvil

Jumping

Effect

Jumping, at its core, is instantaneous movement to non-adjacent localities in the same, or different, space-times or time-spaces. This is accomplished by the psionic opening a wormhole between the locations and passing through it, or making it pass around them. Passage is bi-directional. A door opened allows travel in both directions.

Side/Secondary Effects

A small warp scar is left behind as the localities slowly heal. Jumping is a violent act, and in reaction to it, the Universe makes sure that Jumpers understand that they should not use it carelessly. Jumping from the same area repeatedly can leave permanent scars that cause even non-Jumpers to pass through them involuntarily. People have ended up lost, sometimes not even in the same Universe they came from, permanently.   Fortunately, Jumpers can tell when someone is using the power around them, read a scar and know where it went, if anywhere.

Manifestation

From the outside, it appears that a portal opens near the jumper, who either moves through it, or causes it to move across them. Then the portal closes, leaving behind a momentary energy cloud. The more frequently the power is used in a specific area, the less likely it is to both close properly, or to go where the Jumper wants. Semi-permanent scars have been known to re-route Jumpers into the Void.

Source

The Jumper is his own power source. His willpower is the font from which he draws the strength to open wormholes, and it determines how big the portal can be, how many can traverse it, and how long he can hold it open. Also, the Jumper needs to know where they're going. The more familiar they are with the location they're going, the more likely they will be able to get there when jumping. However, this isn't a guarantee. Sometimes the Universe decides that the Jumper is abusing the power, or that they need to be somewhere else instead, and diverts the wormhole mid-jump.

Discovery

Jumpers discover their power by accident most times as children and hatchlings. More often than not, they find themselves in life or death situations and want to be anywhere but where they are. If they survive their first Jump they are usually tracked down quickly by another elder Jumper, who will read their warp scar and figure out where they went. If they act fast enough, they can even gently keep the wound open long enough to extract the youngling back to safety. Jumpers are the only ones qualified to train new Jumpers in the use of their power and how to properly respect it.
Material Components
Jumpers sometimes use holo-images to study a location. The familiarize themselves with every aspect of it they can, so that they can jump in exactly where they want. In theory.
Related Discipline
Jumping is an active psionic ability.
Related School
Jumping is from the Psychokinesis school of psionic powers.
Related Element
Psychokinetic powers are related to the Element of Fire.
Effect Duration
Instant, but can be maintained with enough concentration.
Effect Casting Time
Instant
Range
For an ability that can cross into other universes, what is distance?
Level
Jumping required a lot of training to use safely, and even then there's no guarantee. Jumping should never be taken for granted.
Applied Restriction
Jumping is a dangerous violation of the laws of physics as anyone understands it. It should never be wantonly used without good reason. At least unless it's an accident.

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