Question about teleportation spells in TES3

Post » Mon Jul 12, 2010 3:05 am

I'm looking for resources that describe the nature of the teleportation spells. How do they work: do they create a tunnel from one point to another? If so, what is the realm throught which the tunnel goes? In regard to sci-fi versions of teleport or stargates and such, they usually refer to tunnels through hyper-space. Does the same apply here? Could Aetherius be used instead of hyper-space?

Most importantly, is there a good reason why teleportation spells are not used in Cyrodiil?
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Shelby Huffman
 
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Post » Mon Jul 12, 2010 4:45 am

I'm looking for resources that describe the nature of the teleportation spells. How do they work: do they create a tunnel from one point to another? If so, what is the realm throught which the tunnel goes? In regard to sci-fi versions of teleport or stargates and such, they usually refer to tunnels through hyper-space. Does the same apply here? Could Aetherius be used instead of hyper-space?

Most importantly, is there a good reason why teleportation spells are not used in Cyrodiil?

Mark and recall (the interventions are, apparently, just recalls to set marks) Are (Mark) magically marking a sport to recall to and (recall) disapearing and reappering at the same time somewhere marked. THAT IS ALL WE KNOW.

I always assumed that they aren't used in Cyrodil as an extension of the levitation act. This may or may not be true.
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Chris Jones
 
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Post » Sun Jul 11, 2010 11:50 pm

Mark and recall (the interventions are, apparently, just recalls to set marks) Are (Mark) magically marking a sport to recall to and (recall) disapearing and reappering at the same time somewhere marked. THAT IS ALL WE KNOW.

I always assumed that they aren't used in Cyrodil as an extension of the levitation act. This may or may not be true.


In the Wizard's Tower plugin there were teleportation pads to all the various mages' guild halls. Inconveniently, there were no pads at the actual halls to go back to the hub, or to other halls.
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Jennie Skeletons
 
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Post » Mon Jul 12, 2010 4:11 am

Mark and recall (the interventions are, apparently, just recalls to set marks) Are (Mark) magically marking a sport to recall to and (recall) disapearing and reappering at the same time somewhere marked. THAT IS ALL WE KNOW.


Enter the DOOM 3 plot. (Or the Dan Simmons novel Ilium if you prefer reading over videogames).

The teleportee gets whisked into a Daedric realm and then back again before she even notices.

I imagine teleportation is more dangerous than necromancy, rather than less.
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Philip Rua
 
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Post » Mon Jul 12, 2010 9:05 am

Enter the DOOM 3 plot. (Or the Dan Simmons novel Ilium if you prefer reading over videogames).

The teleportee gets whisked into a Daedric realm and then back again before she even notices.

I imagine teleportation is more dangerous than necromancy, rather than less.


That's actually a very firm possibility. A seasoned and very skilled Dunmer Battlemage named Sul in the Infernal City novel used a form of teleportation that ripped through Oblivion realms. This mode was slightly different, though, as it wasn't instantaneous.
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Veronica Martinez
 
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Post » Sun Jul 11, 2010 9:12 pm

That's actually a very firm possibility. A seasoned and very skilled Dunmer Battlemage named Sul in the Infernal City novel used a form of teleportation that ripped through Oblivion realms. This mode was slightly different, though, as it wasn't instantaneous.


I imagine that if Bethesda wanted to, they could create several small areas of Oblivion and to teleport from one side of the map to the other, you'd have to go through a short but dangerous level of Oblivion. I'd actually really like if that was in TESV.
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Emilie M
 
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Post » Mon Jul 12, 2010 9:58 am

I imagine that if Bethesda wanted to, they could create several small areas of Oblivion and to teleport from one side of the map to the other, you'd have to go through a short but dangerous level of Oblivion. I'd actually really like if that was in TESV.


Considering the old fart lives long enough to train others in this technique, perhaps we will see it.

Incidentally he appears to have drawn inspiration from an earlier scholar, whom we actually met in Morrowind. http://www.imperial-library.info/mwbooks/itermerels_notes.shtml

Also, it would appear that a member of the Synod has rediscovered Levitation, or at least "a flying spell". This information can be found on page 39 of the Infernal City. The person, presumably an Imperial, is said to be named Lazarum. Apparently it would take several years of paying dues to afford such a spell, according to Hecua, the Redguard mage. So perhaps flying/levitating will make a comeback.
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GPMG
 
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Post » Sun Jul 11, 2010 8:25 pm

Beyond what they do, I don't think how mark and recall work is ever explained in detail, but a lot of things about how certain spells work are vague, it seems to be one of those "It's magic so we don't have to explain it." things, if something is referred to as magic, people don't expect how it works to make any sense, and as long as it's kept consistent, they can generally accept it even if we don't see how it's possible.

As to why teleportation is never used in Cyrodiil, gameplay mechanics, Bethesda probably removed it because they thought it would not be needed with map-based fast travel (An assumption I would disagree with, as fast travel cannot be used to get out of a dungeon quickly if you're over encumbered and need to get rid of your loot, allow you to escape from a battle that's getting too hard for you, not to mention s certain amount of in-game time passes in the proccess, where as mark and recall are instantanious.) I doubt there's any logical explaination for why you can't use it. The whole "levitation act" thing was just a (rather poorly done.) hand wave for the fact that levitation was removed anyway, and I just pretend that part of the lore doesn't exist, like that stupid part about how Cyrodiil became Generic Fantasy Land.
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Emma Parkinson
 
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Post » Sun Jul 11, 2010 10:01 pm

My opinion is that opening all those Oblivion Gates has stirred Nirn's ether and has made it impossible for the teleportation to form firm connections between locations. Does that make sense to you?
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hannaH
 
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Post » Sun Jul 11, 2010 9:32 pm

No. You're just hand waving. :)
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Heather Stewart
 
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Post » Mon Jul 12, 2010 2:53 am

No. You're just hand waving. :)

Not very helpful.
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CYCO JO-NATE
 
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Post » Sun Jul 11, 2010 8:36 pm

Game Play Mechanics.

Although as I said teleportation pads do exist in the Wizard's Tower plugin.
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ANaIs GRelot
 
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Post » Mon Jul 12, 2010 3:15 am

My interpretation of levitation being removed was that the way Magick was channeled by the Cyrodiilans tended to restrict the use of some of the more complicated magic. The Dunmer and Bretons, on the other hand, could.

On topic, using Oblivion to tunnel through sounds a lot like it would lie in Conjuration and not Mysticism. Yes the distinctions are arbitrary, but Conjuration lies most definitely in manipulating the barrier between Nirn and Oblivion. So, for something like Mark/Recall, unless it were reclassified under Conjuration, I'd say no. Unfortunately I have nothing at hand to offer in its place. I can tell you that Sul's trip sounded like he used it because he didn't already have some kind of anchor to go back to. Guild Guides sound like they create sanctified areas that they can propel a person towards, same with Intervention and Mark/Recall.
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Marine Arrègle
 
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Post » Mon Jul 12, 2010 5:44 am

My interpretation of levitation being removed was that the way Magick was channeled by the Cyrodiilans tended to restrict the use of some of the more complicated magic. The Dunmer and Bretons, on the other hand, could.


Or maybe lazy, fat headed Imperial Battlemages are simply incredibly dull and unimaginative brutes whose only interest in magic is what they can blow up with it. :P My opinion may be a bit biased, though...two of the Battlemages I worked with were complete idiots. Only one of them was actually http://uesp.net/wiki/Morrowind:Archmage_Trebonius, and I was happy to hear that the Nerevarine showed him his guts before he died. http://www.youtube.com/watch?v=BqElMCDW2M4 No surprise there. Yeah....at least he had some nice gear to pawn off.
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Fiori Pra
 
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Post » Sun Jul 11, 2010 7:10 pm

In the Wizard's Tower plugin there were teleportation pads to all the various mages' guild halls. Inconveniently, there were no pads at the actual halls to go back to the hub, or to other halls.


The fact that there are no doorways back is quite logical.... since the wizard from the tower probably doesn't want uninvited visitors :P
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Stephanie Kemp
 
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Post » Mon Jul 12, 2010 4:20 am

I imagine teleportation is more dangerous than necromancy, rather than less.

That is actually an excellent idea. I just got a good idea for my fanfic.

Although as I said teleportation pads do exist in the Wizard's Tower plugin.

I used the Wizard's Tower already. It's a base of operations in my fanfic.
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D IV
 
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Post » Mon Jul 12, 2010 7:45 am

The fact that there are no doorways back is quite logical.... since the wizard from the tower probably doesn't want uninvited visitors :P


Couple of daedra standing around there would discourage most visitors.
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lilmissparty
 
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Post » Mon Jul 12, 2010 4:53 am

Couple of daedra standing around there would discourage most visitors.

The archmaster of the Telvanni had two perma summon lords acting has his body guards.
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Tha King o Geekz
 
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Post » Mon Jul 12, 2010 3:27 am

Teleportation is merely to know that you are already there. A magister has only to recall the place.
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Danel
 
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