(11-15-2015, 12:13 PM)Valence Wrote: Mhh lots of great answers.Â
I'm still not quite sure to think about every adventurer being able to teleport like that, even with such limitations... I guess i'll have to work around it.
Also yes, what of those modern teleportation magics Urianger spoke of?
Not necessarily every adventurer, just that adventurer types are the most common users of teleportation magicks, being generally more hardy folk, etc. You must also actually learn how to teleport in the first place.
Nicia Wrote:And, because signatures of past attunements are maintained within our bodies, it is possible (with some spiritual training, of course) to ignore the pull back to the strongest resonation, and travel to another beacon. Many refer to this as "Teleportation."
Nicia infers that there is some amount of training that goes into learning how to teleport and return, as well as the atunement process. So not only do you have to have the anima and fortitude to teleport, you must also be taught how to do it.
The modern teleportation magicks referenced by Urianger refers to the "Teleport" and "Return" spells we use in game. Both of these require lengthy cast times and the utmost concentration on the part of the caster. As I briefly explored in this post on the topic, it takes two and a half minutes Eorzean time to cast Teleport and Return, meaning that those wishing to cast the spell successfully must remain still, in concentrated meditation, chanting the incantation for approximately the length of Johnny Cash's "Ring of Fire." Interruptions or breaks in concentration during this cast could interrupt the spell or worse, make the teleportation itself go horribly wrong, maiming the caster.