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Portals Ways

Copyright Kerry Drake ©2000

Edited by Rich Kirkland for The Guild Companion


Portals Ways

Lvl

Spell

Area of Effect

Duration

Range

Type

1)

Silent Portal

--

1 Min/lvl

touch

F

2)

Portal Change

--

--

1'/lvl

F

3)

Portal Key

--

--

touch

F

4)

--

--

--

--

--

5)

Portal Seal

--

1 Min/lvl

touch

F

           

6)

Portal Alarm

--

1 Hr/lvl

touch

F

7)

Portal Breech

--

--

5'

F

8)

Wall Portal

--

1 Min/lvl

self

F

9)

Hidden Portal

--

1 Day/lvl

touch

F

10)

Phase Portal

--

C

touch

F

           

11)

Tune Portal

--

P

touch

U

12)

Long Door (300')

--

--

300'

F

13)

Tele-Portal

--

1 Use/lvl

touch

F

14)

Portal Filter

--

1 Hr/lvl

touch

F

15)

Silent Portal True

--

P

touch

F

           

16)

Portal Trigger

--

1 Day/lvl

touch

F

17)

Portal Seal True

--

P

touch

F

18)

Tele-Portal II

--

1 Use/lvl

touch

F

19)

Hidden Portal True

--

P

touch

F

20)

Tele-Portal Network

--

--

touch

F

           

25)

Past Portal

--

1 Day/lvl

touch

F

30)

Plane Portal

--

1 Rd/lvl

touch

F

50)

Death's Door

--

1 Use

touch

F

1 – Silent Portal (F) D: 1 Min/Lvl R: Touch
This spell causes a portal (window, door, hatch, etc.) to create no noise the next time it is opened or closed.

2 – Portal Change (F) D: -- R: 1’/Lvl
When cast Portal Change will either open a closed portal or close an open portal. The portal must not be blocked, barred, or locked in any fashion.

3 – Portal Key (F) D: -- R: Touch
Portal Key gives a chance of any (non-magical) lock to be either unlocked or locked as the caster desires. Casting this spell normally allows a 30% chance for the lock to either lock or unlock, if the roll fails there is a 10% chance of any trap associated with the lock to go off. This spell may be cast as though it were a higher level with a higher power point cost. For every additional level and associated power point contributed to the casting of this spell an extra 5% chance is added (i.e. 35% with 4pp’s, 40% with 5 pp’s), up to a maximum of 95% at 16th level.

5 – Portal Seal (F) D: 1 Minute/Lvl R: Touch
This spell will cause a single portal to be magically sealed. No normal means will open the portal while the spell is in effect. The portal could be physically broken through if the means were available.

6 – Portal Alarm (F) D: 1 Hour/LVL R: Touch
Opening a Portal after this spell has been cast will cause a loud, audible alarm to sound for 30 seconds. The Alarm can be heard at a distance of up to 300 feet, -20’ for every door, -50’ for every 3" of wall that the sound must pass through.

7 – Portal Breech (F) D:-- R: 5’
Any normal portal that is the target of this spell WILL open if non-magically sealed. If the door is physically blocked from opening in either direction, the door will shatter into numerous small pieces, leaving an opening in its place. Magically sealed doors make a resistance roll against the casters level with a penalty of –25. Note that if the door was some how completely blocked on one side, or if it had been bared with a special material (mithril bar) the door would shatter, but the special material, or blockage on the other side would remain intact. The GM may consider what materials constitute a Normal Portal.

8 – Wall Portal (F) D:1 Minute R: Personal
Allows the caster to pass through up to 1"/Lvl of solid material as if it were air. If the material is thicker than the casters ability to pass, the caster will "bump" into the solid surface after passing through as much of the substance as allowed by the spell.

9 – Hidden Portal (F) D: 1 day / level R: Touch
Any portal that is the target of this spell takes on the properties of the surrounding material and blends in, becoming hidden from the casual observer. Attempts at detecting such a hidden portal have a difficulty level of "Extremely Hard".

10 – Phase Portal (F) D: Concentration R: Touch
This spell causes a misty gray tunnel 6’ tall and 3’ wide to appear through up to 1"/lvl of a solid material. While the caster concentrates, up to 2 man sized (1 larger, no more than 3 smaller) creatures may pass through the tunnel per round.

11 – Tune Portal (U) D: P R: Touch
By casting this spell the caster "tunes" himself to the portal. He will then know whenever a portal he is attuned to is open or closed. A caster can only "attune" himself to as many doors as his level, and is aware exactly WHICH door has been used.

12 – Long Door (300’) (F) D: -- R: 300’
AS Long Door (300’) on the Lofty Bridges list. (Closed Essence)

13 – Tele-Portal (F) D: 1 Use/Level R: Touch
This spell must be cast twice. The first casting will anchor the first point of the spell, the second casting will anchor the second point. Once both spells are cast, a Teleportation effect is created between the two portals. The range limitation between the doors is equal to 10 miles per level of caster. The caster must travel from one portal to the other by some means to cast both ends of the spell. Anyone who is aware of the nature of the portal may, by expending 13 Power Points, cause the portal to activate and send him or her to the other portal, this will drain one "use" from the portal. The pathway operates in each direction. The portals may be "recharged" at either location by merely casting the spell on one of the portals again. The number of charges may never exceed the initial level of the caster when the portals were created. The potential traveler through a teleportal must make a successful attunement roll. The difficulty of the attunement is set by the caster of the original teleportal spell and can range from easy to extremely hard. Another attunement roll may be made to determine the number of remaining charges in the spell. If the last charge is ever used, then both ends of the teleportal will cease to exist.

14 – Portal Filter (F) D: 1 Hour/Level R: Touch
When casting this spell the spell user must declare certain parameters that will restrict who may pass through the portal. Parameters may be someone’s name: "George TwoToes", an identifier "Members of the Royal Guard", a trait "Only left handed people". The caster may only specify a number of traits equal to half of his level. Any restricted individual attempting to pass through the door must make a -20 RR versus the level of the caster or else they will be unable as if prevented by an unseen physical barrier. Attempting to force an individual through such a filter will have an effect similar to trying to force them through a stone wall.

15 – Silent Portal True (F) D: P R: Touch
As Silent Portal, but the duration is permanent.

16 – Portal Trigger (F) D: 1 Day/Level R: Touch
When casting this spell the spell user designates some item as trigger that will activate a specific Tele-Portal. Anyone in possession of a Portal Trigger may activate the Portal without expending any power points. Normal items may only have one Trigger placed on them at a time, however, at the GM’s discretion, an Alchemist may implant multiple triggers into a device prepared to receive an enchantment.

17 – Portal Seal True (F) D: P R: Touch
As Portal Seal, but the duration is permanent.

18 – Tele-Portal II (F) D: 1 Use/Level R: Touch
As Tele-Portal, however if Tele-Portal II is cast on BOTH ends of the effect, the range is increased to 25 miles / Level of caster. A Tele-Portal II and a normal Tele-Portal may be cast, one on each end, but the range would be limited to the 10 miles / level of the Tele-Portal spell. A Tele-Portal II pathway can be recharged by a normal Tele-Portal spell, but the recharge will only carry 1 use / every 2 levels of caster.

19 – Hidden Portal True (F) D: P R: Touch
As Hidden Portal, but the duration is permanent and detection is a sheer folly maneuver.

20 – Tele-Portal Network (F) D: -- R: Touch
This spell will create a network of linked Tele-Portals, or add a Tele-Portal to an existing network. A number of portals equal the level of the caster when he (or she) originally cast the spell that created the network may be a part of the network. Once a part of the network, a person activating a Tele-Portal will know how many other "nodes" are on the side of the network, and be able to choose which they come to. Only "nodes" that the person has used before can be identified as to where they come out; others are literally blind choices that the user must go to before he (or she) will know where they go. The network will last as long as any portals that are part of the network still have a charge left in them.

25 – Past Portal (F) D: 1 day/Level R: Touch
This spell will allow the caster to look through the affected portal and see back in time to witness past events. The caster may see back up to a number of days equal to his level. The caster may fast forward and reverse through the time stream within the duration at will, but he can only advance time by up to 5 times normal speed. For example, to fast forward through an entire day would still require 4.8 hours. The caster may only see events that occurred within site of the portal.

30 – Plane Portal (F) D: 1 Round/Level R: Touch
This spell will cause a normal portal to become a gateway to one of the other planes of existence (as available in the current game setting). The caster must decide which plane will be the destination of the portal. Any being may cross (in either direction) for the duration of the spell.

50 – Death’s Door (F) D: 1 Use R: Touch
Any being that passes through a portal that has been turned into a Death’s Door automatically suffers 50 points of damage (base) and an E critical of each of the following types: Electricity, Heat, Impact, and Unbalancing, in that order (If the heat critical adds 3 points of damage, and the impact critical doubles the damage the total (at that point) would be 106 (50 base + 3 heat * 2 impact)).


 

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