Portal

Portal Domain

The portal domain, as it was granted to clerics of Aoskar. Aoskar was the only deity known to grant access to this version of the portal domain.

This domain includes a number of new spells, which are described after the domain.

Portal Domain (Aoskar)

Deities: Aoskar.

Granted Powers: You have power over the portals that allow for inter-planar travel. In addition, if you are not a native planar you can see portals as if you were a native of the planes.

Close Portal (Su): By touching any part of the bounding of a portal, you can close it as a swift action. Portals closed this way are not sealed, damaged, or otherwise prevented from opening later. This ability only affects naturally-occurring portals. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Activate Portal (Su): By touching any part of the bounding of a portal, you can blindly activate it as a swift action, without requiring any key or command word normally needed. Portals activated this way remain active for 1 round per activation. You do not gain any insight into a portal activated in this way, such as the destination or whether the portal is one-way or two-way. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—portal beacon*, 2nd—portal alarm*, 3rd—analyze portal*, 4th—gate ward*, 5th—scramble portal*, 6th—greater gate ward*, 7th—redirect portal*, 8th—close gate*, 9th—seal portal*.

New Spells

Analyze Portal

School divination; Level bard 3, sorcerer/wizard 3
Casting Time 1 minute
Components V, S, M (a crystal lens and a small mirror)
Range 60 ft.
Area cone-shaped emanation from you to the extreme of the range
Duration concentration, up to 1 round/level (D)
Saving Throw see text; Spell Resistance no

You can tell whether an area contains a magical portal or the effect of a gate spell. If you study an area for 1 round, you know the sizes and locations of any such portals in the area. Once you find a portal, you can study it. (If you find more than one portal, you can study only one at a time.)

Each round you study a portal, you can discover one property of the portal, in this order.

  • Any key or command word needed to activate the portal.
  • Any special circumstances governing the portal’s use (such as specific times when it can be activated).
  • Whether the portal is one-way or two-way.
  • A glimpse of the area where the portal leads. You can look at the area where the portal leads for 1 round; the range of your vision is the spell’s range. Analyze portal does not allow other divination spells or spell-like abilities to extend through the portal. For example, you cannot also use detect magic or detect evil to study the area where the portal leads while viewing the area with analyze portal.

For each property, you make a caster level check (1d20 + caster level) against DC 17. If fail, you can try again in the next round.

Analyze portal has only a limited ability to reveal unusual properties, as follows.

  • Random Portals: The spell reveals only that the portal is random and whether it can be activated now. It does not reveal when the portal starts or stops functioning.
  • Variable Portals: The spell reveals only that the portal is variable. If you study the portal’s destination, the spell reveals only the destination to which the portal is currently set.
  • Creature-Only Portals: The spell reveals this property. If you study the portal’s destination, the spell reveals where the portal sends creatures. If it is the kind of portal that sends creatures to one place and their equipment to another place, the spell does not reveal where the equipment goes.
  • Malfunctioning Portals: The spell reveals only that the portal is malfunctioning, not what sort of malfunction the portal produces.

Close Gate

School abjuration; Level sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, M (a bar of silver [50 gp] engraved with the wizard’s seal and bent into a circle)
Range touch
Target one interplanar planar gate or portal
Duration 1 day/level (D)
Saving Throw none; Spell Resistance no

This spell is a more powerful version of major gate ward. It has an even longer duration, and like the lesser spell can affect any gate or portal. As with major gate ward, the caster must decide whether closing a certain portal is worth offending whatever creature or power who watches over it – especially since the wizard’s face or sigil is clearly displayed within the closed gate.

Additionally, this spell immediately shuts down a mortal-created gate (such as one called into being by the gate spell).

Gate Ward

School abjuration; Level sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (a bar of steel engraved with the wizard’s seal and bent into a circle)
Range touch
Target one planar gate or portal which does not lead to another plane
Duration 1 minute/level (D)
Saving Throw none; Spell Resistance no

Gate ward temporarily shuts down any one gate that links two points on the same plane. For example, a gate linking two metal cubes in a layer of Acheron can be blocked by the use of this spell. If the spell is cast just as a creature enters a gate, the creature vanishes into the gate and immediately reappears out of it on the same side.

A sealed gate displays the seal of the mage who cast the spell. The gate wards of mages who have no personal sigil display the face of the caster. Anonymous versions of this spell are said to exist, though no confirmed example of this has been verified.

Gate Ward, Greater

School abjuration; Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (a bar of silver [50 gp] engraved with the wizard’s seal and bent into a circle)
Range touch
Target one interplanar planar gate or portal
Duration 10 minutes/level (D)
Saving Throw none; Spell Resistance no

This spell is a more powerful version of gate ward. It has a longer duration, but more important, it can affect any gate or portal. Thus, a gate between any layers or planes can be blocked temporarily. It is important to remember that in Sigil, the Lady of Pain’s will over portals is absolute. No portal can be warded against her wishes.

As a special note, it’s worth pointing out that while this spell can affect the portals of the Great Road, the gate-towns, Mount Olympus, and Yggdrasil, such seals probably aren’t worth the mage’s time and effort. It’s virtually assured that the rulers of the gate-towns retain mages who can break greater gate ward, and the portals of the Great Road are too widely used to remain shut for very long. As for Mount Olympus and Yggdrasil, those planar pathways were created by the Greek and Norse powers, respectively, and no sane wizard wants to tempt their wrath by closing off the gods’ portals.

Portal Alarm

School abjuration; Level bard 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (a tiny bell)
Range close (25 ft. + 5 ft./2 levels)
Target one interplanar gate or portal
Duration 2 hours/level (D)
Saving Throw none; Spell Resistance no

Portal alarm sounds a mental or audible alarm each time a creature of Tiny or larger size passes through the magic gate or portal the spell is cast upon. You decide at the time of casting whether the portal alarm will be mental or audible.

Mental Alarm: A mental alarm alerts you (and only you) as long as you remain within 1 mile of the warded area and on the same plane. You notice a mental tremor that would awaken you from a normal sleep but does not otherwise disturb concentration (it would not interfere with spellcasting). A silence spell has no effect on a mental alarm.

Audible Alarm: An audible portal alarm produces the sound of a hand bell, buzzer, or other similar repeating sound that can be heard clearly up to 60 feet away, and it pierces closed doors and extends onto other planes. The ringing can be heard faintly up to 180 feet away and lasts for 1 round. Creatures within the area of a silence spell cannot hear the ringing, and if the portal itself is within the area of a silence spell, no alarm is sounded.

Ethereal and astral creatures trigger a portal alarm if they pass through the portal.

You can set a portal alarm with a password, determined at the time of the casting, and this password can be discerned with the analyze portal spell (see above). Those speaking the password before passing through the portal do not set off the alarm.

Portal Alarm, Improved

School abjuration; Level bard 4, sorcerer/wizard 4
Components V, S, F (a small leather pouch containing three brass bells.)
Duration 8 hours/level (D)

This spell functions like portal alarm, with the following additions.

  • You can designate the alarm set off by an improved portal alarm to be mental, audible, or both.
  • If a mental alarm is chosen, you receive a mental picture of all creatures that have passed through the portal and which direction they passed through. The mental image provides information as if you were standing 10 feet away from the portal.
  • You can enable another creature to receive the mental alarm instead of yourself. You must touch the creature, which receives a Will saving throw to negate the effect, if applicable.

Portal Beacon

School transmutation; Level cleric 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one interplanar gate or portal
Duration 1 hour/level
Saving Throw none; Spell Resistance no

You alter a magic gate or portal so it sends out a mental beacon for up to six creatures, including yourself if you choose. These individuals must be known to you but need not be present at the time of casting. Once you cast portal beacon, these creatures know the direction and distance to the targeted portal for the spell’s duration.

Moving to a plane other than the two connected by the portal ends the spell for that creature but leaves it intact for others. You can have any number of portal beacons tuned to you without impairing other abilities or actions.

Redirect Portal

School transmutation; Level sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (a circular silver mirror)
Range close (25 ft. + 5 ft./2 levels)
Target one interplanar gate or portal
Duration 1 round/level
Saving Throw none; Spell Resistance no

You can redirect the portal destination to the mouth of any other active portal or breach you have personally travelled through in the past 30 days. Redirection automatically fails if the portal chosen as the temporary endpoint is no longer active. Only creatures and objects are affected by redirection. Creatures that enter the portal from your side of the portal, or creatures that would otherwise arrive at your location through the portal, instead arrive at the endpoint of another portal chosen by you. The portal to which you redirect travellers continues to connect to its original destination; if a redirected creature attempts to go back through your influenced portal, it doesn’t return to your location, but instead to that portal’s natural endpoint.

Scramble Portal

School transmutation (chaotic); Level sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (a cracked mirror)
Range close (25 ft. + 5 ft./2 levels)
Target one interplanar gate or portal
Duration 1 round/level
Saving Throw none; Spell Resistance no

You randomize the destination of one interplanar gate or portal for the duration of the spell. Anyone who passes through the portal from either side is sent to a random plane instead of the portal’s normal destination.

Seal Portal

School abjuration; Level sorcerer/wizard 8
Casting Time 1 standard action
Components V, S, M (a silver bar worth 50 gp engraved with the wizard’s seal and bent into a circle)
Range close (25 ft. + 5 ft./2 levels)
Target one interplanar gate or portal
Duration permanent (D)
Saving Throw none; Spell Resistance no

You can permanently seal an interplanar gate or portal. The spell prevents any use of the portal, although seal portal can be dispelled by a dispel magic spell. A knock spell does not function on a sealed portal, but a chime of opening dispels seal portal if seal portal was cast by a spellcaster of lower than 15th level.

Once a portal is opened, seal portal does not remain in effect and must be cast again.

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