Using a
portal requires knowledge of the rune or sigil the creator attuned for a
particular destination. Without this knowledge, the traveler cannot activate
the portal. The traveler is well-advised to know which rune or sigil will
connect the portal to which destination. The traveler must magically impress
the desired rune or sigil on the portal to activate the connection to the
destination. This may take the form of a spell which produces an image of the
rune or sigil, or an object key carried by the traveler. There will be a
limited time, determined by the creator, to pass through the portal before it
terminates the connection. It behooves the traveler to insure they have a way
to return.
A most
important aspect of portal travel is to understand portals are one-way
constructs. To return to the origin, you must have a matching portal attuned to
the origin or a portal attuned to multiple destinations, one of which is the
desired return. It is possible therefore, to create a portal which will accept
multiple destinations. The creator magically attunes runes or sigils to the
portal for each destination. The creator must have an item from the destination
to attune the portal. There is no guarantee the creator used the same rune or
sigil on both ends of a multiple destination portal to represent a location,
although it is common to do so.
Portals are
typically constructed as doors or gateways. This defines a fixed area through
which the traveler will pass. This form of portal has the advantage of being
relatively immovable and more difficult to destroy. Be aware that actually
moving a portal too far from the place where it was originally attuned will
cause it to quit functioning. Returning it to its proper location will restore
the connection. Destroying the structure of portal will render all destinations
attuned to it inaccessible.
It is
possible to construct a portal in a small object, for example, a book or
scroll. In this instance, the rune or sigil is imprinted by the creator in the
fabric of the object. As before, a destination is associated with the
particular rune or sigil. The traveler activates the portal by tracing their
finger over the pattern of the rune or sigil on the object. The transfer
generated by this form of portal will be a spherical area defined in size by
the creator. Any living creature within that area and any objects they wear or
carry will travel through the portal. The portal itself, and any items not
carried by the traveler, will remain at the origin. Destroying the rune or
sigil on the object will render that particular destination inaccessible and a
new rune or sigil will have to be created on the object.
An
understanding of Air and Earth magic is required for the construction of a
portal. For this purpose, Air is the element of travel and facilitates the
connection between origin and destination. The element of Earth grounds the
portal to the origin and destination.
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