Tuesday, February 18, 2020

Saphira's Translation of the Portal Text



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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