Portals and Teleportation

PORTALS ARE NOT THE CONVENIENT SHORTCUTS YOU READ ABOUT IN YOUR DUSTY TOMES. In Tavomia, portals are dangerous, unpredictable tears in the fabric of our world, and those who treat them lightly often don't return to share their mistakes. I’ve seen seasoned adventurers, far more experienced than any of you, step through a portal and emerge twisted, their minds shattered by what lies between the realms. The Weave does not take kindly to being bent or torn, and when you step through a portal, you’re not just crossing space—you’re challenging the very nature of reality itself.
— Except from a talk given by Trevor Gansted.
  Portals and teleportation are enigmatic and perilous aspects of magic in Tavomia. These phenomena are rare and unpredictable, enabling travel across vast distances within the same realm or, in some cases, between different realms. Scholars and mystics have long debated the nature of portals, but their true essence remains tied to the fabric of reality itself, shaped by Seraphine.  

What Are Portals?

  Portals are fractures or weak points in the fabric of reality where the boundaries between locations or realms become thin enough to traverse. These gateways allow passage between different points in Tavomia or, occasionally, to other realms such as the Fey Wilds or the Underworld. Scholars believe portals are tied to the instability or convergence of realms, creating these magical passageways.  

Creation of Portals

  Portals in Tavomia exist in two forms: naturally occurring portals and those created through magical force. Each type has its own methods of activation, risks, and characteristics.   Natural Portals appear in places where reality is weak or unstable, or where the boundaries between realms have been disturbed. These portals do not require magic to open but instead need a specific “key” or condition, such as a drop of fey blood, a particular event, or a specific time. The activation of natural portals depends entirely on their unique key or condition, making them less dangerous to activate than forced portals but often unpredictable and difficult to control. Once a natural portal is activated and both ends are stable, travel through it is generally safe, provided the entry and exit points are intact. However, if a portal’s destination is hazardous, the risks increase, though the act of passing through a stable portal is not inherently dangerous.   Forced Portals are created through deliberate manipulation of reality by a spellcaster, a process known as “Forcing.” This requires weakening the fabric at one point and linking it to another weakened point to create a passage. Forced portals require the Gate spell to activate, involving significant manipulation of the fabric of reality. A portal frame is essential to safely activate a portal with the Gate spell. Without it, the magic has no target to form a stable connection, and the spell fails without effect. Successfully activating a forced portal with a portal frame ensures safe travel, provided both portals are intact and properly connected.  

The Dangers of Using Portals

  The primary danger of using portals, whether natural or forced, lies in their activation. The unpredictable nature of activating a portal, especially forced ones, makes them a risky means of travel. Failed activation can lead to minor disorientation or catastrophic anomalies. However, once a portal is activated and both ends are stable, traversal through the portal is typically safe, assuming the destination is secure.   Due to these risks, portals are generally used only when absolutely necessary. Those who choose to use them must do so with caution, fully aware of the potential dangers. Even seasoned travelers cannot be certain of what awaits them on the other side until the portal is successfully activated.  

Known Portals in Tavomia

  Tavomia is home to a select few known portals, relics from a forgotten era, each guarded and shrouded in mystery. These portals, scattered across the world, offer glimpses into the unknown, with their destinations often lost to time or steeped in danger.   The Silver Spire and Southern City Portals: The Escali Empire boasts the only fully functional pair of portals in Tavomia. One resides in the majestic Silver Spire, adorned with intricate carvings, while its twin lies in a lesser-known southern city. These portals provide a direct link between the two locations, facilitating vital communication and transport. Both portals are heavily guarded by elite imperial soldiers, and their use is strictly controlled, reserved for those with imperial authorization.   The Isles of Stars Portal: On the mystical Isles of Stars, an ancient portal stands, its stone archway covered in glowing runes. Its twin has never been found, and all attempts to activate it have failed. The Alantri, the island’s guardians, closely monitor the portal, wary of the unknown power it might unleash.   The Norvick Portal: Hidden deep within the Yurvonian forests near Norvick, this dormant portal is continuously guarded by the High King's soldiers. Its twin remains undiscovered, and any attempt to activate it has failed, leading its guardians to fear what horrors might be unleashed if it were opened.   The Freeport Portal: Located within the League of Explorers Headquarters in Freeport, this portal is among Tavomia’s most enigmatic. Though successfully activated, no one who has passed through has returned, leaving its destination a terrifying mystery. Access is tightly controlled by Trevor Gansted, the head of the League, who grants permission only to those deemed worthy—or foolhardy enough—to attempt the journey.   Each of these portals represents a doorway to adventure or doom, their secrets guarded as closely as their locations.  

Teleportation Magic in Tavomia

  Teleportation magic in Tavomia is significantly affected by the unstable nature of reality. While some methods of instantaneous travel exist, they are fraught with peril. Bending reality to transport oneself or others requires immense power and precision, and even minor errors can lead to severe consequences.   Most traditional teleportation spells, especially those involving long-distance travel or planar shifts, are highly unstable in Tavomia. The only commonly known and reliable method is through the use of prepared Teleportation Circles, which allow casters to return to a specific, memorized location within the same realm. Travel between different realms, such as the Fey Wilds or the Underworld, is not possible using these methods. Additionally, due to the foreign nature of other realms, casters cannot create new Teleportation Circles outside of Tavomia, although existing circles in other realms can be memorized for future use.  

Translocation Sickness

  Traveling through portals or using teleportation magic over long distances in Tavomia can cause Translocation Sickness due to the sudden shift in physical and mental orientation. This condition can lead to nausea and exhaustion, reflecting the strain of abrupt relocation.   When using portals or teleportation magic, maintaining strong mental focus and a clear understanding of the destination is crucial. Experienced travelers often memorize specific landmarks or symbols to anchor themselves, reducing the chances of disorientation upon arrival.

Teleportation Sickness

After using teleportation magic or traveling through a portal over long distances (more than a mile), a creature must make a Constitution saving throw to resist the effects of Translocation Sickness.   Saving Throw DC: 15  
  • On a failed save, the creature is considered poisoned for 1d4 hours and gains one level of exhaustion.
  • On a successful save, the creature avoids Translocation Sickness.
 

Modified Spells

  The following spells are unique to Tavomia and are the only long-distance teleportation spells that function within this setting.  
Gate (Tavomia)
9th-level conjuration
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (a functioning portal frame, which is not consumed by the spell)
Duration: Concentration, up to 1 minute
  In Tavomia, Gate is used to activate existing portal frames, linking two distant locations. The portal’s success depends on the stability of these ancient constructs. A shimmering surface appears within the targeted portal frame, connecting it to another frame elsewhere, provided both frames are intact.
  • Portal Frame Dependency: Gate can only activate existing portal frames; it cannot create new ones.
  • Spellcasting Check: The caster must make a spellcasting ability check. On a failure, the spell fails, the caster takes 12d6 psychic damage (Constitution save for half) and is knocked unconscious for 1d4 hours.
  • Limitations: If the portal frame on the other end is damaged, the spell fails with no effect.
 
Word of Recall (Tavomia)
6th-level conjuration
Casting Time: 1 action
Range: 5 feet
Components: V
Duration: Instantaneous
  Word of Recall allows the caster and up to five willing creatures within 5 feet to instantly teleport to a memorized Teleportation Circle within the same realm. The caster can memorize a number of circles equal to their proficiency bonus.
  • Realm Boundaries: This spell cannot cross into different realms.
  • Memorization: The caster can only teleport to circles they have committed to memory.
 

Additional Considerations

  The Weave's instability in Tavomia affects many teleportation and planar travel spells. While Gate and Word of Recall are adapted for this setting, GMs should assess other spells involving long-distance travel or planar shifts on a case-by-case basis, considering Tavomia's unique magical dynamics.

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