Base Class: Wizard
The School of Portalmancy focuses on the ability to open doorways through reality, providing a conduit to another area or plane of existence. Years of practice have allowed you the fundamentals of travelling through the doorways you create, able to open smaller gateways with ease. As you progress in your studies of this school, you learn how to create Gateway Circles in places you've been, and attune to them by copying the drawing in your spellbook to use or share at will. If not precise in calculations while casting portals, one can summon terrors from other planes of existence by accident, and as such, not many wizards practice Portalmancy for fear of calamity.
Portalmancy Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Gateway Circle you create or learn from another source into your spellbook is halved. The gold and time you must spend to copy any teleportation spells into your spellbook is also halved.
Gateway Portal Construction
Starting at the 2nd level, when you select this school, you learn the summon portals spell. This spell does not count against your number of spells prepared. You learn how to imbue chalk specifically for use in creating portals. As a ritual, you can utilize this chalk to create a Gateway Circle Anchor with the knowledge you've gained studying the intricacies of portals. Once complete, the chalk lines magically disappear, causing the Anchor to remain in place unless dispelled (DC 15). Part of the ritual is to copy your Anchor to your spellbook, allowing you to remember the specific design you placed for the anchor, and can draw the same Circle again in a different location. Activating the circle drawn elsewhere creates a gateway to the original, and is open for as long as you concentrate on it to allow anything to pass through.
Portal Shift
Starting at the 6th level, if you or another creature you can see within 30 ft of you is about to take ranged damage from any source, you can cast summon portals as a reaction if you are currently concentrating on the spell to move your portals into a position to re-direct the projectile within a 30 ft (or 60ft if at 14th level) radius of you. The projectile moves the remaining distance through the second portal until it reaches its max distance or hits an object. If the projectile is re-directed at another creature, that creature must make a Dexterity Saving throw (DC 10), taking half damage on a failed save or no damage on a successful one.
Portal Mastery
At 10th level, you add the teleportation circle spell to your spellbook, if its not there already. You can cast this spell once per long rest without using a spell slot. Additionally, you no longer have to concentrate on your create portal spell when casting. You can still choose to move the portals as a bonus action on subsequent turns , and will last for up to ten minutes unless dispelled.
Planar Gateways
You learn the intricacies of creating portals to other planes of existence. You can create Gateway Circles in other planes you've visited by other means, and are able to travel as normal per the Gateway Circles. You must be on the plane in question in order to construct a Gateway Anchor this way. You add the Planar Reach spell to your spellbook, if it is not there already. You can cast Planar Reach without expending a spell slot once per long rest, though you can still cast it normally using an available spell slot.
Travelling through Gateway Circles you create to other planes of existence is not without consequences. Each time you open a Gateway Circle to another plane you've created, roll 1d10 and refer to the following table based on your roll:
1 - 2: A beast of the DM's choosing associated with that plane of existence emerges and is hostile to any creatures at the entrance.
3 - 4: A blast of energy surges from the opened Gateway Circle. Anyone within 10 ft of the Gateway has vulnerability to the damage type associated with that plane of existence for the next two hours.
5 - 6: The Gateway is unstable, and hard to control. The caster must make a CON save (DC 20) to maintain control of the Gateway or it fizzles out and closes.
7 - 8: The Gateway opens, and all who pass through it are unharmed.
9 - 10: Those who enter the gateway from the entrance side become resistant to the damage types associated with that plane of existence, and all melee attacks gain an additional 1d6 damage of that specific type until their next long rest.
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