Why use portals?

Post/Author/DateTimePost
#1

tebryn14

Jul 20, 2004 22:05:19
As I was reading through my (admittably limited) Planescape sources, I noticed that it seems to assume that the ONLY way to travel amongst the Planes is via portal. Now, am I missing something here? Sure, you can only leave Sigil via portal, but there are other places on the Planes of interest.

For example, I noticed that when layers of the Abyss were referred to, it seems to assume that you will be reaching this layer by accessing the unpredictable portals of the Plain of Infinite Portals. What about TELEPORTATION? Can this spell not cross layer boundries? I know that in 2e, teleport without error, could cross planar boundries. Can someone explain the allure of portals? And perhaps the rules involving teleportation on the Outer Planes.
#2

Tevish_Szat

Jul 20, 2004 22:11:54
Portals: You can probably get from anywhere to anywhere through a portal or series of portals. With Portals, you can get to specific places on specific layers if you're lucky.

Plane Shift: Takes you to a roughly random place on the first layer of your chosen plane

Teleport: IIRC, Can't cross planar boundries in 3e

Planar Pathways (Styx, etc.): Probably the best way to get to and from specific places, however, access to pathways is limited and therefore you can't always use them.
#3

zombiegleemax

Jul 21, 2004 4:21:17
Correct on Teleport Without Error in 3e. In 2e, you still had to know where you're going to use it (I think. I could be wrong). Portals will take you someplace new. There were other ways suggested in the Planewalker's Handbook to travel, including the Gate spell, Plane Shift, Teleport without Error (in 2e), Cubic Gates, and various other magical items. Teleport without Error, Plane Shift, and Gate are/were high-level spells too, so until you could cast them, you're pretty much stuck with portals. Unless, you know, your 3rd level characters can Teleport without Error.

There's plenty of other ways to travel, but portals (and some planar paths) are accessible, easy to use, and do a pretty good job taking you someplace you know you need to go, but have no idea where it actually is. It's true though, if you're powerful enough to cast a spell that could take you across planar and layer boundaries, and you didn't need that spell slot for anything else (Like perhaps something to keep you alive on the plane you're going to) then it would be a great way to travel.

Portals also make transporting goods easier than Teleporting/Planeshifting. Need to move 15 carts full of exotic spices to market? I hope you can cast Planeshift a whole bunch of times.
#4

ohtar_turinson

Jul 21, 2004 10:28:12
Also, if you know the location of a portal that gets where you're going, why bother with the spell? You can save the extra spell (and maybe have an escape route) if you use portals. I'd certainly rather learn the location of a portal on the plain of infinite portals than use my only teleport to get where I'm going and then be in deep trouble when the layer's lord decides he doesn't like my face (though with the old rules on magic in the abyss I could still be in trouble either way I suppose)
#5

MephitJames

Jul 21, 2004 12:26:57
Also, only top-shelf spellslingers can use teleport without error, and if you want to leave the plane the same day you get there you need to even more powerful to have two high-level slots. If you're only a modest adventurer or don't have a spellslinger powerful enough or want your spellslinger to have some decent combat spells so you don't need to babysit him, it's best to use portals. You know where they are, where they go, how they work, etc. Plus, if you intend on frequenting the Cage at all, teleport spells, planeshift abilities, and cubic gates won't do much good so you'd best learn to use portals.
#6

sildatorak

Jul 21, 2004 13:17:36
Teleport without Error also had another big problem if you're going to be using it across planar boundaries, it was only as accurate as a regular Teleport. And I'm not talking any of this "similar location" bs, in 2e a teleport that was off would either bring you high or low. If you were high you'd be ok, 'cause you could featherfall or something, but if you were low, you were dead.
#7

herecgunina

Jul 21, 2004 17:12:30
I think the most important point mentioned so far is that Teleport Without Error was, in fact, a 7th level spell. Which is no problem for a 'normal' campaign setting where the Planes are where you go after you've defeated all of the local monsters. But Planescape was designed to make the Multiverse an accessible (if still highly dangerous) setting to adventure in right from level 1.
#8

sildatorak

Jul 21, 2004 17:29:57
Originally posted by Herecgunina
I think the most important point mentioned so far is that Teleport Without Error was, in fact, a 7th level spell.

I think a 16% chance of instant death is a pretty good argument against it. That was your chance of coming in low if you're going to a place you've never seen before using teleport (or a tpwoe to a location you've never seen on another plane). It isn't a very big chance, but we're talking no save and little to no hope of raising or resurrection, either, since you're fused into the ground.
#9

ripvanwormer

Jul 21, 2004 23:06:47
The Planewalker's Handbook included a 6th level arcane spell called Up the Abyssal Walls, which transports the caster and his party (within limts) to any layer he has previously visited. The spell is much safer than Teleport Without Error, although no destination in the Abyss can be called safe.

A portal (or gate spell) is still a better idea if you have a lot of goods to ship, of if you've never been where you want to go, or if you can't cast 6th level spells (so forget the gate spell), or if you're crossing layers on a plane other than the Abyss.