Difference between revisions of "Sandbox"

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=== Gate === 
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* [[Meteor Kill Chain (IF)|Meteor Kill Chain]]
'''Effect:''' This ritual allows the caster to interact with teleportation circles in two distinct ways: 
 
 
 
*''Variant 1: Create a Gate'' 
 
This version of the ritual establishes a permanent or semi-permanent teleportation circle that serves as a stable anchor point for magical travel. Unlike the Teleportation Circle power, this ritual enhances the circle with protective wards and linking glyphs, making it resistant to tampering and destruction. 
 
 
 
*''Variant 2: Activate a Gate'' 
 
This version utilizes an existing teleportation circle to create a direct passage between two circles. Once the ritual is complete, the caster and any companions may step through the circle and instantly arrive at the connected circle. 
 
 
 
'''Requirements:''' Rare components attuned to the destination’s properties, such as astral dust or shards of precious metals from the target location, worth 5 coin. A focus imbued with personal arcane energy is also necessary. 
 
 
 
'''Cost:''' The caster takes 4 stress for creating a gate and 6 stress for activating a gate. Each use of the ritual strains the boundary of the planes slightly, attracting attention from beings that dwell in liminal spaces. 
 
 
 
'''Basic Parameters:''' 
 
- ''Range'': Activation requires knowledge of the exact pattern and location of the target teleportation circle. 
 
- ''Duration'': A created Gate remains open for up to 1 hour, or longer with additional complexity. 
 
- ''Travel Limit'': Up to 10 individuals or a similar volume of goods may travel per activation. 
 
 
 
'''Complexity Roll Considerations:''' 
 
- ''Creating a Gate'': The caster must etch complex sigils around the teleportation circle, tying it securely to a specific arcane signature. 
 
- ''Activating a Gate'': Establishing a stable link between two circles requires precise knowledge of both circles’ patterns. 
 
 
 
'''Consequences of Failure:''' 
 
- ''Misdirection'': Failure in activation could send travelers to an unintended circle, possibly in a dangerous or hostile location. 
 
- ''Temporal Flux'': Time may flow differently for travelers, causing them to arrive earlier or later than intended. 
 
- ''Dimensional Bleed'': Unstable connections might allow extradimensional entities to slip through the gate uninvited. 
 
 
 
'''Points of Interest at the Ritual Site:''' 
 
- ''Astral Anchor'': The Gate can be attuned to celestial events, enhancing its stability when performed under specific stellar alignments. 
 
- ''Whispering Glyphs'': Those near an active Gate hear faint whispers, remnants of the arcane energy used to power the ritual. 
 
- ''Phantom Trails'': The site where a Gate is activated might show ghostly imprints of travelers who have passed through. 
 
 
 
'''Notes:''' 
 
- ''Network Expansion'': A series of linked Gates could establish a vast teleportation network, though maintaining such a network requires significant resources and vigilance. 
 
- ''Fey Interference'': Activating a Gate in proximity to a Feywild-aligned circle may attract fey creatures, who view the act as an invitation or challenge. 
 
 
 
 
 
=== Gate: Creation === 
 
'''Effect:''' This ritual establishes a permanent teleportation circle, enhanced with powerful arcane wards and linking glyphs. The circle serves as a stable anchor for magical travel. Once created, this Gate can be used as a destination for teleportation powers and rituals. 
 
 
 
'''Requirements:''' Rare components attuned to the local planar energy, such as ground gemstone powder or leyline-infused ink, worth 6 coin. The ritual also requires the caster’s personal focus item. 
 
 
 
'''Cost:''' The caster takes 5 stress. The ritual requires 8 hours of uninterrupted work, during which the caster carves or inscribes the Gate's unique pattern. 
 
 
 
'''Basic Parameters:''' 
 
- ''Stability'': This Gate is resistant to tampering or environmental wear, though it can still be destroyed through deliberate actions. 
 
- ''Activation'': The Gate remains inactive until powered by teleportation rituals or powers. 
 
 
 
'''Complexity Roll Considerations:''' 
 
- ''Magnitude'': Affects the durability and intricacy of the Gate. More complex patterns can support multiple linked destinations or specific time-based activations. 
 
- ''Area'': The circle’s size determines how many entities can pass through simultaneously. 
 
 
 
'''Consequences of Failure:''' 
 
- ''Arcane Instability'': The circle may destabilize, creating dangerous magical feedback. 
 
- ''False Anchor'': The Gate might form incorrectly, linking to random or hazardous locations. 
 
 
 
=== Gate: Activation === 
 
'''Effect:''' This variant utilizes an existing teleportation circle, activating it to create a temporary portal to a linked Gate. The portal allows near-instantaneous travel between the two circles for a brief period. 
 
 
 
'''Requirements:''' A piece of the target circle’s pattern (or its detailed schematic) and a token tied to its planar energy, worth 4 coin. 
 
 
 
'''Cost:''' The caster takes 6 stress. The portal remains open for up to 10 minutes, or longer with additional complexity. 
 
 
 
'''Basic Parameters:''' 
 
- ''Range'': The linked Gate must be within the same plane or a closely adjacent one (e.g., Feywild, Shadowfell). 
 
- ''Capacity'': Up to 10 individuals or equivalent cargo may pass through. 
 
 
 
'''Complexity Roll Considerations:''' 
 
- ''Distance'': The farther the destination Gate, the higher the complexity required. 
 
- ''Duration'': Prolonging the portal’s openness increases the stress cost and complexity. 
 
 
 
'''Consequences of Failure:''' 
 
- ''Errant Path'': Travelers might emerge at a random location instead of the intended Gate. 
 
- ''Planar Rift'': Unintended tears in the fabric of reality could invite hostile entities or unleash chaotic energies. 
 
 
 
'''Additional Effects:''' 
 
- ''Spectral Surge'': Upon activation, the portal emits a pulse of energy visible to magical senses for miles around. 
 
- ''Echo of Passage'': Residual arcane traces may linger for days, potentially allowing skilled trackers to trace the portal’s usage.
 
 
 
=== Gate: Activation Progress === 
 
'''Effect:''' You activate an existing teleportation circle, creating a temporary portal to a linked Gate whose pattern you know. The portal allows near-instantaneous travel between the two circles for a brief period.  Each gate has a unique geometric pattern that
 
 
 
'''Requirements:''' A piece of the target circle’s pattern (or its detailed schematic) and a token tied to its planar energy, worth 4 coin. 
 
 
 
'''Cost:''' The caster takes 6 stress. The portal remains open for up to 10 minutes, or longer with additional complexity. 
 
 
 
'''Basic Parameters:''' 
 
- ''Range'': The linked Gate must be within the same plane or a closely adjacent one (e.g., Feywild, Shadowfell)
 
- ''Capacity'': Up to 10 individuals or equivalent cargo may pass through. 
 
 
 
'''Complexity Roll Considerations:''' 
 
- ''Distance'': The farther the destination Gate, the higher the complexity required. 
 
- ''Duration'': Prolonging the portal’s openness increases the stress cost and complexity. 
 
 
 
'''Consequences of Failure:''' 
 
- ''Errant Path'': Travelers might emerge at a random location instead of the intended Gate. 
 
- ''Planar Rift'': Unintended tears in the fabric of reality could invite hostile entities or unleash chaotic energies. 
 
 
 
'''Additional Effects:''' 
 
- ''Spectral Surge'': Upon activation, the portal emits a pulse of energy visible to magical senses for miles around. 
 
- ''Echo of Passage'': Residual arcane traces may linger for days, potentially allowing skilled trackers to trace the portal’s usage.
 

Latest revision as of 18:52, 8 September 2025