Portal

Portals were permanent teleporation effects that linked many places in and outside Toril, including other planes and planets.

Description
A portal was a two-dimensional, often up to 15 feet (4,6 meters) circle, but not limited to it both in size and shape, area that was both intangible and invisible. Due to this, a freestanding archway of some kind usually was built to identify the location of a portal, so those who could not detect magical auras did not stumble into them accidentally. It was impossible to visually find out a portal's destination. For example, sticking the head into that field to find out the destination was impossible for touching a portal activated it.

One way to find out the location of a portal was to cast detect magic. The magical aura of a functional portal was much stronger than that whose uses were completely exhausted. Finding more about a portal required an analyze portal spell.

The portal itself was completely intangible.

Powers
Portals were magical transportation devices. When somebody touched the two-dimensional field, That person was affected by a greater teleport effect towards a pre-set destination. This was the reason why the "sticking the head through"-method to find out the destination. Creatures could enter and be transported by a portal, as long as they could pass through them, and objects could not. For example, one could not shoot arrows through a portal, they would not just pass through, but bounce off. An exception to this no-object-rule were those objects carried by creatures passing through a portal. However, even this had limit of 850 pounds (386 kilograms) and the definition of "carried" was anything touched. This weight limit had the peculiarity that an object that was touched by several creatures dropped the amount of objects the creatures could carry by its weight for all and not just for one. The limit how many creatures could pass through a portal was the one that the builder created and the usual limit was as creatures as wanted to pass through.

A portal could send only a person to its destination, but not back. Quite often, people built directly at the destination a second portal to effectively create a two-way-portal.

Destroying a portal was very difficult. Disintegrate or other physical means were not means by which a portal could be destroyed. Successfully using dispel magic could stop the working of a portal for up to twenty four seconds. It required a Mordenkainen's disjunction spell to turn a portal permanently non-functional. Another means was the gate seal spell.

Special Portals
There were some special types of portals:
 * Keyed Portals:It happened quite often that portals were keyed. This meant that the created portal could only be used if a special condition was met. Such conditions could be ones that needed to be met by the user, like being a member of a specific race, or ones that needed to be met otherwise like specific time. Keyed portals needed to be activated and remained so for six seconds. Once activated, anybody could use it during its activation by touching the portal, even without fulfilling the criteria. For example, the Ched Nasad portal could only be activated by drow who were male and not divine spellcasters. When it came to the surface end, it was only possible to activate it while the sun was set.

Malfunction
A portal's magic was very durable, but it was subject to wear. Portals that were also influenced by global magical catastrophes. Such portals started to malfunction. Malfunctioning portals were generally a century or older. When such a malfunctioning continuous portal was activated, the portal could start to show its malfunctions and applied such effects for up to a minute. Possible malfunctions were that the portal did not apply a greater teleport but a greater dispel magic effect to either the user or the user's magic items. When the former happened, the target was the user and could lose magical effects he or she was benefiting from. When the latter happened, what the portal did was draining the magic items of magic to power itself, the magic items stopped working for a short time, when it came to charge-based magic items, they lost charges. Another effect that could happen was that the user was shoved off as though he or she suffered a telekinesis effect. Another possible effect was that the portal spilled either and inflict serious wounds or cure serious wounds out against the user.

Even when the portal sent somebody off, it could send somebody to a wrong place. However, about half the time, a portal worked properly and one could further stabilize it with a portal stabilization spell.

Reputation
A lot of people created portals in Toril's history. Due to the durable nature of this magic, Toril had portals in the hundreds by 1372 DR. However, quite often, the purpose and usage instructions went lost over time alongside their creators. Therefore, portals were considered both mysterious and unpredictable.

Elfgates
The elfgates were portals that could teleport things to and from Evermeet.
 * Elion to Evereska: One side of this gate was on a hill about a mile above the palace of Seiveril Miritar near Elion in northern Evermeet. It was in a broad glade and consisted of three old stone markers. The other side was a plaza in Evereska.
 * Moonwood to Evereska: The Evereskan side of this gate lay high in the northern Shaeradim surrounding Evereska, and consisted of a stone marker covered in Espruar runes beside a waterfall beneath a stone cliff. The other side of the gate linked to a northerly outpost of Sharrven before it became a ruin.

Bakhara Spires
These were teleportation spires created by the Imaskari.

Elemental vortices
Elemental vortices were pathways connecting elemental planes with one another or the Prime Material Plane.

Time gates
Much rarer than normal portals, a few time gates existed throughout Faerûn. They were physically similar to other portals, but transported an individual not through space, but into a different time.