[quote=@Fallenreaper] Yes there is still space, and pitch your idea's concept. Mostly because travel can range from time travel (which is off the table) to actual physical travel. As with any huge magic, the greater the distance the more power and Essence from the user or other sources is required to perform. [/quote] Time travel is far too complicated for me to do it justice in writing, so I'm interested purely in physical travel. Cost being multiplied by distance would seem to be a simple way to prevent anything far too silly from occurring. [hr] [i]Character Concept:[/i] Sam, commonly known as the [i]Planewalker[/i] (she claims to have had a much cooler name, until some bald guy stole her thunder with a series of awful movies about an unnamed transporter), is an independent contractor, plying her trade by offering the most discreet means of transportation possible...teleportation. She has few scruples regarding who her current client is, provided they follow a simple rule: [i]"half now, half upon arrival at your destination"[/i]. A big fan of her own work, Sam claims that she can get past any physical barriers or magical wards (but she is quick to mention that the greater the difficulty and haste required to complete a job, the more astronomical the price demanded for her services). Summarized powers (sorry for the very quick notes format, but it is late and sleep beckons). [hider=Teleportation Travel and Dimensional Doors] Freedom of Movement: Sam is unaffected by spells that would directly hamper her freedom of movement (e.g., a spell that paralyzes would do nothing to her, but a wall of rock summoned from the earth in front of her would be a problem). Longstrider: Sam moves at a rapid pace, taking steps that seem far beyond her stature and moving a speed of movement one hardly expects from a human being. When fueled by sufficient qualities of tea, she hardly appears winded even after the longest and quickest of marches. Sense of Direction: Sam has a remarkable ability to locate objects (can sense the direction toward object/creature/person/etc., essentially think of it as a compass). Dimensional Doors: Sam can open or rather summon dimensional doors, allowing her to teleport distances across distances both short and long (with increasing cost as the distance or wards to a place increase). Sam jokes that she can get into the most well-guarded and well-warded of place, provided so long as the price is right. Teleportation: When absolutely required (usually for her own safety or that of a client), Sam can instantly transports herself and a few others over a great distance (at a great toll to herself and/or potentially someone else in her vicinity...Sam calls this person an "unwilling sacrifice"). There is a range limit to this ability however and given the rushed nature, Sam cannot guarantee that she or her party will not arrive off-target. It is possible that Sam could use this ability offensively, by teleporting a foe away from her (or worse yet, by banish the subject of her spell to another plane of existence), but given that it's much easier to simply teleport herself, Sam rarely if ever chooses to fight rather than flee. Find the Path: Using her magic can also discover the most direct way to a location, allowing her to plan out her routes. Greater Teleportation: Given time to prepare and an ample supply of arcane energy (or sacrifices), Sam can teleport herself and a few other entities across an almost limitless distance and with pinpoint precision (however this is both very tiring, expensive from an arcane point of view, and difficult...which translates to it being an option for only the most wealthy and powerful of clients). Phase Door: A fan of trickery, Sam can creates invisible passages through inert materials like wood or stone (and even arcane wards given time/focus) allowing for very convenient entrances or exits. Planewalker: Sam can project herself and her companions onto the astral planes of existence, so heaven, hell, and everywhere in between. This is useful when trying to arrive at a location without being followed or when discretion is the best choice of action (as it more often than not is for Sam). [/hider] [hider=The Ever-Shifting Room]Beyond an ancient looking door lies a mysterious room that never stays in the same place for long. In a constant state of flux, nothing about the door or the room remains the same for very long, though all who have seen past the heavy door remark that it is a lovely room, with a most tasteful decor, exceedingly comfortable furniture, and a seemingly endless supply of varied and rare sorts of tea. A frequently reoccurring couch in the room is perpetually covered with a blanket and graced with a single pillow (rumored to be the softest in all of existence) and it can be surmised that Sam sleeps there. Only Sam knows where this room or the door leading to it can be found at any given moment. [/hider]