Analyze Portal

Wizard examining a glowing magical portal framed by ancient stone
Analyze Portal reveals how a magical gateway works without sending the caster through it.

Analyze Portal is specialised divination for magical gateways. It locates portals and Gate-like effects, then reveals their activation conditions, direction and destination one property at a time.

At a Glance

Primary rulesD&D 3.5e, Spell Compendium
LevelBard 3, Sorcerer 3, Wizard 3; Portal 2
SchoolDivination
Range60 feet
DurationConcentration, up to 1 round/level
Key checkCaster level check against DC 17 for each property studied

Choose the Legacy Version

Analyze Portal — D&D 3.5e Spell Compendium

SchoolDivination
LevelBard 3, Sorcerer 3, Wizard 3, Portal 2
ComponentsV, S, M
Casting Time1 minute
Range60 feet
AreaCone-shaped emanation
DurationConcentration, up to 1 round/level
Saving ThrowSee text
Spell ResistanceNo

After one round studying the area, you learn the size and location of any magical portal or Gate-like effect in the cone. If several are present, you can study only one portal at a time.

Each additional round of study can reveal one property. For each property, make a caster level check against DC 17. On a failure, you can try that property again on the next round.

  1. Any key or command word required to activate the portal.
  2. Special conditions governing its use, such as restricted times.
  3. Whether it is one-way or two-way.
  4. A brief view of the destination area, limited by the spell’s range.

The destination view does not let other divinations or spell-like abilities operate through the portal.

Material components: a crystal lens and a small mirror.

Analyze Portal — D&D 3.0 Forgotten Realms

SchoolDivination
LevelBard 3, Sorcerer 3, Wizard 3; Portal 2
ComponentsV, S, M, DF
Casting Time1 minute
Range60 feet
AreaQuarter-circle emanation
DurationConcentration, up to 1 round/level

The original Forgotten Realms version follows the same investigation sequence but uses the older quarter-circle area wording and includes a divine focus for appropriate divine access.

The later 3.5e Spell Compendium revision is the cleaner version to use at a 3.5e table.

Unusual Portals

Random portals: the spell tells you that the destination is random and whether the portal can be activated now, but not the schedule governing future availability.

Variable portals: it identifies the portal as variable; when you study the destination, you see only the destination currently selected.

Creature-only portals: the spell reveals the restriction and shows where creatures go. If equipment is diverted somewhere else, that separate destination remains hidden.

Malfunctioning portals: the spell identifies the portal as malfunctioning but does not diagnose the exact malfunction.

Using Analyze Portal

Before crossing

The spell is at its best when a portal is dangerous because the party does not understand its rules. A minute spent casting and several rounds of concentration can reveal whether a gate needs a key, works only at certain times, or sends travellers somewhere unexpected.

Portal networks

In regions containing several linked gateways, the spell lets an investigator build a practical map of which portals connect, which are one-way, and which are currently unsafe.

What it does not do

It does not disable the portal, change its destination or protect travellers from whatever lies beyond. It is information magic. Pair it with travel, warding or portal-control magic when the party needs more than diagnosis.

Related Magic

Sources and Licensing

  • Spell Compendium (Wizards of the Coast, 2005), p. 10 — later D&D 3.5e revision. Mechanics are summarised for reference; this source is not presented as Open Game Content.
  • Forgotten Realms Campaign Setting (Wizards of the Coast, 2001), pp. 66–67 — earlier D&D 3.0 version.

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