I figured this would be fun to do, and I thought I had the idea on how to do it in the current game. This kind of thing seems to be common with modding the game so far. I wasn't able to get it to work, but figured I would post what I did so that either a> someone else can figure it out, or b> a dev helps out. It's kind of weird, but in theory it should work.
Ok, so this is what I was thinking. I wanted to make 4 (at least) different portals which would appear as a quest. It's just a basic quest that has the player go kill some creature, then the reward is to receive the spellbook for that portal (so, let's say ArcticPortalQuest Location gives ArcticPortal spellbook which contains the ArcticPortal spell (StartingKnown is set to 1)).I figured using the Teleport spell would be the way to go. It's the only way I know of to get your unit across the map to a different point. I figured if I used the ValidTerrainType tag, I could create a new Terrain, and apply it in one spot (even if I had to create a custom map, I just wanted to see if it could work), which is the Quests Location. There's also supposedly a way to get the quest to place terrain, although I wasnt able to get it to work.
Sooo, I went and created a new TerrainType. I simply copied one of the Core ones...then changed the Internalname to ArcticPortal. I was all excited, because when I went into the Map editor, I could see my new creation under Land..ARcticPortal. I could also place it on the map. Sweet. (Also after working with the XML, it seems we can create our own terrain fairly easily, albeit time consuming).
However, after testing things out, you can just cast the spell anywhere on the map, instead of being restricted to the one location. Hrmm no luck.
So, I changed the tag to ValidTerrainCategory and set it to forest to make sure the spell could be restricted. Sure enough, it was.
Ok, so maybe changing my new terraintype's category tag to ArcticPortal will create a new category? As nice of an idea as that is, it doesn't work. You won't see the new terrain in the map editor, and you can still cast the spell anywhere. Now this bugged me. If I set a requirement for a spell for valid terrain, and the terrain doesnt exist/game doesnt recognize it, shouldn't you just not be able to cast the spell? Apparently not. It seems as though the game ignores restrictions it doesnt understand (at least in the case of ValidTerrainCategory). The teleport spell also seems to ignore the ValidTerrainType tag. After setting that to an in game terraintype (DesertTerrain I believe I tried), I was also able to cast the spell anywhere (there was no desert terrain on the custom map I created). If the devs could just activate that tag in the Teleport spell, the first thing I tried would work. Also, as I said before, it'd be nice if the quest system spawned the terrain. PlaceTerrain is a tag thats listed in Frogboy's article that should work, but maybe I'm not doing it properly?
Another nice thing would be a way to specify a value to the teleport spell. Or to have it go to a location. I suppose if you used map coordinates, you'd have to create the map to know where exactly to teleport to (ex <Value>29,37</Value>).
If anyone can get this idea to work, that'd be awesome. I can post the files I made here if anyone wants them. Although, you may have to change some things as it uses some stuff from the Dr Who mod that I'm working on.