Gate (Sorcerer/Wizard Spell): Difference between revisions

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{{Template:Spell
{{Template:WizardSpell


<!-- Spell Level -->
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| Cleric|9
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| Pariah=<onlyinclude>{{#ifeq:{{{transcludesection|Pariah}}}
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| School|[[Conjuration]]
| School|[[Conjuration]]
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}}</onlyinclude>
::'''''Domain:''''' [[glory Domain|glory]] 9
 
:::'''''Subdomain:''''' [[trade Subdomain|trade]] 9
::'''''Elemental School:''''' [[air (Arcane School)|air]] 9, [[earth (Arcane School)|earth]] 9, [[fire (Arcane School)|fire]] 9, [[water (Arcane School)|water]] 9


| CastTime=<onlyinclude>{{#ifeq:{{{transcludesection|CastTime}}}
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| Components=<onlyinclude>{{#ifeq:{{{transcludesection|Components}}}
| Components|V, S, M
| Components|V, S, M
}}</onlyinclude> (see text)
}}</onlyinclude> (a carving of a male head with a face on the front and back, created in the plane to which you are attempting to travel, worth {{cost|l=18|s=0.5634}})


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| Duration=<onlyinclude>{{#ifeq:{{{transcludesection|Duration}}}
| Duration=<onlyinclude>{{#ifeq:{{{transcludesection|Duration}}}
| Duration|Instant or [[concentration]] (up to 1 rnd/lvl); see text
| Duration|Day
   <!-- Values: Instant, Concentration, 1Round, Combat, Encounter, Day, Moon, Year, or anything else -->
   <!-- Values: Instant, Concentration, 1Round, Combat, Encounter, Day, Moon, Year, or anything else -->
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| Save|HWillNegates
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| Save-DC|Strong
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   <!-- Values: None, Weak, Strong, Hybrid, or anything else -->
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| Lays-Charge|Y
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| SR|no
| SR|Y
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   <!-- Values: Y, or leave blank -->
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| Description = Casting a ''Gate'' spell has two effects.  
| Description = Casting the ringing paeans of the Gate Spell causes the caster's voice to echo and reverberate strangely, as their words fall 'between' the normal dimensions and reflect oddly upon the structures that Lie Between. Upon completion, this mighty spell rips or coaxes forth (depending upon circumstances) an interdimensional connection between your plane of existence and another Material Plane you specify, allowing travel between those two planes in either direction. A Gate may not be used to reach the Astral Sea, or the Endless Dark.  It may not open into the Ethereal Plane or the Shadow Plane. A Gate may not be opened between two points on the same Material Plane.
:*'''First,''' it creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction.
:*'''Second,''' you may then call a particular individual or kind of being through the ''Gate''.


: The ''Gate'' itself is a circular hoop or disk from 5 to 20 feet in diameter (caster's choice) oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.
: Other than those restrictions, a Gate may be opened to ANYWHERE on another Material Plane. The only restriction is that the caster must have a material component made in the Plane sought, a Remnant dropped by a native of the Plane in question, or detailed knowledge of where the Gate must reach, and finding such objects from and information about another Plane of Existence can be...difficult.  Consultation with one or more [[Libraries]] may be required.


: A ''Gate'' has a front and a back. Creatures moving through the ''Gate'' from the front are transported to the other plane; creatures moving through it from the back are not.
: Gate can be used to reach the Elemental Planes, the realms of Fire, Earth, Water, and Air. Gate can be used to reach the Energy Planes, the realms of Light, Dark, Life, Death, and Force. Gate can be used to reach the Wards of the Will, any of the myriad Heavens, Hells, Limbos, and Purgatories, although entering any of the Wards is likely to draw the attention of the ruling Deity, for good or ill. Gate can even be used to reach the various un-numbered Lateral Material Planes, those unfortunate realms which have fallen from the Fount of Creation and are no longer thriving and vivacious places. The first and most mighty of those realms is the First World, the original plane of the Elves and the current source for all creatures of the Fey. Of course, there are untold trillions of the Lateral Realms, so be careful where you go....


:*'''Planar Travel:''' As a mode of planar travel, a ''Gate'' spell functions much like a [[Plane Shift (Spell)]], except that the ''Gate'' opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a ''Gate'' from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you, anyone who chooses to step through the portal is transported. A ''Gate'' cannot be opened to another point on the same plane; the spell works only for interplanar travel.
: The ''Gate'' itself appears as an eldritch circular hoop or disk from 5 to 20 feet in diameter (caster's choice) oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.


:: You may hold the ''Gate'' open only for a brief time (no more than 1 round per [[caster level]]), and you must concentrate on doing so, or else the interplanar connection is severed.
: A ''Gate'' has a front and a back. Creatures moving through the ''Gate'' from the front are transported to the other plane; creatures moving through it from the back are not.


:*'''Calling Creatures:''' The second effect of the ''Gate'' spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell, you cause the ''Gate'' to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the ''Gate'', although they may choose to do so of their own accord. This use of the spell creates a ''Gate'' that remains open just long enough to transport the called creatures. This use of the spell has a material cost of 10,000 gp in rare incense and offerings. This cost is in addition to any cost that must be paid to the called creatures.
: As a mode of planar travel, a ''Gate'' spell functions much like a [[Plane Shift (Sorcerer/Wizard Spell)]], except that the ''Gate'' opens precisely at the point you desire. Deities and other beings who rule a planar realm can prevent a ''Gate'' from opening in their presence, personal demesnes, or indeed, anywhere in their Plane if they so desire...although oftimes, they will allow the Gate and simply place it where they wish, rather than where the caster wished. Journey with a Gate to the Wards (or any other deifically interesting planes) can be...interesting.  


:: If you choose to call a kind of creature instead of a known individual, you may call either a single creature or several creatures. In either case, their total HD cannot exceed twice your [[caster level]]. In the case of a single creature, you can control it if its HD does not exceed your [[caster level]]. A creature with more HD than your [[caster level]] can't be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.
: Travelers need not join hands with the caster, anyone who chooses to step through the portal is transported. A ''Gate'' cannot be opened to another point on the same plane; the spell works only for interplanar travel.


:: If you choose to exact a longer or more involved form of service from a called creature, you must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward; see the [[Planar Ally, Lesser (Spell)]] for appropriate rewards. Some creatures may want their payment in "livestock" rather than in coin, which could involve complications. Immediately upon completion of the service, the being is transported to your vicinity, and you must then and there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.
: Once created, a Gate stays open until the durarion expires, it is dispelled or disjoined, an anti-magic field disrupts it, or it is dismissed by the caster using a standard action.


:: Failure to fulfill the promise to the letter results in your being subjected to service by the creature or by its liege and master, at the very least. At worst, the creature or its kin may attack you.
: Note that a Gate is completely traversible by the denizens on either side! It is often wise to cast Gate in a securely locked room or other fortified place.


: '''Note:''' When you use a calling spell such as ''Gate'' to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type.
: Gate places a charge on the Caster (see below) that persists as long as the Gate does, but it does NOT place a charge on any creatures that traverse it.  


| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|Connects two planes for travel or summoning.
| ShortDesc|Connects two planes for travel by any creatures, in either direction.
}}</onlyinclude>
}}</onlyinclude>


| Reviewed=<onlyinclude>{{#ifeq:{{{transcludesection|Reviewed}}}
| Reviewed=<onlyinclude>{{#ifeq:{{{transcludesection|Reviewed}}}
| Reviewed|N
| Reviewed|Y
<!-- Values: N (not reviewed) or Y (reviewed); blank defaults to "N" -->
<!-- Values: N (not reviewed) or Y (reviewed); blank defaults to "N" -->
}}</onlyinclude>
}}</onlyinclude>
}}
}}

Latest revision as of 17:53, 6 September 2019

Level: Sorcerer/Wizard 9
School: Conjuration

Casting

Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S, M (a carving of a male head with a face on the front and back, created in the plane to which you are attempting to travel, worth 10,000 gp)

Effect

Range: Medium (100 ft. + 10 ft./lvl)
Target or Area: see text
Duration: Until the end of your next full night's rest
Saving Throw: Harmless (Will negates)
Save DC: 10 + caster stat modifier + 1/2 caster level
Spell Resistance: Yes

Description

Casting the ringing paeans of the Gate Spell causes the caster's voice to echo and reverberate strangely, as their words fall 'between' the normal dimensions and reflect oddly upon the structures that Lie Between. Upon completion, this mighty spell rips or coaxes forth (depending upon circumstances) an interdimensional connection between your plane of existence and another Material Plane you specify, allowing travel between those two planes in either direction. A Gate may not be used to reach the Astral Sea, or the Endless Dark. It may not open into the Ethereal Plane or the Shadow Plane. A Gate may not be opened between two points on the same Material Plane.
Other than those restrictions, a Gate may be opened to ANYWHERE on another Material Plane. The only restriction is that the caster must have a material component made in the Plane sought, a Remnant dropped by a native of the Plane in question, or detailed knowledge of where the Gate must reach, and finding such objects from and information about another Plane of Existence can be...difficult. Consultation with one or more Libraries may be required.
Gate can be used to reach the Elemental Planes, the realms of Fire, Earth, Water, and Air. Gate can be used to reach the Energy Planes, the realms of Light, Dark, Life, Death, and Force. Gate can be used to reach the Wards of the Will, any of the myriad Heavens, Hells, Limbos, and Purgatories, although entering any of the Wards is likely to draw the attention of the ruling Deity, for good or ill. Gate can even be used to reach the various un-numbered Lateral Material Planes, those unfortunate realms which have fallen from the Fount of Creation and are no longer thriving and vivacious places. The first and most mighty of those realms is the First World, the original plane of the Elves and the current source for all creatures of the Fey. Of course, there are untold trillions of the Lateral Realms, so be careful where you go....
The Gate itself appears as an eldritch circular hoop or disk from 5 to 20 feet in diameter (caster's choice) oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.
A Gate has a front and a back. Creatures moving through the Gate from the front are transported to the other plane; creatures moving through it from the back are not.
As a mode of planar travel, a Gate spell functions much like a Plane Shift (Sorcerer/Wizard Spell), except that the Gate opens precisely at the point you desire. Deities and other beings who rule a planar realm can prevent a Gate from opening in their presence, personal demesnes, or indeed, anywhere in their Plane if they so desire...although oftimes, they will allow the Gate and simply place it where they wish, rather than where the caster wished. Journey with a Gate to the Wards (or any other deifically interesting planes) can be...interesting.
Travelers need not join hands with the caster, anyone who chooses to step through the portal is transported. A Gate cannot be opened to another point on the same plane; the spell works only for interplanar travel.
Once created, a Gate stays open until the durarion expires, it is dispelled or disjoined, an anti-magic field disrupts it, or it is dismissed by the caster using a standard action.
Note that a Gate is completely traversible by the denizens on either side! It is often wise to cast Gate in a securely locked room or other fortified place.
Gate places a charge on the Caster (see below) that persists as long as the Gate does, but it does NOT place a charge on any creatures that traverse it.
This spell lays an arcane charge on its target(s). If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane charge on you, the caster. Targets which already have an arcane charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge can ever be present on a target at a time.

Mana Burn Circle Damage

Spell Circle Burn Cost Req'd Char Level Base Dice Max Dice
0 N/A N/A 1d4 per 2 character levels max of 4d4 at character level 8
1 N/A 1st 1d6 per character level max of 4d6 at character level 4
2 +1 3rd 1d6 per character level max of 6d6 at character level 6
3 +1 5th 1d6 per character level max of 10d6 at character level 10
4 +1 7th 1d6+1 per character level max of 12d6+12 at character level 12
5 +1 9th 1d6+1 per character level max of 15d6+15 at character level 15
6 +1 11th 1d6+2 per character level max of 16d6+32 at character level 16
7 +1 13th 1d6+2 per character level max of 20d6+40 at character level 20
8 +1 15th 1d6+3 per character level max of 21d6+63 at character level 21
9 +1 17th 1d6+3 per character level max of 25d6+75 at character level 25
10 +1 19th 1d6+4 per character level max of 25d6+100 at character level 25
11 +1 21st 1d6+5 per character level max of 25d6+125 at character level 25
12 +1 23rd 1d6+6 per character level max of 27d6+162 at character level 27
13 +1 25th 1d6+7 per character level max of 27d6+189 at character level 27
14 +1 27th 1d6+8 per character level max of 29d6+232 at character level 29
15 +1 29th 1d6+9 per character level max of 29d6+261 at character level 29
16 +1 31st 1d6+10 per character level max of 30d6+300 at character level 30
17 +1 33rd 1d6+11 per character level max of 30d6+330 at character level 30
18 +1 35th 1d6+12 per character level max of 30d6+360 at character level 30