Lesser Gate: A New Spell (critiques, please?)

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Hey-- my group is in midst of some complicated planning and we need a spell that operates like Gate but allows travel from one point to another on the same plane...

Teleportation spells, because of our plan, will not work. We're trying to move people that, if we were teleporting, would get a Will Save because, if they knew where they were going, they would not be willing to come along. So, we're hoping for something like Traveling in the Wheel of Time or Worldwalk in the 2nd Edition FR... a portal that you can see through pops open and, through the use of creative decorating, it LOOKS like home...

And so, here is my brand new spell-- a combination of Gate and Teleport-- can I get some critiques?

Thanks!

Lesser Gate

Conjuration

Level: Clr 7, Sor/Wiz 7 Casting Time: 1 full round action Range: Short (25 ft. + 5 ft./level) Effect: See text Duration: Up to 1 round/level Saving Throw: None Spell Resistance: No

Casting a single planar gate spell creates an interdimensional connection between two points on the plane you are currently in, allowing travel between those two points in a single direction.

The gate itself is an oval-shaped 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 providing a murky and somewhat distorted picture of what exists on either side. Anyone or anything that moves through is shunted instantly and forcefully to the other side. Sound does not travel through the gate.

A gate has a front and a back. Creatures moving through the gate from the front are transported to the gate's destination; creatures moving through it from the back are not.

You may hold the gate open only for a brief time (no more than 1 round per caster level).

Once the caster steps through the gate, it closes behind her instantly. Anyone attempting to enter the gate as it closes must make a reflex save DC 17 or be subjected to a “mishap.” For more details on “mishaps,” please see below.

You must have some clear idea of the location and layout of the portal's opening. The clearer your mental image, the more likely the portal will open in the caster's chosen location.

To see how well the lesser gate works, roll d% and consult the Lesser Gate table (same as teleportation table in PhB). Refer to the following information for definitions of the terms on the table.

Familiarity: "Very familiar" is a place where you have been very often and where you feel at home. "Studied carefully" is a place you know well, either because you can currently see it, you've been there often, or you have used other means (such as scrying) to study the place for at least one hour. "Seen casually" is a place that you have seen more than once but with which you are not very familiar. "Viewed once" is a place that you have seen once, possibly using magic.

"False destination" is a place that does not truly exist or if you opening a gate to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.

On Target: The gate opens to the destination you desire.

Off Target: The gate opens to a location a random distance away from the destination in a random direction. Distance off target is 1d10x1d10% of the distance that was to be traveled. The direction off target is determined randomly

Similar Area: The gate opens in an area that's visually or thematically similar to the target area.

Generally, the gate opens in the closest similar place within range. If no such area exists within the spell's range, the spell simply fails instead.

Mishap: The gate appears to open to the correct location, but anyone stepping through for the duration of the spell is "scrambled." Everyone stepping through takes 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time "Mishap" comes up, the characters take more damage and must reroll.
 
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What's wrong with Greater Teleport?

I wouldn't allow a cleric to have this spell, teleportation magic (as opposed to planar travel) is not something clerics are particularily good at.

Bye
Thanee

P.S. There's a House Rule forum for this kind of stuff, btw. :)
 

Thanee said:
What's wrong with Greater Teleport?

I wouldn't allow a cleric to have this spell, teleportation magic (as opposed to planar travel) is not something clerics are particularily good at.

Bye
Thanee

P.S. There's a House Rule forum for this kind of stuff, btw. :)
Because of the plan that we are working with, teleportation won't work... we are opeing the gate right next to an Anti-Magic prison and we can't make it work with greater teleportation.

And, whoops on the House Rules Forum... just clicked the wrong link when I was posting it...
 

Along the lines of what Thanee said taking out the Cleric ability, but Travel should be added in- maybe?
 

Thanee said:
What's wrong with Greater Teleport?

I wouldn't allow a cleric to have this spell, teleportation magic (as opposed to planar travel) is not something clerics are particularily good at.

Bye
Thanee

P.S. There's a House Rule forum for this kind of stuff, btw. :)
Specifically, I think she's looking for a "walk through" instant transportation kind of spell instead of a "poof we're here!" instant transportation spell.

Not sure if that makes sense, but I see the difference.

Additionally, I think this has the potential of transporting a lot more people than Greater Teleport can, which gives it more of an independent niche than may be immediately apparent.
 
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Queen_Dopplepopolis said:
Because of the plan that we are working with, teleportation won't work... we are opeing the gate right next to an Anti-Magic prison and we can't make it work with greater teleportation.

If Teleportation does not work, then this spell most probably will not work either. It requires some sort of magical "receiver", so to say, which simply won't work in an anti-magic zone. At least, I wouldn't count on it. ;)

Maybe Shadow Walk is an alternative?

Bye
Thanee
 

Thanee said:
If Teleportation does not work, then this spell most probably will not work either. It requires some sort of magical "receiver", so to say, which simply won't work in an anti-magic zone. At least, I wouldn't count on it. ;)

Maybe Shadow Walk is an alternative?

Bye
Thanee
As the DM of the game in question, Thanee, I might be able to shed some light on this situation. For obvious reasons, you can't teleport (in any way) into an antimagic zone. However, because of the nature of gate spells (which act like doorways) you *could* set the exit point of a gate-like spell (such as the one proposed above) *just outside* the antimagic field - say mere inches from it. Thus, those that pass through need not worry about the magic failing, since it's merely propelling them into the range of antimagic, rather than directly into it.

Also, it can get a lot more people than Greater Teleport. Assuming a 14th level caster for the sake of argument and a 20 ft. wide gate, at least 4 people/round (and perhaps more) could pass through for 14 continuous rounds, allowing 56 medium sized creatures (at a minimum) to be transported.

The way that it balances to other 7th level spells is the failure chance, and the possibility of being caught in the gate as it closes.

That being said, in what book could Queen_D find shadow walk?
 

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