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3rd IR Aftermath OOC Thread and Peanut Gallery
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<blockquote data-quote="Kalanyr" data-source="post: 407182" data-attributes="member: 190"><p>The 9th level Spell Gate is changed in the following ways:</p><p></p><p>Gate</p><p></p><p>Conjuration (Creation, Calling)</p><p>Level: Clr 9, Sor/Wiz 9</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Effect: See text</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p>Casting a gate spell has two effects. First, it creates an interdimensional connection between the character's plane of existence and the plane desired, allowing travel between the planes in either direction. Second, the character may then call a particular individual or type 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 the character desires when it comes into existence (typically vertical and facing the character). It is a two-dimensional window into the plane the character named, and anyone or anything that moves through is shunted instantly to the other side. The gate has a front and a back. Creatures moving through the gate from the front are transported to another plane; creatures moving through it from the back are not.</p><p></p><p>Planar Travel: As a mode of planar travel, gate functions much like the plane shift spell, except that the gate opens precisely at the point the character desires (a creation effect). Note that 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 the character—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.</p><p></p><p>The character may hold the gate open only for a brief time (no more than 1 round per caster level) and must concentrate on doing so or sever the interplanar connection.</p><p></p><p>Calling Creatures: The second effect of the gate spell is to call an extraplanar creature to the character's aid (a calling effect). By naming a particular being or type of being as the character cast the spell, the character may 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. </p><p></p><p>If the character chooses to call a type of being instead of a known individual the character may call either a single creature (of up to twice the casters level in HD) or several creatures (No Maximum). If several creatures, the character can call and control them as long as their HD total does not exceed the character's caster level. In the case of a single creature, the character can control it if its HD does not exceed character's caster level. A single creature with more than the character's caster level in HD 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.</p><p></p><p>A controlled creature can be commanded to perform a service for the character. These fall into two categories: immediate tasks and contractual service. Fighting for the character in a single battle or taking any other actions that can be accomplished within 1 round per caster level counts as an immediate task (Unless the task has permanent repercusions on either the caller or the called, eg asking a Solar or Balor for its sword, or getting an Efreet to grant a wish, services like these count as a long service and require a fair trade) ; the character need not make any agreement or pay any reward for the creature’s help. The creature departs at the end of the spell.</p><p></p><p>If the character chooses to exact a longer or more involved form of service from the called creature, the character must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward. Immediately upon completion of the service, the being is transported to the character's vicinity, and the character must then and there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.</p><p></p><p>Failure to fulfill the promise to the letter results in the character's 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 the character.</p><p></p><p>Note: When the character uses 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. For example, gate is a chaotic and evil spell when the character casts it to call a demon.</p></blockquote><p></p>
[QUOTE="Kalanyr, post: 407182, member: 190"] The 9th level Spell Gate is changed in the following ways: Gate Conjuration (Creation, Calling) Level: Clr 9, Sor/Wiz 9 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Effect: See text Duration: Instantaneous Saving Throw: None Spell Resistance: No Casting a gate spell has two effects. First, it creates an interdimensional connection between the character's plane of existence and the plane desired, allowing travel between the planes in either direction. Second, the character may then call a particular individual or type 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 the character desires when it comes into existence (typically vertical and facing the character). It is a two-dimensional window into the plane the character named, and anyone or anything that moves through is shunted instantly to the other side. The gate has a front and a back. Creatures moving through the gate from the front are transported to another plane; creatures moving through it from the back are not. Planar Travel: As a mode of planar travel, gate functions much like the plane shift spell, except that the gate opens precisely at the point the character desires (a creation effect). Note that 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 the character—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 character may hold the gate open only for a brief time (no more than 1 round per caster level) and must concentrate on doing so or sever the interplanar connection. Calling Creatures: The second effect of the gate spell is to call an extraplanar creature to the character's aid (a calling effect). By naming a particular being or type of being as the character cast the spell, the character may 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. If the character chooses to call a type of being instead of a known individual the character may call either a single creature (of up to twice the casters level in HD) or several creatures (No Maximum). If several creatures, the character can call and control them as long as their HD total does not exceed the character's caster level. In the case of a single creature, the character can control it if its HD does not exceed character's caster level. A single creature with more than the character's caster level in HD 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. A controlled creature can be commanded to perform a service for the character. These fall into two categories: immediate tasks and contractual service. Fighting for the character in a single battle or taking any other actions that can be accomplished within 1 round per caster level counts as an immediate task (Unless the task has permanent repercusions on either the caller or the called, eg asking a Solar or Balor for its sword, or getting an Efreet to grant a wish, services like these count as a long service and require a fair trade) ; the character need not make any agreement or pay any reward for the creature’s help. The creature departs at the end of the spell. If the character chooses to exact a longer or more involved form of service from the called creature, the character must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward. Immediately upon completion of the service, the being is transported to the character's vicinity, and the character must then and there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane. Failure to fulfill the promise to the letter results in the character's 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 the character. Note: When the character uses 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. For example, gate is a chaotic and evil spell when the character casts it to call a demon. [/QUOTE]
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