James. Here's the thread I was talking about. I found it very informative.
Thanks! I like that interpretation of the spell, as its certainly more balanced. However, I don't see where it can be inferred from the wording of the spell itself. Oh well, Miasma is one of the spells we nixed from my game anyway.
A while back...when I fully realized I wasn't humble about my opinions.
I seem to remember rudely suggesting you do something along those lines at one point.
Back to the topic at hand.
Gate is most definitely broken as written. However, if you add some roleplaying repercussions to summoning massively powerful outsiders, it can be ok. Additionally, and this is something I may add into my campaign, you could allow creatures a will save to avoid being pulled through. This would stop all but the most focused of caster from yanking in dragons and Solars to fight for them.
In my campaign, a cleric gated in a Solar to fight several demons, and when the battle was over two rounds later, the Solar left, upset that it had been forced into servitude for such a lowly cause. Later, while the party was in another battle, the Solar gated out the Cleric that had gated him in, and made him do menial tasks while the Solar did his work.
Also, note that Gate as written is the ultimate assassination tool, all you have to do is go to another plane than your target, gate them in, and force them to stand perfectly still while your friends repeatedly Coup De Grace them. This is another reason why you might want to apply a Will save to negate being called.
Even with that, Gate would still be incredibly effective as a transportation tool.
Telekinesis is overpowered if you allow people to carry around 500lbs of shurikens (or other light weapons) and throw them around.
Feeblemind is definitely too powerful as written. It is devestating to casters, and having a +4 to the save DC makes it an almost certain kill against them.