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

(Moved from the D&D Rules section)

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: Travel 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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Continuation from HERE.

The_Universe said:
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.

And Teleport cannot do that? ;)

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.

Yep, that is an advantage, if it is needed.

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.

Yep, I think from a balance point of view it looks fine as long as it is removed from the cleric spell list.

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

It's in the PHB. :)

Not instantaneous travel, but it's very fast (certainly faster than researching a spell first ;)) and allows one creature per level, a bit more than Teleport.

Bye
Thanee
 

And so the forum changes...

Looking good, the change to Travel from Cleric also makes sense - didn't catch that myself...

Though I'd point out the following still from my response to the accidental second thread:

>>>
On a nitpicker level, Range should also have a semi-colon followed by Unlimited, meaning the destination has no limit on the current plane.

Forcefully shunted? i.e., they gain momentum on the other side, or once a significant portion of them crosses the plane of the opening they are simply transported in toto?

I'd probably add that no momentum is carried - i.e., you can't target and fire arrows through the gate to the destination and retain their angle and momentum. Likewise, spell effects should consider it a disruption of line of effect even if the exit locale is within the range of such, thus preventing usage as a Interdimensional Meteor Swarm Delivery Vehicle.
>>>

Otherwise, I think you are on the right track. I might reduce the duration
to 1 round / 2 levels, simply because the only real limit to the number of people who can go through is based on their base speed and distance from the Lesser Gate rather than any perceived limit per round. Which would still make it more effective than Greater Teleport in terms of numbers, but leave room for a higher level variant without mischance and greater duration.

Looks good.

The One Warlock
 



The_One_Warlock said:
Forcefully shunted? i.e., they gain momentum on the other side, or once a significant portion of them crosses the plane of the opening they are simply transported in toto?

I'd probably add that no momentum is carried - i.e., you can't target and fire arrows through the gate to the destination and retain their angle and momentum. Likewise, spell effects should consider it a disruption of line of effect even if the exit locale is within the range of such, thus preventing usage as a Interdimensional Meteor Swarm Delivery Vehicle.

I'd agree that that is something that can be changed!

Another question, would it make more sense if I made the duration based on a Concentration Check?

Thanks so much for the comments, guys-- I really apprecaite it!!
 


Queen_Dopplepopolis said:
We need to move between 2 and 3 dozen people from our party's current location to the prison...
every two levels would still allow that:
20 foot max diameter, 4 med sized creatures across, 8 rounds so 32 if only four med creatures go each round.

But with base speeds of prisoners they should be able to walk minimally two groups through each round. So unless I am way off if should still work for your (our) purposes.

Right?
 

No, you shouldn't need a Concentration check unless the environment or attacks call for it as the spell suggests that some level of concentration is required to maintain the portal (like many illusion or detect spells require concentration, but that doesn't equal a skill check).

Laurel's right. You have plenty of time.

Besides, 1 creature per 5' square is fighting stance. At 20' wide that's 4 per row, you could easily in one round have a group numbering 6 deep (30') walk through simply based on base speed - that's 24 people in 1 round assuming they are in a regimented stance with enough space to swing swords and staves around them. If they are in movie theater line - you could probably double that...(chuckle).

The One Warlock
 

In fact, given my previous posts' calculations, I'd almost want to put a limit per round on it, or a reduced duration, or move it up to 8th level as is to account for the sheer numbers that could be allowed through with a modicum of planning.

But that's me - always trying to balance...

The One Warlock
 

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