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Level 9 Spell Gate
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<blockquote data-quote="frankthedm" data-source="post: 2789741" data-attributes="member: 1164"><p><strong>looks like horizontal is an option.</strong></p><p></p><p>A pit trap <em>might</em> be the mechanic that fits for that use for a gate. On the other hand I thought there were general rules about conjuring stuff into critters squares or solid objects[like the ground beneath thier squares].</p><p></p><p><span style="font-size: 9px"><span style="color: Lime">Gate</span></span></p><p><span style="font-size: 9px"><span style="color: Lime">Conjuration (Creation or Calling)</span></span></p><p><span style="font-size: 9px"><span style="color: Lime">Level: Clr 9, Sor/Wiz 9 </span></span></p><p><span style="font-size: 9px"><span style="color: Lime">Components: V, S, XP; see text </span></span></p><p><span style="font-size: 9px"><span style="color: Lime">Casting Time: 1 standard action </span></span></p><p><span style="font-size: 9px"><span style="color: Lime">Range: Medium (100 ft. + 10 ft./level) </span></span></p><p><span style="font-size: 9px"><span style="color: Lime">Effect: See text </span></span></p><p><span style="font-size: 9px"><span style="color: Lime">Duration: Instantaneous or concentration (up to 1 round/level); see text </span></span></p><p><span style="font-size: 9px"><span style="color: Lime">Saving Throw: None </span></span></p><p><span style="font-size: 9px"><span style="color: Lime">Spell Resistance: No </span></span></p><p><span style="font-size: 9px"><span style="color: Lime"></span></span></p><p><span style="font-size: 9px"><span style="color: Lime">Casting a gate spell has two effects. 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. </span></span></p><p><span style="font-size: 9px"><span style="color: Lime"></span></span></p><p><span style="font-size: 9px"><span style="color: Lime">Second, you may then call a particular individual or kind of being through the gate. </span></span></p><p><span style="font-size: 9px"><span style="color: Lime"></span></span></p><p><span style="font-size: 9px"><span style="color: Lime"><em>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 (<u>typically vertical and facing you</u>). </em> 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. </span></span></p><p><span style="font-size: 9px"><span style="color: Lime"></span></span></p><p><span style="font-size: 9px"><span style="color: Lime">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. </span></span></p><p><span style="font-size: 9px"><span style="color: Lime"></span></span></p><p><span style="font-size: 9px"><span style="color: Lime">Planar Travel</span></span></p><p><span style="font-size: 9px"><span style="color: Lime">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. </span></span></p><p><span style="font-size: 9px"><span style="color: Lime"></span></span></p><p><span style="font-size: 9px"><span style="color: Lime">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. </span></span></p><p><span style="font-size: 9px"><span style="color: Lime"></span></span></p><p><span style="font-size: 9px"><span style="color: Lime">Calling Creatures</span></span></p><p><span style="font-size: 9px"><span style="color: Lime">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 an XP cost (see below). </span></span></p><p><span style="font-size: 9px"><span style="color: Lime"></span></span></p><p><span style="font-size: 9px"><span style="color: Lime">If you choose to call a kind of creature instead of a known individual you may call either a single creature (of any HD) or several creatures. You can call and control several creatures as long as their HD total does not exceed your caster level. In the case of a single creature, you can control it if its HD do not exceed twice your caster level. A single creature with more HD than twice 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. </span></span></p><p><span style="font-size: 9px"><span style="color: Lime"></span></span></p><p><span style="font-size: 9px"><span style="color: Lime">A controlled creature can be commanded to perform a service for you. Such services fall into two categories: immediate tasks and contractual service. Fighting for you in a single battle or taking any other actions that can be accomplished within 1 round per caster level counts as an immediate task; you need not make any agreement or pay any reward for the creature’s help. The creature departs at the end of the spell. </span></span></p><p><span style="font-size: 9px"><span style="color: Lime"></span></span></p><p><span style="font-size: 9px"><span style="color: Lime">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 lesser planar ally 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. </span></span></p><p><span style="font-size: 9px"><span style="color: Lime"></span></span></p><p><span style="font-size: 9px"><span style="color: Lime">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. </span></span></p><p><span style="font-size: 9px"><span style="color: Lime"></span></span></p><p><span style="font-size: 9px"><span style="color: Lime">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. </span></span></p><p><span style="font-size: 9px"><span style="color: Lime"></span></span></p><p><span style="font-size: 9px"><span style="color: Lime">XP Cost</span></span></p><p><span style="font-size: 9px"><span style="color: Lime">1,000 XP (only for the calling creatures function). </span></span></p><p><span style="font-size: 9px"><span style="color: Lime">>>>>>>>>>>>>>>>>>>>></span></span></p><p><span style="font-size: 9px"><span style="color: Lime">Conjuration</span></span></p><p><span style="font-size: 9px"><span style="color: Lime">Each conjuration spell belongs to one of five subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), heal (healing), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands. </span></span></p><p><span style="font-size: 9px"><span style="color: Lime"></span></span></p><p><span style="font-size: 9px"><span style="color: Lime"><u>A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object,</u> nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it. </span></span></p><p><span style="font-size: 9px"><span style="color: Lime"></span></span></p><p><span style="font-size: 9px"><span style="color: Lime">The creature or object must appear within the spell’s range, but it does not have to remain within the range. </span></span></p><p><span style="font-size: 9px"><span style="color: Lime"></span></span></p><p><span style="font-size: 9px"><span style="color: Lime">Calling</span></span></p><p><span style="font-size: 9px"><span style="color: Lime">A calling spell transports a creature from another plane to the plane you are on. The spell grants the creature the one-time ability to return to its plane of origin, although the spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning spell (see below). The duration of a calling spell is instantaneous, which means that the called creature can’t be dispelled. </span></span></p><p><span style="font-size: 9px"><span style="color: Lime"></span></span></p><p><span style="font-size: 9px"><span style="color: Lime">Creation</span></span></p><p><span style="font-size: 9px"><span style="color: Lime">A creation spell manipulates matter to create an object or creature in the place the spellcaster designates (subject to the limits noted above). If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence. </span></span></p><p><span style="font-size: 9px"><span style="color: Lime"></span> </span></p><p>It looks legal if there is a bit of space beneath your victims feet and above the ground, like while jumping, climbing etc...</p></blockquote><p></p>
[QUOTE="frankthedm, post: 2789741, member: 1164"] [b]looks like horizontal is an option.[/b] A pit trap [I]might[/I] be the mechanic that fits for that use for a gate. On the other hand I thought there were general rules about conjuring stuff into critters squares or solid objects[like the ground beneath thier squares]. [SIZE=1][COLOR=Lime]Gate Conjuration (Creation or Calling) Level: Clr 9, Sor/Wiz 9 Components: V, S, XP; see text Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: See text Duration: Instantaneous or concentration (up to 1 round/level); see text Saving Throw: None Spell Resistance: No Casting a gate spell has two effects. 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. [I]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 ([U]typically vertical and facing you[/U]). [/I] 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. 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. 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. 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 an XP cost (see below). If you choose to call a kind of creature instead of a known individual you may call either a single creature (of any HD) or several creatures. You can call and control several creatures as long as their HD total does not exceed your caster level. In the case of a single creature, you can control it if its HD do not exceed twice your caster level. A single creature with more HD than twice 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. A controlled creature can be commanded to perform a service for you. Such services fall into two categories: immediate tasks and contractual service. Fighting for you in a single battle or taking any other actions that can be accomplished within 1 round per caster level counts as an immediate task; you need not make any agreement or pay any reward for the creature’s help. The creature departs at the end of the spell. 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 lesser planar ally 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. 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: 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. XP Cost 1,000 XP (only for the calling creatures function). >>>>>>>>>>>>>>>>>>>> Conjuration Each conjuration spell belongs to one of five subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), heal (healing), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands. [U]A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object,[/U] nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it. The creature or object must appear within the spell’s range, but it does not have to remain within the range. Calling A calling spell transports a creature from another plane to the plane you are on. The spell grants the creature the one-time ability to return to its plane of origin, although the spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning spell (see below). The duration of a calling spell is instantaneous, which means that the called creature can’t be dispelled. Creation A creation spell manipulates matter to create an object or creature in the place the spellcaster designates (subject to the limits noted above). If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence. [/COLOR] [/SIZE] It looks legal if there is a bit of space beneath your victims feet and above the ground, like while jumping, climbing etc... [/QUOTE]
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