Unstable Gate

Fieari

Explorer
Preface-

As a DM, I'm constantly thinking about stories and plothooks. My players and I have a love for the dramatic, and as such tend to prefer epic level campaigns even though we insist on bringing characters up from low levels.

At any rate, I was considering plothooks, and I came up with a thought. What about magic that is honestly dangerous to both the caster and everyone else... something that would justify a church banning all magic, that would inspire mage hunters for the common good, and that would give the players something rather interesting to do.

So I wrote up a spell that's basically a Gate gone wrong... someone trying to cast Gate at a lower level than it should be, with nasty nasty NASTY consequences. This is mostly a request for comments on the subject, as well as a request for further ideas in this vein of thought....


Unstable Gate
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Conjuration [Chaotic]
Level: Clr 7, Sor/Wiz 7
Components: V, S, XP (10d100 xp)
Range: Medium
Effect: See text
Duration: Permanent until closed (see text)
Saving Throw: None
Spell Resistance: No

An Unstable Gate is similar in principle to the 9th level spell Gate, but is considerably more dangerous and almost entirely uncontrollable by anyone. Unlike the higher level spell, Unstable Gate cannot call or summon anything through it, nor can it control or place geis on anything that passes through.

Unstable Gate creates an interdimensional connection between your plane of existance and the plane desired. It appears as a 1d20 foot ripped hole in reality, nothing nearly so neat and tidy as a normal Gate. As a side effect, it also connects to an infinite number of other planes located between your plane and the target plane. The nature of these planes is indeterminate and uncontrollable by the caster. While it is theoretically possible to connect only harmless planes together, in practice this never, ever happens.

Please note that while an infinite number of planes are connected, there are an infinite number of planes not connected as well.

Any being in any of these innumerable planes may travel through the unstable gate to any other plane connected by the gate. While inside the unstable gate, the entity will find himself in a landscape constructed from his imagination, but always filled with some sort of portals to other worlds... it might be a long hallway lined with doors, or a quiet wood filled with ponds... whatever the entity sees is created from his/her/its imagination.

An Unstable Gate may allow creatures normally banned from travelling across planes unaided to do so as they desire. As such creatures include demons and devils, and as Unstable Gate places no restraints on any who travel it, this makes the spell extremely dangerous, a menace not only to your plane and the destination plane, but to an infinite number of other planes you may never see or hear about.

Passages to individual realms may be sealed by an Arcane Lock spell, but this seal can then be broken by a simple Knock. Other wards and safegaurds may be put in place as well, however, a passage may be sealed permanently only by a Wish or an 8th level spell custom made for the purpose. Due to the chaotic nature of such gates, each passage closed must use a unique spell to permanently close.

The entire Unstable Gate may be undone only by means of creating a new plane to plug the entire "hole" this gate makes. Such a feat is generally only available to greater deities, and is likely beyond the means of player characters.
 

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Well, I mostly wanted it so that the caster who made the gate would not be able to unmake it, nor even close it unless he's able to cast spells a level higher. This I hoped could create dramatic moments...

Heroic Paladin: Ho, fool! Your doom is near!
BBEG: *cackles* You are already too late! Behold! My work is now begun! *casts Unstable Gate*
Heroic Paladin: *Grabs BBEG by the collar and places the point of his blade to his/her throat* What did you do? Close that thing immediatly! *rolls intimidation check, gets a natural 20 plus all kinds of bonuses, BBEG is quaking in his/her boots*
BBEG: I... I can't... once it's been opened...
Balor: *ROOOAAAARRRRR*
BBEG: ...it can't be closed. Ever.

And while the last statement would be infactual, it still would be the case that this BBEG in question is incapable of acceeding to the paladin's demand.
 
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Ferret said:
Neat, be better if it could be closed better. Can it open holes to the same plane as the caster?

Hm. I'm thinking about this.

Theoretically, it should be possible that one of the planes linked to is so similar to the one you just left as to be indistiguishable... a plane that differs in that a distant star has exploded, for example... no effect on your planet. Finding the correct portal would be nearly impossible on your own, but perhaps with the proper divination spell it could be done-- and since the "portal room" is constructed from your imagination, easily/instantly found when the "Find Location" or whatever appropriate spell is cast.

This would appear, to the party members, as though the spell would in fact be able to transport them to ANYWHERE on their same plane. But that the portal follows them, and there's only one on the world. So they enter the unstable gate at "Stormfast Keep" and exit at "Roda Castle"... but were they to return to Stormfast Keep (by foot or other means), they'd find no portal there.


As for other ways to close an unstable gate... hm. I think the best way to deal with it would be by artifacts. Perhaps a deity who is amused by this sort of thing and makes "keys" to lock each "door" that can be found by players after a quest or whatnot. Or any other explanation for such things. Ooh... no, better idea. The very act of making the gate forms the keys for each world... more or less each key is part of reality that was ripped aside in order to form the passageway. That sound interesting?
 

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