What should i GATE in?

afata5

First Post
Hey all,

Let say i want to GATE in a sort of creature (not a known creature). What would you gate in? I'm caster lvl 18 but i have a bead of Karma to raise my caster level.

What do you recommend? the free kind of GATE, not the XP/service kind.

Thanks,

Al
 

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afata5 said:
Hey all,

Let say i want to GATE in a sort of creature (not a known creature). What would you gate in? I'm caster lvl 18 but i have a bead of Karma to raise my caster level.

What do you recommend? the free kind of GATE, not the XP/service kind.

Thanks,

Al
SRD - Gate said:
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.

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 (typically vertical and facing you). 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).
Note the bolded parts. If I'm reading that right, the spell has only two functions - travel (for free) or calling a creature (for XP) - and it demands your XP, whether you are "naming a particular being or kind of being as you cast the spell".

On the top of your XP, you have to compensate the creature with money, if you demand prolonged tasks - but you always have to pay your XP.

BTW: CL 18 + 4 levels from the bead of karma = Solar. Big, wants to kill evil, rivals your cleric in spell power and is a flying melee monster. What else do you want?

Cheers, LT.
 

It depends on your alignment and what you need done. If you're LG and there's a big bad demon killing and maiming innocent people on the prime material plane, gating in a Solar is a very good idea.

If you're not LG, and you want the Gated being to help you execute some get-rich-quick scheme or overthrow a good but strict king, a Solar is not your best bet.
 

Depends on what you want to do. Some creatures can resurrect. That 16HD Rakshasa Ak'Chazar from MM III can do Trap the Soul DC 24! I suggest reading through the Outsiders and compile a list of what interesting abilites each can do. Want to get back at that badguy that got the drop on you? Summon a succubus and tell her to DO HER THING. Want an enemy soul? Summon the above mentioned Rakshasa from Acheron and keep the badguy on your mantle piece. Want a way out of a bizaare bind? Summon a Noble Djinn. Need a look out? Summon an elder air elemental (with their +25 listen and spot) or an ever attentive, though too important for this role, Solar (with +32 listen and spot). A Solar can cast Permanency, Wish, or Power Word Kill. Want to cause some serious harm to your opponent? I'm thinking Pit Fiend, Balor, or Solar. This list is long so you'll need to snuggle up with MM 1 to IV, FF, Book of Exalted Deeds and Vile Darkness, Manual of Planes, or any of the dozen other books and start scratching notes.

I had such a list in AD&D years ago and used it often. Think of it as an entirely seperate spell list. Remember, the more powerful they are....



Storme
 

Elethiomel said:
If you're not LG, and you want the Gated being to help you execute some get-rich-quick scheme or overthrow a good but strict king, a Solar is not your best bet.

Unless the overthrow of said king can be accomplished in (caster level) rounds or fewer by the Solar. Then it might not be a bad idea, as it would fall into the immediate service category.

'Course, then the Solar might come looking for you after the spell has expired, which brings along its very own host of problems.
 

Always gate in a Solar, if you can afford it.

Unless the Solar would smite you for your past behavior.

Cheers, -- N
 

Ok, Solar would definetaly SMITE us...we just got rid of about 4 - 5 Plantars in the past few sessions. Looking for the free service variation of the spell, not the XP/Favor version (although that could really really be usefull...so i guess i find the opposite of a Solar in that case).

Apart from that what other creature would you GATE in?
Thanks,

al
 

afata5 said:
Ok, Solar would definetaly SMITE us...we just got rid of about 4 - 5 Plantars in the past few sessions. Looking for the free service variation of the spell, not the XP/Favor version (although that could really really be usefull...so i guess i find the opposite of a Solar in that case).
Still, even the free variant costs XP. As you write it - "free version" and "XP/Favour version", it reads like, as if you wound use gate to gate in something without paying XP.

Gate is only free, if you use it for travel. If you call a creature, you must pay 1000 XP. And THEN, you can choose between 1 round/caster level help or contractual service for payment in gp/souls/strawberries/whatever.

And it'd also help to know to which Monster Manuals you have access to, we can then know which creatures you have access to.

Cheers, LT.
 

afata5 said:
Ok, Solar would definetaly SMITE us...we just got rid of about 4 - 5 Plantars in the past few sessions.
Okay... well, the creature that you call is still bound to you, so you can still give it orders that it will obey... but keep in mind that after you send it back to its home plane, it has access to plane-shifting magic of its own and might come back for revenge.
 

Ok, I guess I read it wrong :) Sorry about that...

So with an XP and a non-contractual service is what i'm looking for. I have access to prettty much any book that is hard cover 3.0-3.5 edition. Forgotten Realms, not Ebberon.

Thanks for pointing out my miscomprehension and for helping out :)

al
 

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