Difference between revisions of "Gate (spell)"

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[[File:Gate 01.jpg|500px|thumb]]
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'''Gate''' is a spell that opens a physical portal between the Prime Material Plane and another Plane of Existence, allowing passage in either direction. Once created, the gate draws immediate planar attention, causing a ripple that ensures the arrival of an [[Intelligence (ability stat)|intelligent]] being within 3–12 [[Combat Round|rounds]]. The caster has no control over what may arrive and no influence over its intent — the gate's presence alone is sufficient to provoke investigation.
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{{Spelltable
 
{{Spelltable
 
| name = Gate
 
| name = Gate
 
| range = self
 
| range = self
| duration = permanent
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| duration = permanent; see text
| area of effect = 1 creature
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| area of effect = portal up to 100 sq.ft.
| casting time = 2 rounds
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| casting time = 4 rounds
 
| save = none
 
| save = none
 
| level = [[Cleric 7th Level Spells|cleric (7th)]]
 
| level = [[Cleric 7th Level Spells|cleric (7th)]]
 
}}
 
}}
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__TOC__
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This risk can be avoided if the caster uses the gate immediately, stepping through and closing it behind them before anything emerges. A gate remains open for as long as the caster wills it, but only one may exist at a time. If a new gate is opened while another is active, the previous gate vanishes instantly, severing the connection and leaving anything still on the far side isolated or stranded.
 
 
Allows a higher creature from another plane of existence to step through a ‘gate’ between planes, so as to emerge upon the [[Prime Material (inner plane)|prime material plane]].
 
  
The cleric is able to produce the gate onto other any imagined plane, but has little or no control over what creature will step through the gate. There is a 100% certainty that something will step through that has an [[Intelligence (ability stat)|intelligence]] of 8 or greater. Virtually any creature is possible, including heroes who are near demi-gods, titans, angels, [[Demon|demons]] and [[Devil|devils]] of all sorts, etc. Extraordinarily powerful creatures, or creatures of less significant strength, may chance to appear.
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The gate may be created at any orientation — upright like a doorway, flat upon the ground or set at any angle the caster chooses. Its size is likewise variable, which may seem useful in limiting the passage of large creatures. However, many extraplanar beings possess the ability to compress, contort or transform their forms to pass through even the narrowest opening, slipping in as mist, shadow or flame. Size and shape, therefore, offer no reliable means of restricting entry.
  
Whatever the creature, its first action will be to assess whatever the situation is, and seek to resolve it. If entering into a battle, it will always take the side of the cleric, regardless of the cleric’s religion or purposes.
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== Entrants ==
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Virtually any creature may possibly step through the gate, including [[Heroism (sage study)|heroes]], [[Demi-Gods (sage study)|demi-gods]], [[Titan|titans]], [[Angel|angels]], [[Demon|demons]] and [[Devil|devils]] of all sorts — indeed, any supernatural being of any kind.  It's only natural that those creatures able to detect the ripple that the gate creates on the other side would be extraordinarily powerful. Some might interpret the opening of the gate as an opportunity, while others may joy at the opportunity to enter and wreak havoc.
  
If no threat is perceived — or once the threat is resolved — the creature will seek to negotiate with the cleric. Unless the cleric has some specific alternative in mind, typically creatures of the various planes will ask for that which is listed on the gated creature’s demands table (see below).
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The caster has no binding power over what emerges, so that [[Parley & Negotiation|negotiation]], [[Combat|combat]], deception or evasion is sure to occur in some fashion.  In rare cases (1 in 20), multiple beings may emerge at the same time. If the gate is left open, a new creature will emerge each day, increasing the risk that something truly hideous will come through.
  
Typically, some sort of arrangement is possible — but if no compromise can be reached, the gated creature will seek to fight the party. Obviously, the strength of the party will determine how much haggling the gated creature is willing to do; a very strong party, one that can quite clearly defeat the creature, would likely be able to have demands of a year shortened to a period of weeks, days or even hours. Loss of abilities can be overlooked; promises to commit to activities such as raising a [[Church|church]], taking part in a battle or plundering a [[Town|town]] may be postponed for long periods before they must be undertaken.
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== Purpose ==
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The clear advantage of the spell lies in its ability to bypass the hazards of the [[Astral Plane|Astral Expanse]], allowing direct travel to another plane without delay or diversion. The danger comes not from the journey itself, but from hesitation — if the gate must be held open for too long to ensure a full party passage, the risk of intrusion increases sharply. One strategy is for a trusted member of the group to pass through first and remain stationed on the far side, ready to confront or delay any entity that attempts to cross before the gate can be closed.
  
Take note, however, that once a [[Bargain a Deal (sage ability)|bargain]] is struck, the gated creature will involve higher creatures—even a demi-god if necessary to see to it that the agreement is upheld.
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Because the nature of what emerges is strongly influenced by the destination plane, it is impractical to define a fixed table of encounters. However, a general guide may be used: the dungeon master might roll a d10, with results of 1–4 representing mundane or familiar creatures native to the [[Prime Material (inner plane)|Prime Material]]; results of 5–7 suggesting lesser supernatural beings such as demons, angels or entities of intermediate power; and 8–9 introducing catastrophic threats like [[Shoggoth|shoggoths]] or [[Juggernaut|juggernauts]]. A result of 10 may indicate the arrival of a creature of demi-god status or greater. Some entrants, recognising the party's power, may propose bargains or service in exchange for freedom or favour. Others may view the gate as an opportunity to invade, destroy or impose dominion particularly beings of significant will or ego.
  
Always remember it is the cleric who chooses the plane with which to gate; the likely expectations of the creatures beyond should be considered when doing so.
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In any case, the arrival of a being through the gate may serve as a potent disruption in an otherwise untenable situation, offering the party a narrow opportunity to escape. The sudden intrusion of a powerful outsider can shift the balance of power, particularly if the newcomer's aims or nature are incompatible with the threat already present. For example, opening the gate in the presence of a beholder and holding the line just long enough for something to emerge would almost certainly provoke an immediate clash between the beholder and the outsider, allowing the party to withdraw amidst the chaos.
  
{| class="wikitable"
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[[Category: Clerical Spells]][[Category: Reviewed]]
|-
 
! plane of origin !! primary
 
|-
 
| [[Gehenna (plane)|Gehenna]], [[Hell (outer plane)|Hell]] || The indentured service of a leveled ally for a period of 1 year. Chance of survival: 3% per point of Charisma.
 
|-
 
| [[Hades (plane)|Hades]], [[Tartarus (outer plane)|Tartarus]] || The imprisonment of a leveled ally for a period of 1 year. 50% chance of loss of either 1-3 Wisdom or 1-3 Charisma.
 
|-
 
| [[Abyss (plane)|Abyss]] || A human or demi-human soul; sacrificial victim must roll a 4% chance per point of Charisma; failure indicates the soul is not viewed as a gain and another soul must be offered. Death results.
 
|-
 
| [[Pandemonium (plane)|Pandemonium]], [[Limbo (outer plane)|Limbo]] || Chosen leveled ally to suffer a random insanity, or the 50% loss of either Wisdom or Intelligence; will resist restoration of either 25% of the time.
 
|-
 
| [[Asgard (plane)|Asgard]], [[Gladsheim (outer plane)|Gladsheim]] || More than 90% of all allies ([[Henchmen|henchmen]], [[Follower|followers]] and [[Hireling|hirelings]]) must agree to partake in a given battle at the gated being's behest.
 
|-
 
| [[Olympus (plane)|Olympus]] || Leveled allies of the opposite gender must agree to sire and raise of the gated being, until the age of independence.
 
|-
 
| [[Hunting Grounds (plane)|Hunting Grounds]] || Caster must agree to partake in a vision quest, to visit a geographical location or seek wisdom from an unnatural source.
 
|-
 
| [[Elysium (plane)|Elysium]], [[Twin Paradises (outer plane)|Twin Paradises]] || Caster must agree to surrender a sinful behavior: wrath, pride, lust, greed, sloth, gluttony or envy.
 
|-
 
| [[Heaven (plane)|Heaven]], [[Arcadia (plane)|Arcadia]] || Caster must agree to the establishment of a mission, or give substantial aid to the raising of a church or temple.
 
|-
 
| [[Nirvana (plane)|Nirvana]] || Caster must give away all possessions and take a vow of poverty, for a period of 1 year.
 
|-
 
| [[Acheron (plane)|Acheron]] || More than 90% of all allies (henchmen, followers and hirelings) must agree to raze a [[Village|village]] of no less than 100 denizens, leaving no one alive; all wealth gained must be sacrificed to the gated being.
 
|}
 

Latest revision as of 15:03, 15 April 2025

Gate (spell).jpg

Gate is a spell that opens a physical portal between the Prime Material Plane and another Plane of Existence, allowing passage in either direction. Once created, the gate draws immediate planar attention, causing a ripple that ensures the arrival of an intelligent being within 3–12 rounds. The caster has no control over what may arrive and no influence over its intent — the gate's presence alone is sufficient to provoke investigation.

Gate
Range self
Duration permanent; see text
Area of Effect portal up to 100 sq.ft.
Casting Time 4 rounds
Saving Throw none
Level cleric (7th)

This risk can be avoided if the caster uses the gate immediately, stepping through and closing it behind them before anything emerges. A gate remains open for as long as the caster wills it, but only one may exist at a time. If a new gate is opened while another is active, the previous gate vanishes instantly, severing the connection and leaving anything still on the far side isolated or stranded.

The gate may be created at any orientation — upright like a doorway, flat upon the ground or set at any angle the caster chooses. Its size is likewise variable, which may seem useful in limiting the passage of large creatures. However, many extraplanar beings possess the ability to compress, contort or transform their forms to pass through even the narrowest opening, slipping in as mist, shadow or flame. Size and shape, therefore, offer no reliable means of restricting entry.

Entrants

Virtually any creature may possibly step through the gate, including heroes, demi-gods, titans, angels, demons and devils of all sorts — indeed, any supernatural being of any kind. It's only natural that those creatures able to detect the ripple that the gate creates on the other side would be extraordinarily powerful. Some might interpret the opening of the gate as an opportunity, while others may joy at the opportunity to enter and wreak havoc.

The caster has no binding power over what emerges, so that negotiation, combat, deception or evasion is sure to occur in some fashion. In rare cases (1 in 20), multiple beings may emerge at the same time. If the gate is left open, a new creature will emerge each day, increasing the risk that something truly hideous will come through.

Purpose

The clear advantage of the spell lies in its ability to bypass the hazards of the Astral Expanse, allowing direct travel to another plane without delay or diversion. The danger comes not from the journey itself, but from hesitation — if the gate must be held open for too long to ensure a full party passage, the risk of intrusion increases sharply. One strategy is for a trusted member of the group to pass through first and remain stationed on the far side, ready to confront or delay any entity that attempts to cross before the gate can be closed.

Because the nature of what emerges is strongly influenced by the destination plane, it is impractical to define a fixed table of encounters. However, a general guide may be used: the dungeon master might roll a d10, with results of 1–4 representing mundane or familiar creatures native to the Prime Material; results of 5–7 suggesting lesser supernatural beings such as demons, angels or entities of intermediate power; and 8–9 introducing catastrophic threats like shoggoths or juggernauts. A result of 10 may indicate the arrival of a creature of demi-god status or greater. Some entrants, recognising the party's power, may propose bargains or service in exchange for freedom or favour. Others may view the gate as an opportunity to invade, destroy or impose dominion — particularly beings of significant will or ego.

In any case, the arrival of a being through the gate may serve as a potent disruption in an otherwise untenable situation, offering the party a narrow opportunity to escape. The sudden intrusion of a powerful outsider can shift the balance of power, particularly if the newcomer's aims or nature are incompatible with the threat already present. For example, opening the gate in the presence of a beholder and holding the line just long enough for something to emerge would almost certainly provoke an immediate clash between the beholder and the outsider, allowing the party to withdraw amidst the chaos.