Gate

Conjuration (Creation or Calling) [see text]
Level: Conjurer 9, Planes 9
Components: V, S
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
Spell points: 17

With a flash of light, reality folds in on itself and connects two places across the planes.

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 or several creatures, whose total HD is no more than 20. The creature or creatures you call are not under your control, but diplomacy, intimidation, and negotiation work as normal. If called into the middle of a fight, a creature usually acts according to its type or alignment (for example, most angels will not pass up the chance to fight a demon), but its allegiance to you is not assured.

    At the end of the spell’s duration, the creature is sent back to the place it came from.

    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.

Augment: For every additional spell point you spend, the spell’s calling creatures function can call in creatures whose HD total is one higher when calling a type of creature.

Experience cost: 1,000 XP (only for the calling creatures function).