Casting a gate spell has two effects. First, it creates an
interdimensional connection between the character's plane of
existence and the plane desired, allowing travel between the
planes in either direction. Second, the character may then call a
particular individual or type of being through the gate. The gate
itself is a circular hoop or disk from 5 to 20 feet in diameter
(casters choice), oriented in the direction the character
desires when it comes into existence (typically vertical and
facing the character). It is a two-dimensional window into the
plane the character named, and anyone or anything that moves
through is shunted instantly to the other side. The gate has a
front and a back. Creatures moving through the gate from the
front are transported to another plane; creatures moving through
it from the back are not.
Planar Travel: As a mode of planar travel, gate functions much
like the plane shift spell, except that the gate opens precisely
at the point the character desires (a creation effect). Note that
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 the
characteranyone 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.
The character may hold the gate open only for a brief time (no
more than 1 round per caster level) and must concentrate on doing
so or sever the interplanar connection.
Calling Creatures: The second effect of the gate spell is to
call an extraplanar creature to the character's aid (a calling
effect). By naming a particular being or type of being as the
character cast the spell, the character may 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.
If the character chooses to call a type of being instead of a
known individual the character may call either a single creature
(of any HD) or several creatures. If several creatures, the
character can call and control them as long as their HD total
does not exceed the character's caster level. In the case of a
single creature, the character can control it if its HD does not
exceed twice the character's caster level. A single creature with
more than twice the character's caster level in HD cant 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 the character. These fall into two categories: immediate
tasks and contractual service. Fighting for the character in a
single battle or taking any other actions that can be
accomplished within 1 round per caster level counts as an
immediate task; the character need not make any agreement or pay
any reward for the creatures help. The creature departs at
the end of the spell.
If the character chooses to exact a longer or more involved
form of service from the called creature, the character must
offer some fair trade in return for that service. The service
exacted must be reasonable with respect to the promised favor or
reward. In general, a gift of 100 gp per HD of the called
creature per day of service is reasonable. (Unfortunately, some
creatures want their payment in "livestock" rather than
in coin, which may involve complications.) Immediately upon
completion of the service, the being is transported to the
character's vicinity, and the character 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 the
character's 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 the character.
Note: When the character uses 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. For example, gate is a
chaotic and evil spell when the character casts it to call a
demon.
|