Gate

Gate

9th-rank - Wizard Spell: Conjuration Priest Spell: Cosmos Spirit

Casting Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute
Components: V, S, M
Materials: a Diamond worth at least 5,000 gp
Auditory Sensory Effects: Quiet
Visual Sensory Effects: Large
Olfactory Sensory Effects: None
Casting Perception Mod +4
Effect Perception Mod +8

A shimmering thread of silver-white energy traces a circle in the air adjacent to a flat, solid surface that you can see within range, humming quietly at a pleasant, singing pitch. When the circle is completed, the silver aura melts toward the center and manifests the gateway linking that space to a precise location on your current plane or a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.   The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.   Powerful planar rulers can often prevent portals created by this spell from opening in their presence or anywhere within their domains.   Cosmos Domain or Wizard: When you cast this spell you decide where it opens. It can open in a specific place you know from memory, or you can open it to a random location on your own plane or any other. You do not need to speak the location if you plan on using the portal yourself. Optionally, you can speak the name (true name or an epithet) of a specific creature. The portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you.   Spirit Domain: You cannot use the portal yourself -- when you cast the spell you must speak the name of a specific creature in order for it to function.   Summoning powerful extraplanar creatures to your vicinity is a risky venture. It's safest to only summon creatures you already have under contract. You can use this spell to attempt a new negotiation, but if you do so it is advisable to prepare countermeasures such as trapping it in a Magic Circle, subjugating it with Planar Binding, or weakening it with Spiritual Torment.

At higher ranks:


 

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