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Gate (Conjuration/Summoning)
Level: Cleric 7, Druid 7, Mage 9, Sorcerer 9
Sphere: All
Range: 30 yards
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Saving Throw: Special
The casting of a gate spell has two effects. First, it causes an interdimensional connection between the plane of existence the caster is in and the plane in which dwells a specific being of great power, enabling the being to merely step through the gate, or portal, from its plane to that of the caster. Second, the utterance of the spell attracts the attention of the sought - after dweller in the other plane. When casting the spell, the caster must name the entity he desires to use the gate and to come to the caster's aid. There is a 100% certainty that something steps through the gate.
At first, the entity gated in may receieve a saving throw depending on the level difference between the entity and the caster. If the entity is 5 levels lower than the caster, the entity may not recieve a saving throw, and is thus fully under the control of the caster for 3 turns. If the entity is anywhere between 4 levels lower or 4 levels higher than the caster, the being may recieve a saving throw at a penalty equal to the level difference between the caster and the entity (subtract the caster's level from the entity's level for saving throw bonus/penalty) to resist full domination of the caster. If the entity is at least 5 levels higher than the caster, the entity recieves a saving throw to fully resist the dominating effects of the caster. Gated creatures failing their saving throws are under complete control of the caster for 3 turns, despite the circumstances. After the 3 turns expire, the entity will be free from the control of the caster, and may act on its own (although usually the entity will return to the location from where it was called from).
If the entity succeeds at its saving throw, then it is free to act in any manner, though their actions will depend on the importance of the matter and the current circumstances at the point of gating. If the matter is trifling, the being might leave, inflict an appropriate penalty on the wizard, or attack the wizard; if the matter is of middling importance, the being can take some positive action to set matters aright, then demand appropriate repayment; and if the matter is urgent, it can act accordingly and ask whatever is its wont thereafter, if appropriate. The actions of the being that comes through depend on many factors, including the alignments of the wizard and the deity, the nature of his companions, and who or what opposes or threatens the wizard. Such beings generally avoid direct conflict with their equals or betters. The being gated in will either return immediately (very unlikely) or remain to take action. The being may return either when badly injured or when 1D2 turns expire after the casting (more powerful beings return sooner).
Each successful casting of this spell results in the permanent loss of 2 hit points (elves only loose 1 hit point rather than 2, as all other races, while immortals loose none).
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