Spells / Gate

Gate

conjuration (creation or calling)
LevelArcanist 9, Cleric 9, Elementalist Wizard 9, Oracle 9, Sorcerer 9, Warpriest 9, Wizard 9Casting time1 standard actionRangemedium (100 ft. + 10 ft./level)Durationinstantaneous or concentration (up to 1 round/level); see textSaving thrownoneComponentsV, S, M (see text)

Engine mechanics - what the game actually does

Summon

summons creatures (list per spell level table)

Classified by SpellMechanics from this spell's own body text; the same object drives the game engine, the cards, and this page.

Description

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 t...