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Gate

GATE - Conjuration - 9th Level

Casting Time: 1 Action
Range: 60 Feet
Components: V, S, M (a diamond worth at least 5,000 gp)
Duration: Concentration, up to 1 minute
You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plan 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.
  Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work).  IF that creature is on a plane OTHER THAN THE ONE YOU ARE ON, 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, help you, or something else entirely.


Note from the GM: This spell is intended for entities on different planes of existence, so you're not supposed to pull Old Jim from the next town over into your castle.  If Old Jim was hanging out in Elysium, however, then no problem!  Just be aware of the planar restrictions on the spell, so wizards aren't pulling people left and right to fulfill their vendettas.
Class List: Cleric, Sorcerer, Wizard.
Source: 5th Edition SRD, Player's Handbook
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  • The Nexus
  • GM's Corner
    • Voidspeaker
  • DM Podcast
  • Knight Owls
    • The Gray Owls Initiative (21+) >
      • Gray Races
      • Gray Classes
    • KO Event Dates - Descriptions
    • Knight Owls Armory >
      • Protection
      • Potions, Scrolls, and Consumables
      • Weaponry
      • Rings and Wares
      • Adventurer Essentials
      • Custom Mixes and Crafting Rules
    • Owls History
    • Assets
  • Dungeons and Dragons
    • Character Creation - D&D >
      • FEATS
      • PRESTIGE CLASSES
    • Spell Compendium - D&D 5e >
      • Custom Crafted
      • Expanded Invocations List
  • Amplify Your Signal