Showing posts with label gate. Show all posts
Showing posts with label gate. Show all posts

28 May 2020

Planar Architecture for grodog's Current Greyhawk Campaigns

Part of what I'm working toward, by defining and incorporating the forgotten Folio forest into my current Greyhawk campaigns, is to play a more gates-oriented game.  This is one of several campaign concepts on my DMing bucket list, and in this case they appear excerpted here as a cluster of related ideas:
Games/campaigns I'd most like to run, in rough order of my desire:
  • gates-driven AD&D campaign starting out at fresh at low level (1st-3rd-ish), where gates are sufficiently common that they drive the entire campaign:  economy, weather, culture, travel, etc. (think The Primal Order meets Stargate meets World of Tiers meets Moorcock's multiverse meets Greyhawk)
  • AD&D "Treasure of the Dragon Queen"; I'll have to write it first, of course:  http://www.greyhawkonline.com/grodog/gh_tourneys_dragon_queen.html
  • AD&D Greyhawk drowic adaptation of MERP 1e Courts of Ardor campaign (could be played as an evil campaign by drowic PCs or traditional good-ish PCs; could merge with previous gates-driven entry)
  • AD&D Abyssal campaign (PCs are a new generation of demons, vying for power amidst the chaos; could combine with gates or drowic ones above); I've slowly been building the framework for an AD&D game where the PCs run demons and explore the mythic geography of the multiverse

In order to play a gates-oriented game, I need to design elements that specifically introduce gates and related magics into the game.  Some of that is easier, some harder.  We'll see how it goes as the games continue, but here's the framework that I've been working up for Oerth's immediate multiversal neighborhood.  I wrote the bulk of this post in response to some discussion in the Greyhawk sub-reddit, in which the user u/P4TR10T_96 asked A Question About the Planes:

Are [the planes] connected to all prime material planes, with the exception of worlds that are explicitly stated to be separated from the rest (Eberron for example)?

but I'd drafted the bulk of the content below in my design journal back on New Year's Day:
This is in your purview to define as the DM. There's not a lot of explicit guidelines on defining your own multiverse(s), but I do list a bunch of resources you can dig into in my two gates/planar articles from Knockspell Magazine:
Greenwood's seminal article "Theory and Use of Gates" and the bibliography at the end of part 1 should both be particularly useful for your purposes, I think.

In my current Greyhawk campaigns, I'm boosting the gates/planar aspect of play through a few different methods:
  1. I'm leveraging alternate Prime Material Planes to Oerth, in a Norse-like model with some known/planarly "nearby" worlds as "sister worlds." *
  2. Adding more gates, magical pools, free-standing portals, and such into the mix early in the campaign, so that the PCs grow in power with these as baseline "givens" in the game world/setting and in their campaign adventures. NPCs dwarves will be encountered that are from "Nidavellier" for example (or whatever name I settle on for that place).
  3. Adding some more spells (see my 2nd KS article above) into the mix, along with some planar-related magic items that will make planar-related "stuff" more accessible for the PCs
* The list of sister worlds is not fully-baked yet, but will likely end up looking something like this:
  1. Oerth/Greyhawk - home plane for the current batch of PCs
  2. Mendenein - my homebrew campaign that is interleaved with Greyhawk and is its "closest" sister world: many permanent portals exist between the two planes, including some that are always open and allow cross-planar trade, for example; if you're curious, you can see some of my maps in on Dragonsfoot at https://www.dragonsfoot.org/forums/viewtopic.php?p=2025364#p2025364
  3. Hyperborea - the plane for Astonishing Swordsmen & Sorcerers of Hyperborea, from my friend Jeff Talanian's publishing company Northwind Adventures: https://www.hyperborea.tv/store/c1/Featured_Products.html
  4. "Jotunheim" - in some form or other: the homeland of giants, which will likely have multiple layers/sub-planes associated with it (Muspelheim, for example)
  5. "Faerie" - in some form or other - the homeland of elves and fey; probably won't be an alternate Prime, but more like the Shadow Plane or Ethereal, in that it's accessible from many Primes (via regio-like zones from Ars Magica/Robert Holdstock's Mythago Wood)
  6. "Nidavellier" - in some form or other: the homeland for dwarves; connects to Oerth in the Underdark
  7. Arabian Nights desert plane: more Dune, The Eight, Rodney Matthews, Thieves World and Tattooine than Dark Sun or Al-Qadim
  8. Archipelagos and Islands watery plane: Blue Planet meets the Greek Aegean; a likely homeworld for the Oeridians, perhaps
  9. Other: various other settings will be linked and in the mix, but not as "close" and therefore not as easily accessible as these planes. The other settings will include Avremier (from Mothshade Concepts), Helveczia (from u/GaborLux), Averoigne (from CAS, and perhaps other of his worlds like Zothique), the Old World (from 1e Warhammer FRPG), perhaps the Known World (from B/X), and the usual smorgasbord from fiction (Moorock, Leiber, REH, etc.)

In addition to what I'd posted in the reddit, there are some other planar decisions that I'm still working through, too:

  • The Rhenne home plane of Rhôp will be in the mix as well many of Greyhawk's famous and infamous demi-planes and Fading Lands.  I don't plan to place Rhôp planarly "close" to Oerth, and am pondering that it may have been destroyed (or presumed destroyed, with the Rhenee always holding out hope that it survives still---a way to reverse-exploit their chicanery against them, perhaps:  Rhôp being the one thing you can reliably gull the Rhenne with), making the Rhenee into planar refugees/expats of a sort.  I sort of envision them having fled a planar rift, so portions of Rhôp may survive as fragments in the Ethereal, Astral, Shadow/etc. planes....
  • I've sketched out a simple planar relationship diagram over Memorial Day weekend:
     

    Oerth and Mendenein Prime-Planar Environs diagram by grodog
    Oerth and Mendenein Prime-Planar Environs

    I'm not sure that it really reflects the planar relationships that I want I to define yet, and since I'm still thinking of a Tree of Life structure for the planes too, that may necessitate bumping one or more up to the level of "primary Primes" perhaps.
  • I have another similar diagram and/or notes that take the planar concepts from Dragon #73 and leverage 2d4 joined into a pointier six-sider as the basis for that planar structure (no doubt inspired by Steve Marsh's d4 structure proposed in Dragon #73), but haven't refound them yet.  That's more important for the Inner vs. Prime planes, so not super-necessary, yet.

More to come as it percolates into play! :D

Allan.

14 October 2018

Kellri's 18 Module Challenge - Day 13: "The Ruins of Andril" by Ian Melluish

Day 13 - A Module I Like from the 1980s:  "The Ruins of Andril" by Ian Melluish 


I'm picking up Kellri's 18-Day Module Challenge again today, a few days after my last entry (Day 12 - A Module From My Youth:  "Treasure of the Dragon Queen" by Rutgers University Gamers).  I got busy with work, and my need for sleep time outweighed my need to write ;)



Dragon Magazine #81 (January 1984) front cover"The Ruins of Andril" cover art by Roger Raupp


"The Ruins of Andril" was written and designed by Ian Melluish, and published in Dragon Magazine #81 (January 1984) as the winner of the Dungeon Design Content (category A-3, a dungeon adventure for 4-8 AD&D PCs of levels 8-11 ) announced in Dragon #65 (September 1982).  

The Egyptian-themed desert adventure is set in the ruined (and cursed!) desert city of Ruatha within the "Sea of Dust" (not Greyhawk's, though), followed by four small dungeon levels with 42 total encounter areas.  The curse was laid upon the city and its peoples by Thoth, Egyptian god of knowledge, and nerfs divination spells cast within the ruins.


Why I Love "The Ruins of Andril"


Despite the nerfing of divinations (a school of magic I'm quite fond of as a player and DM), "The Ruins of Andril" is probably tied with "The Garden of Nefaron" in Dragon #53 (September 1981) and "The Dancing Hut" in Dragon #83 (March 1984) as my favorite adventure published in Dragon during it's heyday.  

I enjoyed running it a few times back-in-the-day, and these aspects still stand out to me as cool today:


  • "The Ruins of Andril" is written for higher-level PCs (8th-11th), and could easily be expanded to include the desert wilderness surrounding the ruined city, as well as the ruins themselves (and the nearby town, for that matter)
  • I like desert settings, and this adventure would combine nicely with I9, X4-5-10, UK6, I3-5, and/or C2 (among others!), if desired
  • The dungeon site rises from the sands only once every two years, and if the PCs don't escape its confines before it sinks, then they're stuck for two more years (a bit of a Brigadoon-like environ...)
  • Three of the levels are connected by shafts rather than stairs
  • Well-illustrated by Roger Raupp---I've not always been a big fan of his artwork, but it fits the scenario, setting, and tone of the module fabulously
  • Gates to the four elemental planes and excellent monsters selections and tactics round out the scenario
The doesn't really sound like it adds up to much, I suppose, but "The Ruins of Andril" does play well!

Three Runners Up


While I enjoy and admire many TSR module designs, I'm going to highlight three non-TSR ones this time around, to help feature a trio of perhaps-less-well-known adventures:
  • Beastmaker Mountain by Bill Fawcett (Mayfair Games, 1982):  a classic delve into the lair of an experimenter wizard who married a demon-conjuring wife!; Fawcett's ]article "Orlow's Inventions Can Liven Up Your Life" from TD#30 (October 1979) is also included for use with the module, and he also wrote a sequel to Beastmaker in 1983, Tower of Magicks
  • CH-2 Seren Ironhand by Tom Moldvay (Challenges Inc., 1986):  the middle of a three part module series, but the only title published (the other two are CH-1 The Morandir Company and CH-3 The Halls of the Mountain Kings), Seren Ironhand lures PCs into a raid on some river pirates, who live in the site of an ancient dwarven mountain kingdom
  • Garden of the Plantmaster by Rob Kuntz (Creations Unlimited, 1987):  a magical garden grown twisted through demonic influence, Kuntz originally created the Garden for Castle Greyhawk, and expanded it in conjunction with the Lost City of the Elders


My other posts in Kellri's 18 Day Module Challenge:

  1. Day 12:  "Treasure of the Dragon Queen" by Rutgers University Gamers
  2. Day 11:  S4 Lost Caverns of Tsojcanth by Gary Gygax
  3. Day 10:  Return of the Eight by Roger E. Moore
  4. Day 9:  Pavis and Big Rubble by Greg Stafford, Steve Perrin, Oliver Dickinson, & Diverse Hands 
  5. Day 8:  Angmar, Land of the Witch King by Heike Kubasch 
  6. Day 7:  X2 Castle Amber by Tom Moldvay
  7. Day 6:  DMG Monastery Dungeon by Gary Gygax
  8. Day 5:  S3 Expedition to the Barrier Peaks by Gary Gygax
  9. Day 4:  "Deep Shit" by Jeff Barber
  10. Day 3:  A Fabled City of Brass by Anthony Huso
  11. Day 2:  Masks of Nyarlathotep by Larry DiTillio
  12. Day 1:  Empire of the Ghouls by Wolfgang Baur
  13. Day 0:  These are a Few of My Favorite Things...

 

19 May 2017

The Theory and Use of Gates in Campaign Dungeons, Part 2: On the Destruction of Gates; and, New Magic-User Spells


“And lo!---the fourteen gates of Pesh were sundered and disjoined.  And a great Nothing rippled across the plains, swallowing them in utter blackness, and carving the deep abysses that lay there now, where once the Marshals of Law marched against the multitudes of Chaos.  Only their echoes remain---forlorn and lost, beyond the edge of time.”
--- “The Fall of Aaqa” in The Fables of Burdock



Continued from Part 1: Setting the Stage.

On the Destruction of Gates


Player characters often seem to need to destroy gates and portals, prior to Something Wicked This Way Coming, in one form or another.  This brings up an interesting query, namely, how is a gate destroyed?  A number of possible means to destroy gates immediately leap to mind, including:

  • hit it with lightning bolts, fireballs, ice storms, cones of cold and whatever other attack spells are available
  • disintegrate it
  • shatter it
  • destroy the gate’s grounding frame/location/henge, for without its moorings, the gate cannot exist and dissipates into wisps of nothing
  • open a second gate within the first gate (the Babylon 5 solution)
  • destroy all of the portals leading to/from the gate (the Morgaine solution)

Some or even most of these methods may not be available to most PCs, however, while others offer little to no hope for the characters to continue on in their current setting (C. J. Cherryh’s Morgaine regularly travels from world to world, closing each gate behind her---never able to return to her home or to travel back from whence she came).  I recommend that you make the methods of destruction for each gate unique, but also remain flexible to allow player ingenuity to provide inspiration.  That way you can roll on the table below once the gate has been nuked successfully!

d100          Result
01-55         Nothing:  the gate is destroyed with no ill effects or unintended consequences
56-73         Explosion causing 6-15 d6 damage (roll 3d4+3 d6s) to all within a 50’ radius
                  (unmodified save vs. Breath Weapon for ½ damage); reduce damage by 2d6
                  and extend radius in 50’ increments until no further damage dice remain;
round down to 0 if only 1 die remains for the final 50’ radius increment)
74-79         Implosion:  everything within the radius is sucked into the singularity and
destroyed; roll d100 again for specifics:

d100    Result
01-70   Small and slow implosion in a 0-40’ radius:  ([2d6]-4) x 5’; 1 in 20
small implosions result in the creation of a sphere of annihilation
71-100  Large and fast implosion in a 50-5000’ radius:  (5d100) x 10’; 1 in 3
large implosions result in the creation of a sphere of annihilation

                  Small implosions allow 1 segment of reaction time per 10’ of distance from
the gate; large implosions allow 1 segment of reaction time per 1000’ of
distance from the gate.  Gentle and Benevolent DMs may allow PCs
unmodified saving throws vs. Breath Weapon to avoid destruction, in which
case each PC is cast into a random plane and each item in their possession
must make an unmodified saving throw vs. disintegrate or not survive the
implosion. 
80-88               Spatial/Temporal/Planar Distortion:  the space-time continuum and the megaflow buckle in response to the destruction of the gate:

d100    Result  
01-34      PCs are randomly plane shifted to somewhere across the span of 
               planes that the gate normally traverses
35-49    Space in a (4d6) x 10’ radius warps into non-Euclidean geometry
50-77    Space in a (6d12) x 10’ radius is distance distorted and slowed
78-90    PCs remain in place but are thrown forward or backward in time (roll 1d6 three times, for Results 1, 2, and 3):
d6       Result 1       Result 2        Result 3                Result 4
1         1d3                    days                 historical past        feet
2         2d6                   weeks              normal future        yards
3         4d12                 months           alternate past         fathoms
4         8d24                years                alternate future     furlongs
5         16d30              centuries         bizarre past            miles
6         32d100           millennia         bizarre future        leagues
91-97   A reality maelstrom is unleashed, centered on the previous
location of the gate; roll 1d4 on the table above for Results 1 and 2
to determine its duration
98-99      1d3-1 planes associated with the gate begin to bleed into the
plane where the gate was destroyed:  matter, flora, and fauna,
“invade”; if a 0 is rolled, planar matter from the location of the
gate bleeds away into the newly-adjacent plane; duration and extent of the bleed is based on 1d4+1 for Results 1, 2, and 4 above
100      Roll twice.  Do not ignore subsequent rolls of 100. 

80% of the distortions above are temporary in nature, and will fade within (roll 1d6 for Results 1 and 2 on the time travel table).   
89-100           Planar Rift:  the planar boundaries are rent, and a new planar geography begins to emerge in response to the destruction of the gate:

d6         Result
1                     The plane splits in two, over the span of (roll 1d6 for Results 1 and 2 
              on the time travel table above)
2                    The plane fragments into 2d4+1 planelets, over the span of (roll 1d4 
              for Results 1 and 2 on the time travel table above)
3                    An area spanning (1d3+3 Results 1 and 4 on the time travel table above) sloughs off as a new demi-plane, in (1d3 Results 1 and 2)
4                    The gate is not destroyed, but is instead amplified as a fixed conduit 
              to a single destination; the gate’s size increases to (1d3 for Results 1 
              and 4 above)
5                    The gate’s destruction triggers a planar collision, as 98-99 planar 
              bleed above, but more widespread and catastrophic in nature:  the 
              geographies of the planes smash together, their atmospheres mingle, 
              earthquakes and volcanoes arise in response, etc. (think of this as 
              planar plate tectonics:  eventually one plane will grind another away, 
              or perhaps they’ll simply bounce apart in time…)
6                    The gate’s destruction triggers a multi-planar collision, in which 
              2d4-3 planes collide; for any result of 0 or less than zero, treat this as 
              a planar-wide implosion over the span of as the plane collapses into 
              itself over (roll 1d3+1 for Results 1 and 2)

80% of the rifts above are permanent in nature; if temporary (and actually reversible), they will fade within (roll 2d3 for Results 1 and 2 on the time travel sub-table above). 

I encourage all Dungeon Masters to let loose the hounds of insane imaginings when modifying this table for use in your own campaigns!


New Magic-User Spells



“I have analyzed the dweomers, notes, and formulae within Yagrax’s tome, and extracted herein those that bear the most promise for further development.  While his efforts demonstrate his facility for conjurations, he is clearly building upon key principles that enable gates to function.  These laws are the foundational elements through which we travel the multiverse---Keoghtom clearly mastered these precepts when he forged his rod, but from what sources did he and Yagrax gain their knowledge?  I must find their original source---even if from Gresil, and no matter his price.”
--- The Witch of Perrenland, The Demonomicon


If you want to establish gate-related magics as more-readily accessible in your campaign (as when playing in Michael Moorcock’s Eternal Champion multiverse, or in Philip Jose Farmer’s World of Tiers settings, for example), consider reducing the level for all of the following spells by one (i.e., Detect Gate becomes first level, Identify Gate second level, etc.).  Similarly, if gates are wondrously rare artifacts in your campaigns, feel free to raise the level of the spells by one (Detect Gate becomes third level, etc.).   In my campaigns, Identify is a second level magic-user spell, which is why Identify Gate is one level higher than Detect Gate to begin with.  In addition to deciding how to adjust the spell levels in your campaigns, you may want to consider the rarity of these spells.  Again, in my campaigns, I assign scarcity to all named spells, as well as various others based on how I manage magic in the campaign:  spell frequency follows that of monsters---Common (65%), Uncommon (20%), Rare (11%), Very Rare (5%), and Unique---and I generally assign all spells new to the campaign a frequency at least Uncommon, if not perhaps Rare or Very Rare.  PCs may need to discover these spells from the long-lost spellbooks of ancient mages, or to perform a geas or quest for the order that guards their secrets.  Drive the availability of the spells by how common the knowledge and workings of gates will be in your campaigns, because these tools strongly empower PCs to break the “broken” spells:  for example, using force gate, a PC can trail a foe who fled “to safety” via dimension door or word of recall or similar escape magics.

New Magic-User Spells


Second Level:  Detect Gate
Third Level:  Identify Gate
Fourth Level:  Dimensional Anchor, Gatetrace
Fifth Level:  Force Gate
Sixth Level:  Dimensional Lock


Detect Gate (Divination)

Level:  2 (and see below)
Range:  0
Duration:  1 round/2 levels
Area of Effect:  1” wide path, 1” long/level
Components:  V, S, M
Casting Time:  1 round
Saving Throw:  None

This spell enables a magic-user to scan for gates and teleporters; in a manner similar to detect magic, up to 60 degrees may be scanned each round, out to a range of 1” per level of the caster.  Detect gate also detects extra-dimensional pockets (rope trick, Leomund’s Tiny Hut or Secret Chest, a portable hole, etc.), astral spell, maze, Murlynd’s Void, phase door, plant door, prismatic sphere or wall (so long as the violet layer remains in effect), shadow door, shadow walk, transport via plants, and similar magics, as well as a sphere of annihilation, amulet of the planes, cubic gate, well of many worlds, etc. if such magic items are within range and actively in use.    It will not detect monsters existing in more than one plane (level-draining undead, for example), lesser conjurations (monster or animal summoning, beckon, implore, etc.), spatial warping effects (displacement, distance distortion, reverse gravity, etc.), or other near-instantaneous gates (Chariot of Sustarre, plane shift, prismatic spray; see below also on recency, however).  If any detectable objects are present within range, the caster will know their relative numbers and relative distances within scanning range (i.e., “You discern two teleporters to the SW at 5” and 9” ranges, and a gate 25 feet away in the same direction”).  Detect gate is blocked just as other divination magics are (by 1/12” of metal, 1’ of stone, etc.), with the caveat that very strong (or more powerful) gates may sometimes be detected even through thick stone walls or perhaps even through lead. 

The spell also allows a base 10% for each level above 3rd for the caster to determine one or more of the following outer traits about a detected teleporter or gate.  Some gates are easier to detect  based on the intensity of their auras, as well as their recency of usage (see below for modifiers); some magic items may also boost these detection percentages.  Each outer trait requires one round of concentration with no further scanning for the presence of gates; the caster may attempt to detect one outer trait per round, and must begin with intensity, although subsequent rounds of detection may occur in any order desired:

  • intensity:  a measure of the strength of the gate’s magical and planar auras and connections; detection levels are:  none/inactive, dim, faint, moderate, strong (detects +10%), very strong (detects +25%), intense (detects +50%), overwhelming (detects +100%)
  • recency:  a measure of the when the gate was most-recently used last; detection levels are:  fresh (used within 1 round/level; detects at +50%), recent (within 1 turn/level; detects at +25%), waning (within 1 hour/level, detects at base), dwindled (within 1 day; detects at -25%), stale (within 1 day/level; detects at -50%), lapsed (within 1 week/level; detects at -75%), atrophied (within 1 month/level; detects at -125%), eroded (within 1 year/level; detects at -200%)
  • ethos:  a measure of the alignment components of a gate’s destination(s) (if any); detects as:  none, law, chaos, good, evil, neutrality (no detection modifiers)

If a caster fails the roll, they may receive no reading, or perhaps misinformation about the trait sought---“dim” detects as stronger; while “law” and “good” ethoi result in opposed values or read as none perhaps; recency resolves as at least two places removed from actuality, etc.---DMs must adjudicate such instances. 

Some clerics are able to cast detect gate as a third level clerical spell if it fits within the portfolio for their deity; however, like detect magic, most clerical casters are not able to divine more than the presence or absence of a portal, and they cannot discover any of its outer traits.  The material component is a small platinum tuning fork, carefully fashioned to vibrate when gates are detected (cost 800 gp; the ‘fork is reusable). 


Identify Gate (Divination – Conjuration)

Level:  3
Range:  ½”/level
Duration:  1 segment/2 levels
Area of Effect:  One gate or teleporter
Components:  V, S, M
Casting Time:  1 turn
Saving Throw:  Special

This spell allows a magic-user to identify one or more inner attributes about a gate, teleporter, or similar magical transportation feature (pool, archway, etc.).  Note that unlike the first level spell identify, the magic-user is not required to touch or to directly handle a gate or teleporter since the spell may be cast at range (albeit a very short one).  The caster has a base 20% chance to identify an attribute, plus 5% per level above 5th.  The caster may attempt to identify one or more of the following attributes of a gate, in any order, at the rate of one trait per segment:

  • activation method(s):  general details about how the gate is activated---by walking through, by command phrase, by proximity of some sort of key or item, by ritual, etc.; specific details beyond walking through the gate often require research via consultation with a sage or bard, legend lore or contact other plane, or similar efforts to glean the full information
  • destination(s):  the caster discovers how many destinations to which the gate leads; if the gate can access more than one plane, planes will be identified from most- to least-commonly travelled destinations
  • periodicity:  determines if the gate is always on, or periodic; a second check will determine the frequency of the gate’s operative periods---every other round, once per day, upon command, during the new moon, etc.; a third check will determine the duration for the gate’s activity cycle---always on during the full moon, one use during a full moon, for one hour after the third person to walk through during a full moon, etc.
  • sweetness:  a measure of the discomfort that passage through a gate causes, based on a 14 Constitution; adjust upward or downward from Con 14 using detect gate’s intensity scale to determine PC impact, if any:  none (no effect; the gate is “sweet”), faint (mild dizziness), moderate (dislocation), strong (mild nausea), very strong (nausea), intense (strong pain), overwhelming (unconsciousness); each level of effect is cumulative, and exact effects are left to the DM to adjudicate
  • symmetry:  does the gate shift travellers’ physical positions during transit, or do they arrive in the same positions relative to one another, to the gate itself, etc.
  • temporality:  does the gate shift travelers forward or backward in time, or have a discernable lag during transit time
  • cardinality:  is the gate one-way or bi-directional?
  • traps*:  the caster identifies one trap on the gate, if any, along with the trap’s level of threat (use detect gate’s intensity scale)
  • usage restrictions:  identifies whether or not the gate restricts usage in some manner, such as by home plane, race, sex, alignment, class, level, eye color, family lineage, etc. ; the first check provides a yes/no response, while subsequent checks provide one restriction per check

After casting the spell, and determining what can be learned from the gate, the magic-user loses 8 points of Constitution, and must rest for 1 hour per point in order to regain them.  (See the first-level spell Identify for further effects of Constitution loss). 

The material component of this spell is an alchemical infusion that consists of a 500 gp violet garnet, which is powdered by the magic-user and then mixed with red wine and the ocular juices from a roc, giant eagle, ki-rin, beholder, or similar creature with far-seeing and/or magical vision.  The component must be drunk (and is consumed) with each casting of the spell.

* If detect traps (Cleric 2) is cast on a gate, most clerics will have a 7% chance per level above 3rd to detect if a magical or mundane trap exists on a gate, with a maximum chance of 63% at 12th level.  Some clerics may have higher or lower chances, depending on their deities’ spheres of influence. 

If a thief, thief-acrobat, assassin, monk, or bard attempts to Find Traps upon a gate, such PCs have their usual chance to determine whether any small, physical traps exist on a gate and its associated housing (if any).  For gates with an intensity or sweetness of strong or greater, the PC may suffer a penalty to their ability, due to distraction caused by the gate’s aura.


Dimensional Anchor (Alteration – Conjuration/Summoning, Abjuration)

Level: 4
Range:  2” plus ½”/level
Duration:  1 turn/level
Area of Effect:  One to four creatures
Components:  V, S, M
Casting Time:  5 segments
Saving Throw:  Negates

This spell prevents target creatures from employing extra-dimensional travel.  The caster may select up to four creatures as targets, and those that fail their saving throw are limned with a deep emerald aura.  If three or four creatures are targeted, each saving throw is standard; targeting two creatures reduces saves by -1; if a single creature is targeted, it saves at -3.  Forms of movement barred by a dimensional anchor include the usage of astral spell, blink, dimension door, displacement, etherealness, gate, maze, plane shift, phase door, rope trick, shadow walk, teleport, and similar spell-like abilities or magic items (including the usage of free-standing gates and teleporters, bags of holding, cubic gates, portable holes, etc.).  A dimensional anchor does not interfere with the physical movement of affected creatures, or affect creatures already in ethereal, astral, or shadow forms when the spell is cast.  The spell does not block extra-dimensional perception or attacks including the ability for undead to energy drain, nor does it prevent summoned creatures from disappearing at the end of a summoning spell’s duration.  The material components are one 3” long pin formed from adventurine (green quartz) per targeted creature, as well as a swatch of fine, earthen-hued silk, into which the pins are stuck.  The fine silk costs 25gp, and is consumed in the casting; each pin costs 250gp, and may be reused.


Gatetrace (Divination – Conjuration)

Level:  4
Range:  3”
Duration:  Special
Area of Effect:  one portal
Components:  V, S, M
Casting Time:  4 segments
Saving Throw:  None

This spell informs the caster of the destination for the last usage of any gate or teleporter, including the destinations for the residual and temporary portals created by spells like dimension door, plane shift, teleport without error, a ghost or phase spider entering the Ethereal Plane, psionic Probability Travel, etc.  In order to trace the destination of a non-permanent gate, the caster must first employ detect gate to identify where to focus the gatetrace spell (if detect gate was unsuccessful in determining a gate’s intensity, recency, or ethos, gatetrace will provide aligning, although equally incorrect, information).  The destination is given as a plane, as well as a complex string of multi-planar coordinates, which can be used to arrive at the same destination if the caster has some form of appropriate magical transport available (dimension door, teleport, gate, etc.).  The coordinates remain in the caster’s memory for one round per level of the caster, and may be transcribed by the caster for future usage if he or she does not currently have an appropriate spell memorized or device to enable immediate travel to the destination.  Coordinates require 1d4 rounds plus a varying amount of time to transcribe, based on the following table:

Destination is Within
Transcription Time
Prime Material Plane
no additional time required
Demi-plane or other non-standard Prime Material Plane location (other planet, etc.)
+1 round
Alternate Prime Material Plane
+2 rounds
Demi-plane or other non-standard Alternate Material Plane location
+3 rounds
Ethereal Plane
+2 rounds
Elemental or Quasi-Elemental Plane
+3 rounds
Other Inner Plane (Shadow, Positive or Negative Material, Concordant Opposition, etc.)
+4 rounds
Demi-plane within Inner Planes
+5 rounds
Astral Plane
+7 rounds
Demi-plane within Astral Plane
+9 rounds
Outer Planes – The Abyss, Pandemonium, or Limbo
+16 rounds
Outer Planes – all others
+10 rounds
Demi-plane within The Abyss, Pandemonium, or Limbo
+24 rounds
Demi-plane within all other Outer Planes
+12 rounds
Another Multiverse
+ 30 rounds

Instantaneous communication of the coordinates string is possible using telepathy, ESP, Rary’s Telepathic Bond, etc. and the various Extension spells will allow the coordinates to remain in the caster’s memory for a longer duration, of course.  The material component for the spell is a pair of 5” by 1” electrum bars, beaten wafer-thin and finely polished on one side; the two are twisted into an infinite loop during the casting of the spell, with the reflective sides facing each other across the middle of the ouroboros helix.  The component costs 400gp and is consumed in the casting.


Force Gate (Alternation – Conjuration/Summoning)

Level:  5
Range:  3” + ½”/level above 11th
Duration:  Special
Area of Effect:  one portal
Components:  V, S
Casting Time:  3 segments
Saving Throw:  None

Force gate allows the caster to force open (to fissure) and activate a gate that is inactive or that is otherwise unusable by the caster, whether due to unknown activation methods, pre-specified times only during which the gate will function, being on the wrong side of one-way transit options, or due to other usage restrictions.  The spell affects permanent and temporary gates, including those portals created by abjure, word of recall, transport via plants, blink, dimension door, maze, astral spell and similar transportational and conjuration/summoning spells and magic items.

In general, the forced gate remains open and available to use for 1 turn plus 1 turn per level above 11th; during that time it can be used normally by any creature, with our without the presence of the caster.  For spells with instantaneous durations, such as teleport without error, the forced gate remains open for 2 rounds plus 1 round per level above 11th.  The spell functions for just one side of a portal:  thus, if an MU and party pass force a gate and pass through to the other side, the first casting of force gate will not allow them to use the gate to return unless it is normally available for their usage.

Note that there is no material component for this spell. 


Dimensional Lock (Alteration – Conjuration/Summoning, Abjuration)

Level:  6
Range:  ½”/level
Duration:  1 day/level
Area of Effect:  Special
Components:  V, S, M
Casting Time:  1 hour
Saving Throw:  None

This spell creates a shimmering emerald ward that prevents extra-dimensional travel into or out of the area of effect.  The caster may effect up to a single 40’ cube in volume, plus another 40’ cube per level above 13th.  All forms of movement barred by the fourth level spell dimensional anchor are warded against by a dimensional lock.  In addition, a dimensional lock prevents the physical crossing into the area of effect while in an extra-planar form (ethereal ghosts must materialized in the Prime in order to cross into a dimensionally locked room, for example).  It also blocks extra-dimensional perception into the prescribed area of effect, so that ethereal creatures, for example, cannot see into the area of effect, nor could cross-planar scrying originating from outside the plane of the warded area.  Once the dimensional lock is in place, it may be concealed or be built-over---such cosmetic changes do not impair its protection.  Dimensional lock may be made permanent.

Some variations on dimensional lock allow the caster to designate creatures present during the casting of the spell to be immune to the dimensional lock, and therefore they are permitted to travel into and/or out of the circumscribed area while others cannot.  The material component may take a variety of forms, depending upon the exact application of the spell in the target environment; in general, the material component consists of four gallons of a magical paint, wash, or mortar, which outlines the protected area to be warded.  The formula for the planar sealant requires three months to distill per 40’ volume affected, and costs 640 gp---but ten times that if the spell is to be made permanent!.  It is consumed in the casting of the spell. 


Various other gate-related magics have been rumored to exist, or to have been used by mages prior to the twin cataclysms.  Such legends speak of mages who temporarily blocked a gate’s functionality, and who diverted the gate to an unexpected destination (to catch a pursuer unawares); wizards would peer through a gate to scry all of its destinations, and bind gates into servitude.  Others could track and follow a creature fleeing across the planes, no matter how many gates and planar changes to its destination.  Archmages would banish one or both terminuses of gate, and could hide a gate, even one of overwhelming intensity.  These spells are just the beginning---the possibilities are, of course, endless!

Look for another new gate-related spell in The Twisting Stair #2 (Summer 2017):  The Multi-Faceted Portal-Penetrating Gaze, a level 4 Magic-User divination spell.

Allan.

"The Theory and Use of Gates in Campaign Dungeons, Part 2:  On the Destruction of Gates; and, New Magic-User Spells" first appeared in Knockspell Magazine #4 (Spring 2010).