First, I quoth recent silliness between Thaelis and myself:
Secondly, I present knowledgeable evidence for my case:
Lastly, I present my suggestion:
Currently, Gate only works to summon creatures from other planes. Per P&P, that is actually a secondary purpose. I would hereby like to suggest that Gate have a second option, wherein the object 'summoned' is instead a World Transition, for 1 round/level, as described above. Extra-planar travel is obviously out of balance without a supervisory DM, but it could be a reasonable means to implement functions such as Teleport, Greater Teleport, Teleportation Circle, and other such potent conjuration spells without addition of another, while maintaining a highly contested position in a spellcaster's arsenal. As Gate is not limited to Arcane nor Divine, neither magic-user would hold a significant advantage over the other, but require dedicated progression in a single field.
Some concerns I have noted that may be associated with this suggestion are as follows:
Mystic-Thurges have both arcane and divine capacity, however this would be mitigated by the fact that it requires precise character-builds to obtain 9th level spells, and thus would be almost impossible to posses on multiple spell-lists simultaneously, barring extreme epic levels.
Teleportation of out conjuration-restricted zones: The summoning of the transition could allow for escape from restricted areas and should likely check the local teleportation-boolean to determine pass/fail of the spell.
Spell Costs: Per P&P, casting Gate with the intent to move oneself and companions costs nothing. At the same time, I have little doubt that the added flexibility of the spell would be worth the five-hundred gold to most individuals.
Consistent Endpoints: Ideally, the transition would offer the caster some form of menu (such as the transition map) from which to select destination, after which the location is locked and only leads to the chosen point. Barring very odd magical fluctuations, it aught to be possible for a member of the group, or a stalking character to follow the group, to reliably transport through such a Gate rather than be tossed across the aether to land somewhere randomly.
Dual Endpoints: Similarly, there would ideally be a means to backtrack through the gate; Gate is dual-way, meaning that your convenience may well be a security breach, and thus require further consideration than blinking around on a lark. The Hands are unlikely to let anyone leave the City by such means in the event that something nasty is waiting at the endpoint. Similarly, it would offer interesting tactical options to have requested said nasty thing or person at the other end, who may reinforce quickly and reliably to your location.
I do not forsee such changes happening quickly nor easily, but feel that it is a matter for reasonable discussion and would hear your views.
Please Consider and comment.
Cheers,
Kit
Originally posted by thaelis
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Originally posted by Kitsunestume
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Originally posted by thaelis
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Originally posted by Kitsunestume
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Originally posted by Gate;d20SRD
Currently, Gate only works to summon creatures from other planes. Per P&P, that is actually a secondary purpose. I would hereby like to suggest that Gate have a second option, wherein the object 'summoned' is instead a World Transition, for 1 round/level, as described above. Extra-planar travel is obviously out of balance without a supervisory DM, but it could be a reasonable means to implement functions such as Teleport, Greater Teleport, Teleportation Circle, and other such potent conjuration spells without addition of another, while maintaining a highly contested position in a spellcaster's arsenal. As Gate is not limited to Arcane nor Divine, neither magic-user would hold a significant advantage over the other, but require dedicated progression in a single field.
Some concerns I have noted that may be associated with this suggestion are as follows:
Mystic-Thurges have both arcane and divine capacity, however this would be mitigated by the fact that it requires precise character-builds to obtain 9th level spells, and thus would be almost impossible to posses on multiple spell-lists simultaneously, barring extreme epic levels.
Teleportation of out conjuration-restricted zones: The summoning of the transition could allow for escape from restricted areas and should likely check the local teleportation-boolean to determine pass/fail of the spell.
Spell Costs: Per P&P, casting Gate with the intent to move oneself and companions costs nothing. At the same time, I have little doubt that the added flexibility of the spell would be worth the five-hundred gold to most individuals.
Consistent Endpoints: Ideally, the transition would offer the caster some form of menu (such as the transition map) from which to select destination, after which the location is locked and only leads to the chosen point. Barring very odd magical fluctuations, it aught to be possible for a member of the group, or a stalking character to follow the group, to reliably transport through such a Gate rather than be tossed across the aether to land somewhere randomly.
Dual Endpoints: Similarly, there would ideally be a means to backtrack through the gate; Gate is dual-way, meaning that your convenience may well be a security breach, and thus require further consideration than blinking around on a lark. The Hands are unlikely to let anyone leave the City by such means in the event that something nasty is waiting at the endpoint. Similarly, it would offer interesting tactical options to have requested said nasty thing or person at the other end, who may reinforce quickly and reliably to your location.
I do not forsee such changes happening quickly nor easily, but feel that it is a matter for reasonable discussion and would hear your views.
Please Consider and comment.
Cheers,
Kit
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