Gate
Joins two distant places with an open doorway
Gate opens a doorway between two distant places. One opening forms in free space beside the caster, the other at the chosen destination. Look through either side and you see the far place; step through and you cross as if the two spaces touched. Creatures, objects, attacks, spells, light, sound, air, and water pass the same way.
The doorway is two-way and open to anyone who reaches it, friend or enemy alike. It holds until its duration ends, until the caster dismisses it, or until one opening is dispelled—closing or suppressing one end closes both. The caster may open it at any width up to the maximum, down to just wide enough to step through.
The destination follows the same rules as Teleport: a visible or well-known place opens at once, while a vague or half-remembered one may call for a prescribed chance roll. The Gate fails to open if the far end would fall inside solid matter or has no room to form.
| Level | Maximum opening | Maximum distance | Duration |
|---|---|---|---|
| 2 | 5 ft across | 20 ft + 5 ft per CL; destination visible | rounds per level |
| 4 | 10 ft across | 500 ft + 50 ft per CL | minutes per level |
| 6 | 30 ft across | 500 miles per CL | 10 minutes per level |
| 8 | 100 ft across | Unlimited, including across planes | hours per level |
| 10 | 1,000 ft across | Unlimited, including across planes | days per level |
Psychic Gate. Stable blue mana holds the doorway open one duration category longer than the table shows: minutes per level at Level 2, rising to weeks per level at Level 10.
Ritual (Level 8). A circle of Psychic sorcerers can raise the Level 8 Gate over an hour of shared casting. At least one participant must be a Level 7 character who knows Gate. Kaer expeditions use such circles to reach a range and duration no lone caster can hold.
Dimensional Lock, Planar Lock, and similar wards can keep either opening from forming, or force the Gate through a caster level check set by the ward.