While every post having dealing with Pathfinder so far has been to add options, both to spellcasters and mundane characters, this post has to deal with reorganizing and rebuilding. The 2 spells I want to focus on today are Gate and Teleportation Circle. Both of these break the world in entirely different ways. Gate pulls forth frightening creatures with very few strings attached, creatures that can outshine all of the rest of the party at once in some cases. Oh, and it also comes with this very nifty way of moving a lot of people between planes. Teleportation Circle, on the other hand, breaks the world fabric just being used as intended, should a caster with 9th level spells ever appear in the world. Here I want to go ahead and split up Gate, and repurpose Teleportation Circle.
Level: Wiz/Sor 9, Cleric 9, Trade 9 (replaces Gate)
Components: V, S, F
Casting Time: 1 Standard Action
Effect: A 120ft diameter portal
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You pull open a massive portal between your spot and any place that you specify, whether on your current plane or on another plane. While the portal exists, any creature that passes through the portal ends up on the other side of the portal. This portal is one-way, from the casting location to the declared location, although you can change the direction by being on the other side of the portal and taking a standard action while touching the portal. This portal acts as Plane Shift or Greater Teleportation, although you can send as many creatures as you like, and the creatures appear in the exact location that you declare.
When opening a Wormhole onto a deific plane, the deity in control of the plane has the option of closing the portal as a non-action, ending the spell immediately. When opening a Wormhole onto a private demiplane, it is possible that the demiplane has a visual or verbal password. Even if Wormhole is cast as a Silent or Still spell, you must still clearly say or draw the password to enter. If you have the information on a Teleportation Circle within the demiplane, you may use the Teleportation Circle’s name or sigils to bypass the password, although the portal must be opened at that circle.
Focus: A tuning fork for the plane you wish to open a Wormhole on. You can bypass this if you can clearly draw the sigils or say the name of a Teleportation Circle on that plane (although the Wormhole does not have to open up at the Teleportation Circle in this case).
Note: Most Outsiders that get Gate as a Spell-like Ability should have it replaced by this spell. If the creature has innate ability (other than through granted spell slots, like the Solar) to summon other creatures, you can consider Planar Contract instead.
Schools: Divination and Conjuration(calling)
Level: Wiz/Sor 9, Cleric 9, Glory 9 (replaces Gate)
Components: V, S
Casting Time: 1 Standard Action
Duration: See Text
Saving Throw: Will negates
Spell Resistance: No
When you cast this spell, you may either declare a specific creature by it’s truename, or specify a type of outsider. The spell then attempts to place you into contact with a creature specified. If the creature fails it’s Will Save, it is compelled to negotiate with you in good faith for 1 round/caster level, even if he is immune to mind-affecting spells. As per Planar Binding, in this duration and any duration that is granted by the creature, you can discuss the terms of a contract to come onto the plane you are currently on. If through your negotiations, you are successful in creating a deal, you receive a piece of paper reflecting the contract that you made with the creature. The table below will give an estimate of the cost for doing something within it’s nature. A contract is typically for a task no longer than 10 minutes/level, but you can increase the duration to 1 day/2 levels by using the cost multiplier for a long task. This cost may not manifest itself directly in gold, but instead in goods or information that the creature values as that much gold. In order to negotiate the cost down, you must succeed at a Diplomacy check vs it’s Sense Motive check. You can attempt this check once, and a successful check reduces the cost by 50%. If you fail the check by 10 or more, the cost instead increases 50%.
| Creature’s HD
|| Cost for in nature service
|| Cost for out of nature service
|| Cost increase for a long request
| Up to Caster level – 5
|| 100 gp/HD
|| x2, but no less than 100 gp/HD
| Up to Caster level
|| 200 gp/HD
|| 500 gp/HD
| Up to Caster level + 5
|| 500 gp/HD
|| 1500 gp/HD
| Up to double Caster level
|| 2000 gp/HD
As a standard action, you may read the last line of the contract, while having within 5 feet of you any payment discussed, summoning forth the creature. As long as the payment is there, you are on the plane that the contract was written, and any requirements that you needed to make were done, as judged by either the plane of Law or an entity that both of you agreed to when writing the contract, the creature is summoned forth. The creature is obligated not to harm you, even if it is not specified in the contract, but the safety of no others can be guaranteed unless agreed to in the contract. The magic of the contract makes it impossible for you to cast spells on the creature except for any spells agreed to in the contract. Once the terms of the contract have been complete, the creature leaves to either where he was before calling in the contract or where he wishes on his home plane. The contract is null and void after a year and a day, even if wording is added that the contract is binding for longer.
Special: The Summoner’s Summon Monster Spell-like Ability acts as this spell when he gains the capability to use Gate. Unlike a normal casting of the spell, if he cannot get a contract, the use of the Spell-like ability is restored.
Level: Wiz/Sor 4, Summoner 3, Witch 4, Rune 3
Components: V, M (amber dust to cover the circle worth 1,000 gp)
Casting Time: 8 hours
Effect: A rune circle with a 15ft diameter
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You draw an intricate rune circle, often with some writing surrounding the edges. When the Teleportation Circle is completed, it acts as a beacon to guide creatures who use Teleport or Plane Shift to the location drawn out. If a creature knows the sigils drawn at the center or knows the words written on the edge of the circle (it’s name), it can use these as part of the Somatic or Verbal components of Teleport, Plane Shift, or Interplanetary Teleport, and it will teleport you exactly to that Teleportation Circle, even if you do not have the focus for Plane Shift or any details about the location for Teleport or Interplanetary Teleport. Note that if you have to draw the sigils as a component to your spell, instead of naming the Teleportation Circle, it will take no less than 1 standard action to cast the Teleportation spell.
Special: When a character gains the Travel Domain, after choosing any subschools, he may replace his 4th level domain spell with Teleportation Circle. This decision cannot be changed short of a Limited Wish, Psychic Reformation, Wish, or Miracle.
Notes: With these changes to Teleportation Circle, the Rune Domain’s 9th level spell becomes Wall of Suppression. The Rune Domain’s 3rd level Spell becomes Teleportation Circle, and Glyph of Warding is added to the Warding subdomain.
As we would say, Please Evaluate and Critique honestly.