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Gate Spells
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Author:  Vitotaylor36 [ Tue Jun 27, 2017 5:42 pm ]
Post subject:  Gate Spells

I'm struggling to find in the book how to determine the level of a gated creature. For example, Gate Seith Aberration gates in a Seith Aberration at "level +6. Does that mean in comes in higher than my denizens level?

Author:  raleel [ Tue Jun 27, 2017 9:55 pm ]
Post subject:  Re: Gate Spells

No, and this has confused a few folks. It comes in at level 6. Amplifying once makes it level 12, twice makes it level 18, etc.

I recommend capping it somehow, unless you really want gated critters who outshine your party. Gate +
+ amplifies can get pretty nuts. The countermeasures, of course, are mental damage to attack his runes in play, but that doesn't help against him pulling out a gate, dropping a bunch of runes into amplifies, then having his giant skeleton whack them with all of his runes in a single attack.

You can go without capping, but I know of at least two groups, including my own, that didn't like it. Try it out with your summoner and see what your group thinks. Make it clear that if the group doesn't like that, it'll be capped.

Author:  Vitotaylor36 [ Tue Jun 27, 2017 10:25 pm ]
Post subject:  Re: Gate Spells

Now does that mean Maintain keeps the gate it comes through open? Or the critter stays past 1 turn?

Author:  raleel [ Tue Jun 27, 2017 11:44 pm ]
Post subject:  Re: Gate Spells

The latter. It stays more than one turn.

Author:  andrew [ Wed Jun 28, 2017 12:22 am ]
Post subject:  Re: Gate Spells

Remember that Gate is not a Spell. Focus does not get added. There's one Gate Spell and I'll let you guys discover it on your own.

If your players are at level 5, then yes, the basic Gate will be higher level. It's not necessarily a bad thing, it really comes down to the world you are looking to create. Gated creatures enter combat late, so usually opponents get enough time to prep up some defence. As Raleel mentioned, Mental damage will knock the critter out of this world, and you'll discover other options as well. :)

ps. recommended starting levels are 8-12, but 5 can work :)

Author:  Vitotaylor36 [ Wed Jun 28, 2017 7:09 am ]
Post subject:  Re: Gate Spells

So let me make sure I understand properly:

At the top of the initiative, Level 13 seithkona casts Gate Seith Aberration. Seith Aberration gates in at level 6 and gets added in at the end of the initiative order, and doesn't get to function until the next round of combat on the action phase, when they wyrd. However, if the seithkona didn't play a maintain meta wuthering the root, the creature leaves entirely after that round.

Author:  raleel [ Wed Jun 28, 2017 8:34 am ]
Post subject:  Re: Gate Spells

Close. They Wyrd immediately upon coming into play. They can use their runes for interrupts until they get a turn, then they get a turn on the turn they come into play (assuming they have runes left on their turn). They don't get an Upkeep phase on the turn they come in, but do on following rounds (assuming a maintain was played and they are sticking around)

Author:  Vitotaylor36 [ Wed Jun 28, 2017 1:12 pm ]
Post subject:  Re: Gate Spells

Ok. That makes more sense. So they come in when I summon them, buy can't do much until their first action phase.

Author:  raleel [ Wed Jun 28, 2017 3:01 pm ]
Post subject:  Re: Gate Spells

right. they get dropped in at the end of the initiative order

Author:  Vitotaylor36 [ Wed Jun 28, 2017 5:33 pm ]
Post subject:  Re: Gate Spells

Got it. Thank you.

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