Familiar Gate (930): Difference between revisions
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Familiar Gate does have a chance to fail and damage the caster. The factors contributing to the rate of failure are the caster's training in Elemental Mana Control, [[Discipline]], [[Aura]], and training in the [[Wizard Base]] spell circle. |
Familiar Gate does have a chance to fail and damage the caster. The factors contributing to the rate of failure are the caster's training in Elemental Mana Control, [[Discipline]], [[Aura]], and training in the [[Wizard Base]] spell circle. |
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Wizards will find that knowledge of the Familiar Gate spell is accompanied by knowledge of the [[ |
Wizards will find that knowledge of the Familiar Gate spell is accompanied by knowledge of the [[gate rune]]. This rune may be drawn upon a prepared [[runestone]]. The runestone will now provide a bonus to success equal to 10% plus 1 percentage point per 10 skill bonus of the caster's Magic Item Use skill when held in hand while casting the Familiar Gate spell. Each use will consume one charge of the runestone's power, and typical runestones will be created with one charge. |
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== References == |
== References == |
Revision as of 12:31, 23 April 2015
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Familiar Gate is a spell that, when cast, creates a magical portal between the caster and their familiar, a creature summoned by the spell Call Familiar (920). Anyone can step through the portal before the caster does, allowing transport for a group of individuals to the location of the familiar, or from the location of the familiar to the location of the caster. The wizard's training affects how long the portal stays open and how many can pass through it. Also, the caster can drag a corpse through the rift allowing for rescues. The portal closes the moment the caster steps through.
The number of people who can pass through the portal is dependent upon Wizard Spell Ranks and Elemental Mana Control
Up until the release of the sorcery spell, Planar Shift (740), this was the most powerful teleportation spell in the game. This spell allows teleportation both to and from a location via the placement of the caster's familiar. The familiar can be commanded to go through the gate. An example would be to have your familiar go to town then open a gate, have the familiar go through the gate, go through yourself, and voilà you are now ready to open a new gate to return to the original point.
Familiar Gate does have a chance to fail and damage the caster. The factors contributing to the rate of failure are the caster's training in Elemental Mana Control, Discipline, Aura, and training in the Wizard Base spell circle.
Wizards will find that knowledge of the Familiar Gate spell is accompanied by knowledge of the gate rune. This rune may be drawn upon a prepared runestone. The runestone will now provide a bonus to success equal to 10% plus 1 percentage point per 10 skill bonus of the caster's Magic Item Use skill when held in hand while casting the Familiar Gate spell. Each use will consume one charge of the runestone's power, and typical runestones will be created with one charge.