Conjuration/Summoning [portal]
Cleric Version
Level Cleric 7
Components V, S
Casting Time 5 segments
Range 30-ft.
Area of Effect One portal
Duration See description
Save None
Magic-user Version
Level Magic-user 9
Components V, S
Casting Time 9 segments
Range 30-ft.
Area of Effect One portal
Duration See description
Save None
This spell opens a portal to another plane of existence in order to gain the attention of a being therein.
While the spell is cast, the caster must use the truename of the being they are attempting to attract. Deities can be beckoned using their common name.
If the being called is a Power, they may send a herald or other minion instead of stepping through personally in Avatar form. In this case, they can use the minion to gain information before they decide to act (not using the gate at all).
In any case, when the gate spell is cast something will always come through the gate.
When the creature returns through the gate, the gate closes (spell ends). Nothing can use the gate except for the creature named.
A gate can open on any plane or layer of a plane. Gate spells can operate even within extra-dimensional spaces. Effects that bar all extra-planar access will also bar the functioning of a gate spell.
Gate spells or effects are high-level magic and creatures arriving expect to be entrapped prior to parley. Most creatures are busy with other tasks and being hastily drawn someplace unplanned will be a major inconvenience and, as such, no matter the being's alignment, they will tend to be hostile.
Thus, any sane caster must take pains to protect themselves (and perhaps anyone nearby) from extra-planar creatures before opening a portal to attract them (see Magical Diagrams). Additionally, the caster must be prepared to compensate the being or creature for the intrusion and offer further compensation for any further request to be made.
Beings brought to fight battles on behalf of the caster, while the battle is in full swing or imminent, will likely find the creature assisting the caster's enemies just prior to leaving as there is not time to negotiate fully.
Even dim-witted creatures that are immortal have a certain cunning and the more powerful ones (stronger than "least" creatures) are likely familiar to being summoned (and thus know how to deal with petitioners). Beings with legendary intellects will be able to see directly through falsehoods to the actual situation and can act accordingly in alignment with their goals versus the risk presented.
The GM will use whatever method is desired to adjudicate the outcome of the negotiation (preferably roleplaying), but modifiers might be given for encounter reaction checks or the importance of the matter. For example, a simple informational request might illicit a response 20% of the time (d%; 01-20) while a spell request might garner a response 15% of the time. "Response" could be good or bad depending on the result of the negotiation. Very important matters (in the eyes of the being gated) may be given a response up to 50% but the scale might tilt the type of response (perhaps very displeased at a result of 01 while a 50 is pleased—with roll modifiers applied by the GM).
Considerations
The use of a gate spell magically ages the caster by 5 years. Creatures not immortal (immune to aging effects) must make a System Save.