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Screaming Gate

School necromancy [chaotic, emotion, fear, mind-affecting]; Level: sorcerer/wizard 4, witch 4

Components: V, S

Casting Time: 1 round

Range: Close (25 ft. + 5 ft./2 levels)

Effect: A 10 ft. wide by 10 ft. tall, four-sided gateway

Duration: 1 round/2 levels

Saving Throw: Fort negates (see text); Spell Resistance: yes

This spell creates an otherworldly, screaming, horrific gateway.

The ghostly gate is a 10 ft. wide by 10 ft. high, incorporeal, four-sided Gothic arch adorned with rusted spikes and chains, its stained surface studded with staring, twitching, and bloodshot eyeballs. Inside the gate is a shifting scene alternating between swirling blackness and nightmarish, alien landscapes. The gate itself trembles and sways and periodically emits blood-chilling screams of terror. The gate grants concealment (20% miss chance) to those behind it but does not impede movement through it.

Even though the gate is incorporeal, it must be created in a 10 ft. space with enough room to contain it. It may not be created in a space already occupied by creatures.

A maximum of one creature may be affected by the screaming gate each round. Any creature (including the caster) of size large or smaller within 10 ft. of the screaming gate gets sucked in (Fort DC negates) and instantly dimension doored in a random direction, 30 ft. away from the gate. A creature that successfully resists getting sucked into the gate is immune to all its effects for the duration of the spell, and can see through the gate as if it were not there. If dimension doored creatures arrive in a place that is already occupied by a solid body, they take no damage and are shunted to a random open space on a suitable surface within 30 ft. of the gate. If no such space is available, they are returned to their original space.

Creatures that are dimension doored must also make a Will save or suffer one of the following insanity effects for 1d4 rounds after reappearing (roll 1d4): 1- Minor amnesia: A victim suffering from minor amnesia cannot remember his name or past, suffers a -4 penalty on all skill checks, and has a 30% chance of spell failure.

2- Minor phobia: The victim suffers from fear of doors, gates, dimension door, teleportation, and creatures from other planes. If the victim is within 30 ft. of any of these things, he must make a Will save or become frightened. 3- Psychosis: The victim suffers from psychotic urges. The GM selects one random creature (friend or foe) within 30 ft. of the victim. The victim will attack that target to the best of his ability. 4- Paranoia: The victim is convinced the world is out to get him and receives a -2 penalty on all saves, and will resist all advice, suggestions, assistance, healing, or beneficial spells used on him by anyone. He will also refuse to enter combat, but will attack those who attack him.

Creatures get a new save each round to throw off the insanity effects. Each time an insane creature is sucked again into the gate and fails to resist the insanity effect, re-roll on the insanity table and roll the new insanity duration. A creature that successfully makes its insanity Will save is immune to further insanity effects from the gate for the duration of the spell. Mindless creatures and creatures immune to fear and mind-affecting magic are immune to the insanity effects, though they may still be dimension doored.

Section 15: Copyright Notice

Grimoire Viperian: A Tome of Exotic Lore Copyright 2021 Magic Skull Games Author: Steven F. Johnson