From: [i--bl--e] at [eskimo.com] (Dark Matter)
Newsgroups: rec.games.frp.misc
Subject: HERO: College of Gates & Planes
Summary: New college for Fantasy Hero
Date: 11 Jun 94 17:32:58 GMT


        Part 13 in a series - COLLEGE OF GATES AND PLANES
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  Disclaimer: HERO System is a trademark of Hero Games, Inc. Any 
reference to HERO, the HERO System Rulesbook, or any of the HERO 
System supplements should not be construed as a challenge to the 
trademark status. The author is not affiliated in any manner with 
Hero Games, Inc. You can distribute this product freely, but you 
can not charge more than a minimum delivery fee. Copyright 1994, 
All rights reserved.
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  This series of spells can be used to supplement those available 
in the Fantasy HERO Campaign book, and the Fantasy HERO Companion 
books from HERO Games, Inc. They can not be used without reference 
to the the HERO System Rulesbook. These spells are a mix of 
adaptations from other game systems and original designs. The
archive site is at: ftp.cs.pdx.edu:/pub/hero/fantasy-hero/magic.
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  Corrections, additions and comments are appreciated. :-)
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  The spells of a Gatemaster involve near instantaneous movement 
between distant locations or alternate planes of existance. The spells 
for this college are especially difficult to master and almost 
invariably require a longer time than normal to cast. The normal focus 
for the Gatemaster magic is a flat surface and a drawing implement 
upon which he can meticulously inscribe the runes and geometric 
figures needed to compute and open the interdimensional gates. Usually 
this consists of a wax board and a sharp wood implement.

  Apprentices to this college are carefully coached not to employ 
their magical powers until they have fully mastered the intricacies of 
the art. Wizards who miscast a Gate spell develop the condition known 
as dimensional instability, which will cause them to vanish to a 
random, possibly lethal, alternate dimension. Even the Grand Master 
Wizards have been known to vanish in this manner, sometimes not to 
return until years later. Although risky, this instability has led to 
the discovery of exciting new planes.

  Practitioners of this college should have the KS: Alternate 
Dimensions.

  Note: Since many of these spells are unbalancing in a weak magic 
campaign, this college can only be used by player characters with the 
exclusive permission of the GM. In such a case, the spells might only 
be known by an advanced race of interplanar travellers.

Dimensional Instability - Extra-dimensional Movement, Any location in 
  any dimensional, Difficult to Dispel (+1/4), Time Delay (+1/4), 
  Random Destination (+1).

Common Limitations: Gestures (-1/4), Incantations (-1/4), Characters 
  Must have at least 30 points from college (-1/2), Requires Magic 
  Skill Roll (-1/2), OAF Scribing Materials (-1), Side Effect 
  (Dimensional Instability) (-1/2).

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                              BASIC SPELLS
----------------------------------------------------------------------

PLANAR BOLT
  The Wizard draws forth a lump of the native substance from an 
alternate plane, then projects the material at a foe. The exact nature 
of the material depends on the plane from whence it was drawn. It 
could be a ball of flames, a bolt of lightning, a shard of ice, a lump 
of biotoxin, and so on. The ability of the Wizard to choose a 
particular plane will depend on the extent of his knowledge about 
other dimensions. If he attempts to use material from an untested 
dimension, he will need to make a KS roll.
  If the Wizard fails his Magic Skill roll, he suffers Dimensional 
Instability.
Power: 6d6 Energy Blast (Planar Material)
Modifiers: Variable Special Effects (Any) (+1/2); Gestures (-1/4), 
  Incantations (-1/4), Character must have at least 30 points in 
  spells from Gate College (-3/4), Requires Magic Skill Roll (-1/2), 
  OAF - scribing materials (-1), Side Effects (Dimensional 
  Instability) (-1). Active Cost = 45 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 9.

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                              COLLEGE SPELLS
----------------------------------------------------------------------

CONTACT PLANE
  This spell translates the Wizards' consciousness to a single, fixed 
location of a known dimension, where he is able to see, hear, and 
speak normally. Any inhabitants that attend to the Wizard will be able 
to converse with him, although whether they actually choose to do so 
is another matter. Most Powers employed in the alternate dimension 
will have no direct effect on the Wizard, unless they have the proper 
Transdimensional advantage.
  If the Wizard fails his Magic Skill roll, he suffers Dimensional 
Instability.
Power: Clairsentience, Other Dimensions, Sight/Sound Groups
  Active Cost = 60 points.
Power: Images, Sound only
Modifiers: Transdimensional (Any Dimension) (+1); Linked to 
  Clairsentience (-1/2), Same dimension as Clairsentience (-1/4), Only 
  to speak with voice of Wizard (-1). Active Cost = 20 points.
Combined: 0 DCV Concentrate Throughout (-1), Gestures (-1/4), 
  Incantations (-1/4), Character must have at least 30 points in 
  spells from Gate College (-3/4), Requires Magic Skill Roll (-1/2), 
  OAF - scribing materials (-1), Side Effects (Dimensional 
  Instability) (-1), Extra Time: 1 turn (-1/2).
END Cost: 8; Magic Roll: -8; Casting Time: 1 turn.
Real Cost: 12.

DETECT GATE
  View nearby gates leading to alternative universes, extradimensional 
pockets or planes, or to distant locations. The gate will be limned by 
an eerie glow that is visible only to the Wizard, with colors that 
hint at the nature of the gate. The ability to sense gates requires 
steady concentration by the Wizard and is a constant drain on his 
energy.
  If the Wizard fails his Magic Skill roll, he suffers Dimensional 
Instability.
Power: Sense Gates, Discriminatory, 360 Degree
Modifiers: All Dimensions (+1); Costs END to Use (-1/2), 1/2 DCV 
  Concentrate throughout (-1/2), Gestures (-1/4), Incantations (-1/4), 
  Character must have at least 30 points in spells from Gate College 
  (-3/4), Requires Magic Skill Roll (-1/2), OAF - scribing materials 
  (-1), Side Effects (Dimensional Instability) (-1), Extra Time: 1 
  turn (-1/2). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1 turn.
Real Cost: 6.

DIMENSION DOOR
  This spell opens a warp hole through which the Wizard can pass to a 
nearby location within view. The Wizard can carry up to an additional 
100 kilograms through the portal, but the mage and any passengers are 
mildly disoriented for a full phase.
  If the Wizard fails his Magic Skill roll, he suffers Dimensional 
Instability.
Power: 20" Teleport, x2 Mass
Modifiers: At 1/2 DCV for 1 phase after Teleport (-1/2), 1/2 DCV 
  Concentrate (-1/4), Gestures (-1/4), Incantations (-1/4), Character 
  must have at least 30 points in spells from Gate College (-3/4), 
  Requires Magic Skill Roll (-1/2), OAF - scribing materials (-1), 
  Side Effects (Dimensional Instability) (-1).
  Active Cost = 45 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 8.

DIMENSIONAL PASSAGE
  The Gatemaster Wizard uses this simple spell to pass through to an 
alternate dimension. The specific plane must be selected when this 
power is acquired, usually after an extensive period of research by 
the Wizard. If the Wizard has previously visited the dimension, this 
research period can be much shortened. Before casting this spell, the 
Wizard will usually first learn how to return to his native plane, 
unless he has no intention of returning.
  If the Wizard fails his Magic Skill roll, he suffers Dimensional 
Instability.
Power: Extradimensional Movement, Single Dimension
Modifiers: Gestures (-1/4), Incantations (-1/4), Character must have 
  at least 30 points in spells from Gate College (-3/4), Requires 
  Magic Skill Roll (-1/2), OAF - scribing materials (-1), Side Effects 
  (Dimensional Instability) (-1), Extra Time: 1 turn (-1/2). 
  Active Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1 turn.
Real Cost: 4.

DISPATCH
  This spell is used to return an extraplanar creature to its native 
plane. If the creature is already in its native plane, then the spell 
has no effect. When the target creature has resided in a dimension for 
at least a year prior to the casting of this spell, then it can make 
an EGO roll to resist the spell effects. Note that the Wizard can cast 
this spell upon himself should he desire to return to his home plane.
  If the Wizard fails his Magic Skill roll, he suffers Dimensional 
Instability.
Power: Extraplanar Travel, Any Dimension, x2 Mass
Modifiers: Useable Against Others (After one year on this plane, 
  target can make EGO roll to resist) (+1), Ranged (+1/2); Only to 
  return creature to its native plane (-3/4), Gestures (-1/4), 
  Incantations (-1/4), Character must have at least 30 points in 
  spells from Gate College (-3/4), Requires Magic Skill Roll (-1/2), 
  OAF - scribing materials (-1), Side Effects (Dimensional 
  Instability) (-1/2), Extra Time: 1 turn (-1/2).
  Active Cost = 100 points.
END Cost: 10; Magic Roll: -10; Casting Time: 1 turn.
Real Cost: 18.

DIVERT TELEPORT
  Gatemasters use spells such as this to prevent unannounced 
teleportation into their sanctum. Anybody doing so will be diverted to 
a location selected by the Wizard, usually a Gaol or death trap. Of 
course, it is relatively easy to overload this spell by repeated 
teleportations, making this a more appropriate defense against 
individual intruders. The location of the diversion must be visible 
from the location of the initial teleport, or the spell will fail to 
function. 
  If the Wizard fails his Magic Skill roll, he suffers Dimensional 
Instability.
Power: Teleport 10" within view
Modifiers: Area Effect (4" Radius) (+1), Useable Against Others 
  (Double human mass) (+1), Trigger (Teleport into area) (+1/4); 
  Gestures (-1/4), Incantations (-1/4), Character must have at least 
  30 points in spells from Gate College (-3/4), Requires Magic Skill 
  Roll (-1/2), OAF - scribing materials (-1), Side Effects 
  (Dimensional Instability) (-1/2), Extra Time: 1 turn (-1/2).
  Active Cost = 65 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1 turn.
Real Cost: 14.

KNOW PLANE
  Casting this spell within a plane, or upon an extraplanar creature 
or object, will give the Wizard something akin to a "smell" for the 
place, so that he will know the plane again should he ever visit. The 
planar knowledge will allow the Wizard to attempt to find the plane 
again in the future, or at least give him a clue about how to reach 
it.
  If the Wizard fails his Magic Skill roll, he suffers Dimensional 
Instability.
Power: +3 Plane Tracking Scent, Discriminatory
Modifiers: Transdimensional (All) (+1); Only to find plane (-1/2), 
  Gestures (-1/4), Incantations (-1/4), Character must have at least 
  30 points in spells from Gate College (-3/4), Requires Magic Skill 
  Roll (-1/2), OAF - scribing materials (-1), Side Effects 
  (Dimensional Instability) (-1), Extra Time: 1 turn (-1/2).
  Active Cost = 42 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1 turn.
Real Cost: 7.

MIRROR PLANE
  Create a mirror gate to an alternative time line and draw forth a 
duplicate of the Wizard through the surface. The capabilities and 
motiviations of the duplicate will differ from the original, and he 
could either prove helpful or a hindrance to the Wizard. The duplicate 
is worth a maximum of 100 character points, or the Wizard's total 
points plus forty, whichever is less.When the spell charge expires, or 
both Wizards step back through the silvery plane, the duplicate 
returns to his normal time line, even if slain.
  If the Wizard fails his Magic Skill roll, he passes through the same 
Mirror Plane to aid his counterpart.
Power: Duplication
Modifiers: Single Continuing Charge lasting 5 hours (Dispel or both 
  step through mirror) (-1/4), Costs END to use (-1/2), Gestures
  (-1/4), Incantations (-1/4), Character must have at least 30 points 
  in spells from Gate College (-3/4), Requires Magic Skill Roll
  (-1/2), OAF - scribing materials (-1), Side Effects (Wizard passes 
  through to mirror plane) (-1/2), Extra Time: 1 turn (-1/2).
  Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1 turn.
Real Cost: 7.

PHASE TRAP
  Certain creatures are known to exist in multiple dimensions at the 
same time, so dealing with them from a single dimension can be 
especially difficult. This spell levels the playing field by drawing 
the target creature into the current dimension, then suppressing his 
ability to leave. This spell can be used equally well simply to 
prevent a normal target from escaping to an alternate dimension. The 
Phase Trap is effective out to 250", and requires stready 
concentration to cast.
  If the Wizard fails his Magic Skill roll, he suffers Dimensional 
Instability.
Power: Extradimensional Movement, Only to Current Plane
Modifiers: Useable Against Others (+1), Ranged (+1/2).
  Active Cost = 50 points.
Power: 10d6 Suppress Extra-Dimensional Movement
Modifiers: Linked to Extra-Dimensional Movement (-1/2).
  Active Cost = 50 points.
Combined: 1/2 DCV Concentrate (-1/4), Gestures (-1/4), Incantations
  (-1/4), Character must have at least 30 points in spells from Gate 
  College (-3/4), Requires Magic Skill Roll (-1/2), OAF - scribing 
  materials (-1), Side Effects (Dimensional Instability) (-1/2), Extra 
  Time: 1 turn (-1/2).
END Cost: 10; Magic Roll: -10; Casting Time: 1 turn.
Real Cost: 19.

PLANAR PROTECTION
  Many of the planes where the Wizard finds himself are inhospitable 
to normal life forms. For this reason, most Gatemasters are taught 
this life support spell as an apprentice. The spell surrounds the 
Wizard with a thin shell of environment drawn from his native plane. 
The shell provides clean air, and protects the Wizard from extremes of 
atmospheric pressure and temperature.
  For each hour the spell is maintained, the Wizard suffers two points 
of long term END loss. If the Wizard fails his Magic Skill roll, he 
suffers Dimensional Instability.
Power: Life Support, No need to breathe, Vacuum/High Pressure, Intense 
  Heat/Cold
Modifiers: Costs END to start (-1/4), Gestures (-1/4), Visible (-1/4), 
  Character must have at least 30 points in spells from Gate College 
  (-3/4), Requires Magic Skill Roll (-1/2), OAF - scribing materials 
  (-1), Side Effects (Dimensional Instability) (-1), Long Term END 
  loss every hour maintained (2 points) (-1/2).
  Active Cost = 22 points.
END Cost: (2); Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 4.

PLANE SHIFT
  With this spell, the Wizard can allow a single individual to pass 
through to another dimension. To pass an entire group through to the 
alternate dimension, this spell must be used multiple times.
  If the Wizard fails his Magic Skill roll, he passes through the same 
Mirror Plane to aid his counterpart.
Power: Extradimensional Movement, Any Dimension
Modifiers: Useable by Others (+1/2); Gestures (-1/4), Incantations
  (-1/4), Character must have at least 30 points in spells from Gate 
  College (-3/4), Requires Magic Skill Roll (-1/2), OAF - scribing 
  materials (-1), Side Effects (Dimensional Instability) (-1/2), 
  Extra Time: 1 turn (-1/2). Active Cost = 40 points.
END Cost: 11; Magic Roll: -11; Casting Time: 1 turn.
Real Cost: 19.

PORTABLE HOLE
  Create an Extradimensional Pocket to store various supplies for 
future use. The pocket must be attached to a surface, such as a belt 
pouch or a chest. The pocket can be carried by the Wizard and opened 
again at any time. Once the spell finally expires, the contents are 
dumped out through the opening.
  If the Wizard fails his Magic Skill roll, he suffers Dimensional 
Instability.
Power: Extradimensional Movement
Modifiers: Single Continuing Charge lasting 1 month (Empty pocket or 
  exceed 50kg to terminate) (+1/2), Useable by Others (One) (+1/4); 
  Costs END to cast (-1/4), Gestures (-1/4), Incantations (-1/4), 
  Character must have at least 30 points in spells from Gate College 
  (-3/4), Requires Magic Skill Roll (-1/2), OAF - scribing materials 
  (-1), Side Effects (Dimensional Instability) (-1/2), Extra Time: 1 
  turn (-1/2). Active Cost = 35 points.
END Cost: (3); Magic Roll: -3; Casting Time: 1 turn.
Real Cost: 7.

ROPE TRICK
  This useful spell creates a temporary pocket of extradimensional 
space where the Wizard and his friends can rest for a few hours. The 
portal to the pocket appears at a selected height above the ground, 
and the end of the rope will rise up to meet it. The rope can be drawn 
through the portal to hide it from view, but one end will always 
remain attached to the opening.
  The pocket is extremely utilitarian, being some 3" square with 
smooth grey sides. The portal will admit up to 16 human-sized beings 
into the pocket, including the Wizard. It can then be closed from the 
inside to hide any trace of the spell. When the spell expires, the 
contents of the pocket are rudely ejected through the portal. The 
interior begins to shimmer slightly a turn before it expires.
  If the Wizard fails his Magic Skill roll, he suffers Dimensional 
Instability.
Power: Extra-Dimensional Travel (Utilitarian Pocket)
Modifiers: Useable by 16 Others at Range (+1+1/2); Can only access 
pocket through 
  single portal (-1/2). Active Cost = 70 points.
Power: STR 10 Telekinesis
Modifiers: Only to lift rope to portal (-1/2), Linked to 
  Extradimensional Travel (-1/2). Active Cost = 30 points.
Combined: Invisible Power Effects (All Senses) (+1); Costs END to 
  Start (-1/4), Single Continuing Charge lasting 5 hours (Detach rope 
  from portal to terminate) (-1/4), Gestures (-1/4), Incantations
  (-1/4), Character must have at least 30 points in spells from Gate 
  College (-3/4), Requires Magic Skill Roll (-1/2), OAF - length of 
  rope (-1), Side Effects (Dimensional Instability) (-1/2), Extra 
  Time: 1 turn (-1/2).
END Cost: (10); Magic Roll: -10; Casting Time: 1 turn.
Real Cost: 17.

SPACIAL ANOMALY
  Not quite a dimensional gate, this spell creates a zone of 
dimensional interaction where an alternate plane interacts weakly with 
the Wizard's universe. The exact effects depend upon the plane chosen, 
but they will produce only unusual environmental phenomenon. The 
alternate dimension must be selected when the spell is first 
researched, and is often  one of the elemental planes. Thus, a Spacial 
Anomaly with the Elemental Plane of Fire would produce an area of 
varying, excessive heat.
Power: Change Environment, x4 Radius
Modifiers: Uncontrolled (+1/2); No Range (-1/2), Gestures (-1/4), 
  Incantations (-1/4), Character must have at least 30 points in 
  spells from Gate College (-3/4), Requires Magic Skill Roll (-1/2), 
  OAF - scribing materials (-1), Side Effects (Dimensional
  Instability) (-1/2), Extra Time: 1 turn (-1/2), (Variable 
  Environment, Random Fluctuations) (0). Active Cost = 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1 turn.
Real Cost: 6.

TELEPORT
  This spell causes the Wizard to dematerialize into a glowing cloud 
of swirling lights which coalesce into a point, then vanish. He 
materializes near the destination hex in a reverse of the process. The 
Wizard can memorize any location as a destination, or he can teleport 
to a place he can see directly. The memorized location becomes 
unstable with increasing distance, and he could be teleported to a 
place in the vicinity. The spell will not place the Wizard inside a 
solid object, returning him instead to his original location. 
  If the Wizard fails his Magic Skill roll, he suffers Dimensional 
Instability.
Power: Teleport 1.2km, floating location
Modifiers: 0 END (+1/2); 1/2 DCV Concentrate (-1/4), Gestures (-1/4), 
  Incantations (-1/4), Character must have at least 30 points in 
  spells from Gate College (-3/4), Requires Magic Skill Roll (-1/2), 
  OAF - scribing materials (-1), Limitation: floating location 
  unstable (Must make an Attack Roll versus the location hex, unless 
  directly visible) (-1), Side Effects (Dimensional Instability)
  (-1/2), Extra Time: 1 turn (-1/2). Active Cost = 97 points.
END Cost: 10; Magic Roll: -10; Casting Time: 1 turn.
Real Cost: 16.

TRACE TELEPORT
  This spell allows the Wizard to trace a use of the Teleport power 
back to its source. The spell works without a distance penalty to a 
radius of just over 1,000km, and suffers a -2 penalty for each 
doubling of the range thereafter. The Wizard will know the distance 
and direction of the Teleport source, but nothing further. With the 
passage of time, the Teleport trace fades, becoming more difficult to 
detect.
  If the Wizard fails his Magic Skill roll, he suffers Dimensional 
Instability.
Power: Sense Teleport Source, +34 Telescopic, 360 Degree
  Active Cost = 66 points.
Power: Retrocognition
Modifiers: Linked to Sense Teleport Source (-1/2), Only to sense known 
  Teleport Source (-1), Suffers a -1 PER penalty per step down the 
  time chart beyond 1 turn (-1/2). Active Cost = 40 points.
Combined: Gestures (-1/4), Incantations (-1/4), Character must have at 
  least 30 points in spells from Gate College (-3/4), Requires Magic 
  Skill Roll (-1/2), OAF - scribing materials (-1), Side Effects 
  (Dimensional Instability) (-1/2), Extra Time: 1 turn (-1/2).
END Cost: 11; Magic Roll: -11; Casting Time: 1 turn.
Real Cost: 19.

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                               UNIQUE SPELLS
----------------------------------------------------------------------

ARCH GATE
  The ultimate in instantaneous transportation, this spell creates a 
permanent Teleport  gate between two fixed locations. One human-sized 
creature per phase can pass through the one-way portal to the 
destination, up to 1,300km distant. Upon arrival, the traveller will 
experience a momentary disorientation, but will otherwise suffer no 
harm.
  Constructing the Arch is a lengthy task requiring skilled artisans, 
the finest materials, and at least one season of planar research by 
the Wizard. (It requires the expenditure of 5 character points for a 
player to build such an arch.) Heavier arches can be built, but the 
range is halved for each doubling of the mass transported, and the 
material outlay is correspondingly increased.
  If the Wizard fails his Magic Skill roll, he is drained by powerful 
magical forces and requires many days of bed rest to recover.
Power: Teleport 1,300km, fixed location
Modifiers: Useable by Others (+1/2), 0 END Persistent (+1); Costs END 
  to start (-1/4), Independent (Costs 5 Character Points) (-2), Always 
  On (-1/2), Incantations (-1/4), 1/2 DCV Contentrate (-1/4),
  Character must have at least 40 points in spells from Gate College
  (-1), Requires Magic Skill Roll (-1/2), OAF - Marble Portal,
  Expensive, Immobile (-2-1/4), Extra Time: 1 hour (-2-1/2), 
  Limitation: Can only use to teleport to fixed location (-1/2), Side 
  Effects (6d6 STUN Drain, recover 5 per day) (-1/2).
  Active Cost = 253 points.
END Cost: (25); Magic Roll: -25; Casting Time: 1 hour.
Real Cost: 22.

SPHERE OF ANNIHILATION
  This dastardly spell creates a spherical gateway to the plane of the 
void, where all  matter and energy are utterly consumed. The sphere 
moves 9" per phase, within range and under the direct command of the 
Wizard. Those caught by the black, featureless sphere are quickly 
consumed, unless they are specially protected or desolidified.
  If the Wizard fails his Magic Skill roll, the sphere appears in his 
hex.
Power: 4d6 RKA
Modifiers: Area (Any, Nonselective) (+3/4), Armor Piercing (+1/2), 
  Penetrating (+1/2); 1/2 DCV Concentrate Throughout (-1/4), Must 
  continue from last hex (-1/4), No range at start (-1/4), No 
  Knockback (-1/4), Gestures (-1/4), Incantations (-1/4), Character 
  must have at least 40 points in spells from Gate College (-1), 
  Requires Magic Skill Roll (-1/2), OAF - scribing materials (-1), 
  Side Effects (Same sphere appears centered on Wizard, Single Hex)
  (-1/2), Extra Time: 1 turn (-1/2). Active Cost = 165 points.
END Cost: 16; Magic Roll: -16; Casting Time: 1 turn.
Real Cost: 27.

SUMMON PLANAR ENTITY
  This potent and difficult spell allows the Wizard to summon an 
entity from another plane. The True Name of the entity must be known 
by the Wizard before he can perform this summoning, but the entity can 
be from any plane previously visited by the mage.
  To perform the conjuration, the Wizard will need a large sample of 
material native to the plane of the entity, and a circle of summoning 
surrounded by a runic equation. Once the creature has been summoned, 
he is under no obligation to serve the Wizard. Indeed, he could be 
quite annoyed at being drawn from his native home in this manner, and 
will immediately seek to attack the Wizard.
  If the caster fails his roll, the creature will still be summoned 
but will have an immense hatred of the caster and will be difficult to 
control.
Power: 300 point Extraplanar Creature
Modifiers: Any Extraplanar Creature (+1+1/2); 1/2 DCV while casting
  (-1/4), Gestures (-1/4), Incantations (-1/4), Character must have at 
  least 40 points in spells from Gate College (-1), Requires Magic 
  Skill Roll (-1/2), IAF: immobile, expendable and expensive (-1-3/4), 
  Side Effects (Same summoning but the Entity has +10 EGO, has 20 
  points of Mental Defense against Mind Control, and hates the caster) 
  (-1), Extra Time: 1 hour (-2-1/2), Variable Limitations (Only 
  depends on plane of Entity, -1/4) (-1/4). Active Cost = 225 points.
END Cost: (22); Magic Roll: -22; Casting Time: 1 hour.
Real Cost: 26.
-- 
  Dark Matter         | "They couldn't hit an elephant at this dist..."
  [i--bl--e] at [eskimo.com] |         -Last words of Gen. John Sedgwick, 1864