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{{spell
{{spell
|name=Epic Gate
|name=Epic Gate
|icon=Is_gateepic.png
|icon=Is_epicgate.png
|image=
|image=
|level_bard=Epic
|level_bard=
|level_cleric=Epic
|level_cleric=
|level_druid=Epic
|level_druid=
|level_paladin=
|level_paladin=
|level_ranger=
|level_ranger=
|level_sorwiz=Epic
|level_sorwiz=
|level_warlock=Epic
|level_warlock=
|level_additional=
|level_additional=
|level_innate=
|level_innate=Epic
|school=Conjuration
|school=Conjuration
|descriptor=
|descriptor=Summoning and Compulsion subschools, Mind-Affecting
|components=Verbal, Somatic
|components=VS
|range=Medium
|range=Short
|area=Point
|area=
|duration=40 Rounds
|duration=40 rounds
|duration_type=
|duration_type=
|save=
|save=
|save_type=
|save_type=
|spell_resistance=No
|spell_resistance=
|hostile=
|hostile=
|touch_attack_type=
|touch_attack_type=
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|persist=
|persist=
|invocation=}}
|invocation=}}
==Description==
==Description==
This spell opens a portal to the Lower Planes and calls forth a Balor to assail your foes. If it is slain, a second one is immediately summoned in its place. The strength of this conjuration is such that the demons are bound to your will, and you need not have cast Protection from Evil, or any similar spell, to prevent them from attacking you.
By naming a particular being or kind of being as you cast the spell, you cause an interdimensional gate to open between your plane of existence and the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and very powerful unique beings are under no compulsion to come through the gate, although they may choose to do so of their own accord. The use of the spell creates a gate that remains open just long enough to transport the called creature.


==Acquisition==
If the creature was unwilling, you compel it to serve you through the power of the spell. There is no saving throw or spell resistance check, but deities and very powerful unique beings cannot be controlled even with this spell. The creature departs at the end of the spell, but it may remember the treatment it endured under your control and one day seek vengeance.
To learn this spell, a character must take the feat '''Epic Spell: Epic Gate'''


'''Type of feat:''' Epic
==Seeds==
 
Summon, Compel
'''Prerequisites:''' 21st level, Spellcraft 27, Ability to cast 9th level spells.
 
'''Classes:''' [[Bard]], [[Cleric]], [[Druid]], [[Spirit Shaman]], [[Wizard]], [[Sorcerer]], [[Warlock]], [[Arcane Scholar of Candlekeep]], [[Arcane Trickster]], [[Eldritch Knight]], [[Pale Master]], [[Red Wizard]], [[Stormlord]], [[Harper Agent]], [[Sacred Fist]], [[Warpriest]]
 
==Gameplay Notes==
Balors do not benefit from Augment Summoning despite being under the conjuration category, because it is a feat and not a spell. It is however, possible, to allow this in the following manner:
 
script gb_assoc_spawn.nss:
case ASSOCIATE_TYPE_SUMMONED:
if(GetTag(OBJECT_SELF)=="c_summ_balor" && GetHasFeat(FEAT_AUGMENT_SUMMONING,GetMaster(),TRUE))
ApplyEffectToObject(DURATION_TYPE_PERMANENT, ExtraordinaryEffect(EffectLinkEffects(EffectAbilityIncrease(ABILITY_STRENGTH,4), EffectAbilityIncrease(ABILITY_CONSTITUTION,4))), OBJECT_SELF);
 
 
The original visual effect is not applied, it must be applied to the caster, not to the area - script nx_s2_epic_gate.nss:
 
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_SPELL_EPIC_GATE), OBJECT_SELF, 5.0f);
 
 
There is a problem with the NPC AI when it comes to casting (Epic) Gate and Greater Planar Binding (Ground). Often, NPCs will summon a creature, but then immediately unsummon it by casting an often inferior summoning spell right during the next round (since you can only have one summoned associate, any previously summoned creatures are unsummoned when a new creature is summoned). The problem is to be found in the script hench_i0_itemsp.nss:
 
case HENCH_SPELL_INFO_SPELL_TYPE_SUMMON:
if (!GetIsObjectValid(GetAssociate(ASSOCIATE_TYPE_SUMMONED)) && !GetHenchAssociateState(HENCH_ASC_DISABLE_SUMMONS))
HenchCheckSummons();
 
 
At first glance, there is no problem with this code. But let us take a closer look at the summoning spell scripts:
 
'''Epic Gate (nx_s2_epic_gate):'''
 
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eSummon, OBJECT_SELF, fDuration));
 
 
'''Gate (NW_S0_Gate):'''
 
effect eSummon = EffectSummonCreature("c_summ_devilhorn", VFX_INVOCATION_BRIMSTONE_DOOM, 3.0,TRUE);
 
 
'''Greater Planar Binding (NW_S0_GrPlanar):'''
 
eSummon = EffectSummonCreature("c_erinyes", VFX_FNF_SUMMON_GATE, 3.0);


==Acquisition==
To learn this spell, a character must take the feat '''Epic Spell: Epic Gate'''.


As you can see, all three scripts are delaying the actual creation of the summoned creature by 3 seconds. This means when the spellcaster AI checks if the spellcaster already has an associate when determining the course of action for the next round, the game engine returns OBJECT_INVALID as the summoned associate is not there yet. So the NPC will summon something else, effectively dispelling his previous summoned creature, basically exchanging 2 balors for a single Erinyes and wasting a full-round action, a bad deal indeed. The easiest way to fix this is probably by fixing the summoning spell scripts themselves:
'''Prerequisite''': [[Spellcraft]] 27 ranks, the ability to cast 9th level spells or Dark invocations.


SetHenchAssociateState(HENCH_ASC_DISABLE_SUMMONS, TRUE, OBJECT_SELF);//disable summoning AI for NPC spellcaster
DelayCommand(6.0f,SetHenchAssociateState(HENCH_ASC_DISABLE_SUMMONS, FALSE, OBJECT_SELF));//re-enable it after 6 seconds
[[Category:Spells]]
[[Category:Spells]]
[[Category:Epic spells]]
[[Category:Epic spells]]
[[Category:Epic feats]]

Latest revision as of 19:25, 18 July 2022

Epic Gate
Spell Information
Spell level : Innate level: Epic
School : Conjuration
Descriptor(s) : Summoning and Compulsion subschools, Mind-Affecting
Components : Verbal and Somatic
Range : Short
Duration : 40 rounds










Description

By naming a particular being or kind of being as you cast the spell, you cause an interdimensional gate to open between your plane of existence and the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and very powerful unique beings are under no compulsion to come through the gate, although they may choose to do so of their own accord. The use of the spell creates a gate that remains open just long enough to transport the called creature.

If the creature was unwilling, you compel it to serve you through the power of the spell. There is no saving throw or spell resistance check, but deities and very powerful unique beings cannot be controlled even with this spell. The creature departs at the end of the spell, but it may remember the treatment it endured under your control and one day seek vengeance.

Seeds

Summon, Compel

Acquisition

To learn this spell, a character must take the feat Epic Spell: Epic Gate.

Prerequisite: Spellcraft 27 ranks, the ability to cast 9th level spells or Dark invocations.