Gate (wizard)

When a wizard casts Gate, he summons forth one of the greatest of all baatezu, the pit fiend.
==Description==
== Gameplay ==
The caster selects a point on the map location within range where the gated demon shall appear - this is done by using the targeting cursor to designate the point on the map.
When the spell is finished an infernal gate graphic animation renders at the caster's targeting point, and a few seconds later the fiend appears on the map, ready to attack any creatures in its detection range, as determined by the creature's default AI script.
This fiend is unable to leave the area map it is teleported to and cannot follow the party to another map area.
When the spell's duration expires the fiend disappears from the material plane, with a brief lighting effect and a text reading "Pit Fiend: Unsummoned". 
A summoned fiend killed in combat leaves a corpse behind on the map.
This spell interacts with the summoning cap in a way that's different than most summoning spells, in that summoned demons/devils do not add to the total towards the summoning cap (meaning, it's technically possible to summon as many demons/devils as you are able to). 
However, the spell still respects the summoning cap, meaning you won't be able to summon a demon if you already have 5 non-demon creatures summoned.
As a "GoodButRed" creature (i.e. technically allied to the party, but has a red circle), the Pit Fiend gated in by this spell doesn't get a save against Otiluke's Resilient Sphere, just like what happens with regular (blue circle) allied creatures.
Multiple party summoned demons aren't friendly toward each other - they can and will treat others as enemies - however, a Protection From Evil (wizard) or Protection From Evil, 10' Radius can be cast upon these party summoned fiends, so they do not target each other.
The player's party do not gain experience for enemies whom this gated fiend kills.
Any party summoned fiends are technically allied to party and will provoke any neutral NPC to "agro" as if you attacked them yourself.
Name 	AbilityScores	AbilityScores	CombatStats 	CombatStats 	Special
Pit Fiend	STR 	18/00 	HD 	13 	
Saving throws: D5 / W7 / P6 / B5 / S8
Resistances: 50% magic resistance, 100% fire/poison resistance, +3 enchanted weapon needed to hit, charm, feeblemindedness, confusion, polymorph and fear effects.
Special: regenerates 1hp/3secs and can See the invisible. 
Spellcasting: Starts combat by using Demon Fear once (fear for 2 rounds on a failed save vs spell, nonmagical ability, power level 0).
It then forcecasts Remove Magic if a mage or cleric class opponent is in detection range. 
After that it will forcecast a Symbol, Fear and a unique Fireball that is mechanically like the wizard spell - Fireball (innate), except it explodes for 20d6 fire damage.
In between these innate spells, it will attack with its claws.
Every five rounds the cycle repeats if the fiend is still active by then.
Pit Fiend	DEX 	17 	HP 	80 	
Saving throws: D5 / W7 / P6 / B5 / S8
Resistances: 50% magic resistance, 100% fire/poison resistance, +3 enchanted weapon needed to hit, charm, feeblemindedness, confusion, polymorph and fear effects.
Special: regenerates 1hp/3secs and can See the invisible. 
Spellcasting: Starts combat by using Demon Fear once (fear for 2 rounds on a failed save vs spell, nonmagical ability, power level 0).
It then forcecasts Remove Magic if a mage or cleric class opponent is in detection range. 
After that it will forcecast a Symbol, Fear and a unique Fireball that is mechanically like the wizard spell - Fireball (innate), except it explodes for 20d6 fire damage.
In between these innate spells, it will attack with its claws.
Every five rounds the cycle repeats if the fiend is still active by then.
Pit Fiend	CON 	9 	THAC0 	Final: 4 	
Saving throws: D5 / W7 / P6 / B5 / S8
Resistances: 50% magic resistance, 100% fire/poison resistance, +3 enchanted weapon needed to hit, charm, feeblemindedness, confusion, polymorph and fear effects.
Special: regenerates 1hp/3secs and can See the invisible. 
Spellcasting: Starts combat by using Demon Fear once (fear for 2 rounds on a failed save vs spell, nonmagical ability, power level 0).
It then forcecasts Remove Magic if a mage or cleric class opponent is in detection range. 
After that it will forcecast a Symbol, Fear and a unique Fireball that is mechanically like the wizard spell - Fireball (innate), except it explodes for 20d6 fire damage.
In between these innate spells, it will attack with its claws.
Every five rounds the cycle repeats if the fiend is still active by then.
Pit Fiend	INT 	9 	AC 	Final AC: -8 	
Saving throws: D5 / W7 / P6 / B5 / S8
Resistances: 50% magic resistance, 100% fire/poison resistance, +3 enchanted weapon needed to hit, charm, feeblemindedness, confusion, polymorph and fear effects.
Special: regenerates 1hp/3secs and can See the invisible. 
Spellcasting: Starts combat by using Demon Fear once (fear for 2 rounds on a failed save vs spell, nonmagical ability, power level 0).
It then forcecasts Remove Magic if a mage or cleric class opponent is in detection range. 
After that it will forcecast a Symbol, Fear and a unique Fireball that is mechanically like the wizard spell - Fireball (innate), except it explodes for 20d6 fire damage.
In between these innate spells, it will attack with its claws.
Every five rounds the cycle repeats if the fiend is still active by then.
Pit Fiend	WIS 	16 	APR 	5 	
Saving throws: D5 / W7 / P6 / B5 / S8
Resistances: 50% magic resistance, 100% fire/poison resistance, +3 enchanted weapon needed to hit, charm, feeblemindedness, confusion, polymorph and fear effects.
Special: regenerates 1hp/3secs and can See the invisible. 
Spellcasting: Starts combat by using Demon Fear once (fear for 2 rounds on a failed save vs spell, nonmagical ability, power level 0).
It then forcecasts Remove Magic if a mage or cleric class opponent is in detection range. 
After that it will forcecast a Symbol, Fear and a unique Fireball that is mechanically like the wizard spell - Fireball (innate), except it explodes for 20d6 fire damage.
In between these innate spells, it will attack with its claws.
Every five rounds the cycle repeats if the fiend is still active by then.
Pit Fiend	CHA 	25 	Damage:3d4 +6 Str	Damage:3d4 +6 Str	
Saving throws: D5 / W7 / P6 / B5 / S8
Resistances: 50% magic resistance, 100% fire/poison resistance, +3 enchanted weapon needed to hit, charm, feeblemindedness, confusion, polymorph and fear effects.
Special: regenerates 1hp/3secs and can See the invisible. 
Spellcasting: Starts combat by using Demon Fear once (fear for 2 rounds on a failed save vs spell, nonmagical ability, power level 0).
It then forcecasts Remove Magic if a mage or cleric class opponent is in detection range. 
After that it will forcecast a Symbol, Fear and a unique Fireball that is mechanically like the wizard spell - Fireball (innate), except it explodes for 20d6 fire damage.
In between these innate spells, it will attack with its claws.
Every five rounds the cycle repeats if the fiend is still active by then.
=== Related spells ===
* Cacofiend
* Summon Fiend
* Gate (priest)
==Where to obtain its scroll==
===Baldur's Gate II: Shadows of Amn===
*The House of the Moon - Suldanessellar
===Baldur's Gate II: Throne of Bhaal===
*Arcana Archives
===The Black Pits II: Gladiators of Thay===
*Book Merchant
==Trivia==
The Advanced Dungeons and Dragons 2nd Edition ruleset and the Gate (Wizard Spell) says that casting this spell will age the caster 5-years. See the External Links below.
==Gallery==
OG Gate 1.png|The PC casts a Gate spell at maximum range.
OG Gate 2.png|A hostile Pit Fiend emerges through the gate.
OG Gate 3.png|The fiend unleashes the Demon Fear ability.
OG Gate 4.png|Next the fiend casts Remove Magic at the PC.
OG Gate 5.png|The PC protects himself from being attacked with a fast casting Protection From Evil (wizard) spell - note to self: better to do this before gating a pit fiend.
==Mod content==
Spell Revisions mod has changed this arcane spell, revising its duration, effects, and description. See below:
Gate
Level: 9
School: Conjuration
Range: Medium
Duration: 3 turns
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
By means of this spell, the caster calls an outer planar creature to attack his foes and himself if not careful. The creature summoned in is a Pit Fiend, the most powerful specimen of the Baatezu. The creature cannot be directly controlled, but the summoner can attempt to compel the demon to perform a service for him for the duration of the spell. Charismatic and powerful casters may bind the creature’s will, intelligent and wise ones may negotiate with it, but dealing with these demonic creatures is always dangerous, and sometimes it may lead to disaster. Mages are warned to be careful of this spell, for a mistreated Pit Fiend will turn on his summoner at the first available opportunity, tear him and his companion's apart piece by piece and then feast on the remains.
Pit Fiend (20 Hit Dice):
STR 24, DEX 16, CON 19, INT 20, WIS 16, CHA 25; AL Lawful Evil
HP 170, AC -8, THAC0 -7, Saving Throws 4/6/4/8/6
5 Attacks Per Round, 2d6+16 Piercing Damage (Claws, Bite, & Tail +4)
Combat Abilities (20% chance each):
Disease: creatures struck by a pit fiend’s bite attack must save vs. death at -4 or be infected with a vile disease known as devil chills, losing 2 points of strength after an incubation period of 12 hours
Poison: a pit fiend’s bite injects a lethal poison which inflicts 10 points of damage every second for 2 rounds unless a save vs. poison at -4 penalty is made
Constrict: creatures struck by the pit fiend’s tail must save vs. death at -4 to avoid being stunned for 1 round
Special Qualities:
Immune to weapons lower than +3 enchantment
Immune to confusion, fear, poison, & stun effects
Regeneration: 2hp/round
Fire Resistance 100%; Cold Resistance 50%; Magic Resistance 65%
Special Abilities:
See Invisibility (permanent)
Improved Invisibility (at will)
Fireball (once every 5 rounds)
Dispel Magic (once every 5 rounds)
Symbol of Weakness (once every 5 rounds)
Unholy Word (once per day)
Meteor Swarm (once per day)
==External links==
*
*Advanced D&D 2nd Edition Wiki - Gate (Wizard Spell)