Gate (priest)

The Gate spell summons forth one of the greatest of all baatezu, the Pit Fiend. The only differences between this spell and wizard version are that this version has a much shorter casting time and is a level 7 spell (instead of level 9), meaning Cleric/Mages are able to put it in a Chain Contingency (as it only accepts spells up to level 8).
==Description==
== Gameplay ==
The caster selects a point on the map location within range where the gated fiend 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 (wizard)
==Trivia==
The Advanced Dungeons and Dragons 2nd Edition ruleset and the Gate (Priest Spell) requires that the summoner name the creature to come through the gate, and it isn't necessarily an evil being such as a fiend. The spell ages the Priest by 5 years. See the External Links below.
==A player's suggested Solo party member tactic==
As mentioned above, unlike the wizard version, this spell is only level 7, meaning it can be put into a Chain Contingency. Normally, summoning multiple demons at once is a bad idea, as they'll fight each other, but it's possible to avoid that via casting some form of protection from evil on every single one of them. With that in mind, it's possible for a high-level Cleric/Mage to have 3 Pit Fiends (or any other combination of demons) out at once, in a convenient way, via use of this spell, the aforementioned Chain Contingency, Contingency and Protection From Evil, 10' Radius.
First, cast Chain Contingency (any condition, but with target "myself") and select any combination of demon-summoning spells you want (e.g. Gate or even one of each: Gate, Summon Fiend and Cacofiend). Then, cast Contingency (same condition as before and target "myself", once again) and select Protection from Evil 10' Radius as the spell to be used.
Since the two contingencies have the same condition, they fire off simultaneously and, once it happens, all three gated demons (as well as the player, of course) will immediately be protected against evil (even before their gating process is finished) and won't attack each other.
==Mod content==
Spell Revisions mod has replaced Gate (priest) with the spell described below:
Summon Death Knight
Level: 7
School: Necromancy
Sphere: All
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 Death Knight, a powerful undead demon. 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. Priests are warned to be careful of this spell, for a mistreated Death Knight will turn on his summoner at the first available opportunity.
Death Knight (13 Hit Dice):
STR 18/00, DEX 12, CON -, INT 17, WIS 15, CHA 16; AL Lawful Evil
HP 112, AC -4, THAC0 1, Saving Throws 5/7/5/9/7
3 Attacks Per Round, 2d6+11 Slashing Damage (Two-Handed Sword +3)
Special Qualities:
Aura of Fear: creatures in a 5’ radius must save vs. spell each round or flee in terror for 1 round
Immune to non-magical weapons
Immune to charm, confusion, hold, stun, sleep, poison, & death effects
Cold Resistance 100%; Physical Resistance 20%; Magic Resistance 75%
Special Abilities:
See Invisibility (permanent)
Dispel Magic (once every 5 rounds)
Unholy Fireball (once per day)
Power Words: Blind, Stun, or Kill (once per day each)
Symbols: of Weakness or Death (once per day each)
==External links==
*
*Advanced D&D 2nd Edition Wiki - Gate (Priest Spell)
Category:Cleric 7th level spells