You create a 5 ft. wide shimmering gate of kinetic force centered on a point you can see in the air. To use the gate a creature must be able to see the gate. The caster chooses the direction the gate faces by selecting the cardinal directions of his choice. The affects of the gate function if used from either side. The gate can be angled at the DM's discretion. The gate remains stationary for one minute and provides the following affects:
Ranged Weapon Attacks. Projectiles that are fired through the gate gain a massive burst of speed and penetrating power. The attack will have +1 to hit a target, deal a critical hit on 19's and 20's, doubles the maximum range the projectile can travel (but does not remove disadvantage due to range), and deals 1 extra dice of damage.
Creatures. A creature must either be thrown, fall, or jump willingly into the gate for this affect to take place. The creature immediately moves a distance of 60 ft. in a straight line. If the creature collides with terrain that creature must succeed on a STR saving throw taking (4d10) bludgeoning damage and falls prone on a failed save or half as much damage and remain standing on a success. When cast at 4th level only creatures of small size can pass through the gate. Should the thrown creature collide with another creature both targets make the save and take the damage. The thrown creature will end its turn in an unoccupied space within 5 ft. of the other creature. Creatures of medium size or larger will deal (1d10) extra damage when thrown into another creature for each size differential increase. A thrown creature which is larger than the creature that is struck will always knock that creature prone.
At Higher Levels. For each spell slot level above 5th, the size of creature that may enter the gate increases by one.
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