Level 6 Conjuration spell available to Sorcerers, Warlocks, and Wizards. Two portals, ten turns, anyone can use them for free, including the enemy. It is a movement tool that costs a Level 6 slot and your Concentration, and it is hard to justify in most fights.
Spell description: Create two linked teleportation portals within range. All creatures, including enemies, may travel between the two portals as a free action.
Spell properties
- Range: 18m (60ft)
- Duration: 10 turns
- Concentration spell
- Conditions applied: Creates two linked portals for 10 turns. Any creature can step through as a free action, unlimited times per round.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Arcane Gate at higher levels provides no additional benefits.
How to obtain Arcane Gate
- Sorcerer, Warlock, Wizard at Class level 11
ARCANE GATE
Level 6 Conjuration SpellCreate two linked teleportation portals within range. All creatures, including enemies, may travel between the two portals as a free action.
When to cast Arcane Gate
Cast it when the fight is about distance. Your melee is stuck at the bottom of a cliff, the archers are on a ledge, the boss is across a chasm. Drop one portal at your feet and one next to them, and the whole party is there on their next turn without spending movement.
The pathfinding uses the portals automatically when they are the shorter route, which is convenient for you and just as convenient for the enemy. Do not open a door for a room full of melee brutes unless you want them in your backline.
It is Concentration, so a Sorcerer or Wizard giving this up is giving up Hold Monster or Haste. Most of the time a Dimension Door or a Misty Step does the job for a lower slot and no Concentration.
Out of combat it is a puzzle tool, and a decent one. Getting the party across a gap you cannot jump, or into a spot only one character could reach, is exactly what it is for.










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