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Old 09-06-2018, 08:12 PM   #1
Join Date: Aug 2015
Location: Everywhere and Nowhere
Default [RPM], Gate creation spells.

I humbley request some assistance with an RPM spell and how it works etc. Its been a while sice i have calculated rpm spell costs and the like.

In my setting, Regular Gate magery doesnt exist.

The only way to get "quick travel" avaliable is to use RPM.

All major cities, and an occational small one was created around preexisting "weak points between places" this made trade pretty easy between cities if there was somone there who could work the gates. As such, a Guild of Gatemen control the easiest trade and travel between places and people.

My question is how would on build the spell to accomplish this?

Would it be a lesser or a greater create crossroads?

And what modifiers? From my understanding, it would require a [Range], [Duration], [Speen], and possibly something to modify its size for larger portals.

Is there anything im missing?
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Old 09-09-2018, 05:57 AM   #2
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Join Date: Mar 2012
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Default Re: [RPM], Gate creation spells.

Its a lesser crossroads effect. RPM page 9 explains that.

I'm torn on whether or not to include range in such effect. If the weak points go to all other weak points, I would, but if they're really preexisting gates that magic opens, I could see it going either way.
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ritual path magic, spell, spell creation

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