Planar Rip (3.5e Spell)

''A claw tore open the air, revealing a swirling hellscape of flames and screams! The fighter watched helplessly holding onto the tree, as the wizard lost his grip and was thrown into the maelstrom.''

You tear a rift between this plane and another, causing creatures to go flying in. You effectively create a 2-dimensional plane, a wall, which has one side emitting a 30 ft cone of wind dragging objects nearby (treat it as windstorm level winds). The other side can be passed through, though it puts you right next to the portal and into the windy zone. Those in the area of effect must make a Reflex save each round or be dragged 20 ft closer each round, or 10 ft on a failed save. Those that attempt to move away from the wall must also succeed on another Reflex save or have their movement speed cut in half for the round. Those who touch the wall are sucked through and brought to the linked plane. There, they face winds blowing out with equal strength and must fight their way to move back in. Magical pressure keeps any flow from the destination plane out, so linking to the Plane of Water will not result in a sudden flood.

The vision of the plane can render a creature terrified or in awe at the sights beyond. If they can see the rift and the plane opposes their alignment on at least one axis, they must make a Will save or become shaken for as long as it persists (or frightened if opposed on both alignment axes). Creatures with 8 HD or less get no Will save.

Like the gate spell, this spell can be used to travel to precise locations on other planes. It has the same limitations of gate, and if you do not know your destination you are subject to miss chance as per teleport.

The spell discriptor depends on which plane you link it to (i.e. it is an evil spell if linked to the Abyss, a lawful spell linked to Mechanus, a Water spell if linked to the Elemental Plane of Water, etc).