Mindnet
The priest casting a mindnet spell establishes a
telepathic link with as many as 10 other creatures
who may be separated from each other by as
much as 10 miles. Thus, a chain of creatures 100
miles long could be established.
The deity granting this spell has the final
word on the individuals who may be included in
the spell. Most commonly, the spell will be cast to
include individuals familiar to the caster. However, depending on the purpose of the spell, the
deity may allow a stranger known to the caster
only by name to be included in the mindnet.
Unwilling creatures must make a saving throw at
a -4 penalty to åvoid being included in the
mindnet.
Casting the spell requires one round per two
creatures in the mindnet. The spell's duration begins after all affected creatures have been linked.
Characters of any class may take part in this linkage, benefiting from several effects.
First, each member of the mindnet benefits
from Intelligence, Wisdom, and Dexterity bonuses. The bonuses are equal to the bonuses held
by the member of the mindnet with the highest
ability score. For example, if five creatures in a
mindnet have Wisdom scores of 15, 15, 16, 17,
and 18, each creature would make saving throws,
ability checks, and the like as if he had a Wisdom
score of 18. Bonus spells are not gained due to
enhanced Wisdom, however.
Second, spells may be pooled among the spellcasters within the mindnet. Any priest may use a
spell memorized by another priest with two conditions: the priest who has memorized the spell
must allow its use; and a priest "borrowing" a
spell may use only spells of levels he could normally cast. Such borrowing still causes the spell
to be lost from the mind of the caster who memorized it. A caster may not borrow spells outside
his normal class restrictions. Priests and wizards
within a mindnet cannot mix their priestly and
wizardly spells, nor can a specialist borrow a
spell from an opposition school.
Third, each member of the mindnet is in constant mental communication. Each member
knows what is happening at the locations of all
other members.
Finally, twice per turn, the priest casting this
spell can instantly Teleport any person linked by
the mindnet to any other person who is also a
part of the spell. This massive effort results in a
+4 penalty to any Constitution checks made by
the priest.
The priest casting the spell cannot perform any
other actions while the mindnet exists; if he does,
the spell is canceled. The priest must make a Constitution check at the end of each turn in order to
sustain the spell. A failed check cancels the
mindnet. The spell can last a maximum of 12
turns.
[Tome of Magic]
Sphere: Thought
(Divination, Enchantment/Charm)
Quest
(Divination, Enchantment/Charm)
Quest
Range: 0
Components: V, S
Duration: 12 turns
Casting Time: Special
Area of Effect: Special
Saving Throw: Special
Components: V, S
Duration: 12 turns
Casting Time: Special
Area of Effect: Special
Saving Throw: Special
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