Mindnet (Quest Spell)

==Tome of Magic Text==
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 Power 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 Power 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 avoid 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.
==Priest's Spell Compendium Text==
The priest casting a mindnet spell establishes a telepathic link with as many as 10 other creatures that can be separated from each other by as much as 10 miles. Thus, a chain of creatures 100 miles long could be established.
The Power granting this spell has the final word on the individuals that can be included. Most com­monly, it can be cast to include individuals famil­iar to the caster. However, depending on the purpose of the spell, the Power may allow a stranger known to the caster only by name to be included in the mindnet Unwilling creatures must make a successful saving throw vs. spell at a -4 penalty to avoid being included.
Casting the spell requires one round per two creatures in the mindnet. The spell's duration begins after all affected creatures have been linked. Individuals of any class can take part in the link, 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 would make saving throws, ability checks, and the like at a Wisdom score of 18. Bonus spells are not gained due to enhanced Wisdom, however.
Second, spells can be pooled among the spell-casters within the mindnet. Any caster can use a spell memorized by another caster with several restrictions:
* The caster who has memorized the spell must allow its use.
* The borrower can use only spells of a level he or she could normally cast.
* The borrower must abide by normal class restrictions. Priests and wizards in the same mindnet cannot use each other's spells, nor can a specialist wizard borrow a spell from an oppo­sition school.
* A borrowed spell is lost from the mind of the caster who memorized it.
* Any required component must either be pro­vided by the borrower, or used appropriately by the caster who memorized the spell at the instant the spell is cast.
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 caster of the mind­net spell can instantly teleport any individual linked by the mindnet to any other individual 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 so, 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 (2 hours).
Notes: Common quest spell.
Category:Priest Spells
Category:Spells from Tome of Magic
Category:Spells
Category:Priest Quest Spells