Any spell that can be scribed onto a scroll can likewise be saved in electronic format-as email. In order to accomplish this, the caster must have the Scribe Scroll ability and a minimum of 8 ranks in Computer Use.
All the spellcaster needs is a computer with Internet access and the usual components necessary to cast the spell. First she writes the email, which takes one minute per level of the spell. At the end of that time, the spellcaster must cast the spell and succeed at a Computer Use check (DC 15 + spell level). If the check fails, the email is not correctly typed, the spell is ruined, and the spellcaster must begin anew. If the check succeeds, the email carries the spell through cyberspace and delivers it to the mailbox of the target
A spellcaster casting a spell through email must expend XP as if scribing a scroll.
There are several rules and restrictions pertaining to spells sent through email:
of the spell is always the person who first opens the email. Any target
with 10 or more ranks in Computer Use, Knowledge (arcane lore or technology), or Spellcraft receives a +5 competence bonus to any saving throws
required by the spell.
The email may only be sent to a single account. If you put more than one address in the "Recipient" line, the spell is ruined and wasted.
The spell's name must be typed into the "Subject" line of the email. One can attempt to disguise the name by writing it in an obscure language, an illegible font, or burying it in the middle of a larger phrase.
All spells begin immediately upon the email being opened. It is not possible for a spellcaster to save the power from an email spell and discharge it later.
If the email is not opened within 72 hours, it becomes undeliverable
. The account that sent the original email will receive an email notification of this. If the target
opens the email after 72 hours have elapsed, the body of the message will be blank.
Inscribes personal rune or short message on object or surface.
Subject takes no actions for 1 round.
Detect Magical Aura.
Detects spells and magic items within 60 feet.
Causes a single device to behave randomly and erratically.
Object shines like a torch.
Creates a false but visually accurate identification card.
Repairs small breaks or tears in objects.
Whispered conversation at distance.
Perform minor tricks.
Read scrolls, spellbooks, and magical writing.
1d4 fire damage
/ level (max 5d4).
One creature flees for 1d4 rounds.
Changes your appearance.
Eliminates grime, dirt, and bacterial contaminants from the target
, and renders target
Understands all spoken and written languages.
Creates up to four lights or a glowing, vaguely humanoid shape.
Erase a single device that contains electronic data.
Objects or creatures fall slowly.
Holds door shut.
Determines all magic properties of a single magic item.
Subject gets bonus on Jump checks.
Gives subject +4 Defense
; +1 missile/two levels above 1st (max 5).
gains +1 bonus.
Renders a metal object undetectable to metal detectors.
Creates cloud of vapor that obscures all sight, including darkvision, beyond 5 feet.
Powers one inoperative electrical or mechanical device.
Ray of Fatigue.
Ray fatigues target
Invisible disc gives cover
, blocks magic missiles.
Put 2d4 HD of creatures into comatose slumber.
Removes physical traces of the subject's presence or passage.
Undetectable Magical Aura.
Masks a magic item's aura from detection.
Magically locks a portal or chest.
Attacks miss subject 20% of the time.
Suppresses mechanic or electronic intrusion alarms and alarm sensors within a 15-foot radius.
See 60 feet in total darkness
You can access and read data stored in any machine-readable data source.
Subject gains +5 bonus to one ability score
for 1 min./level.
Blinds creatures, outlines invisible creatures.
Subject is invisible for 10 min./level or until it attacks.
Opens locked or magically sealed door.
Subject moves up and down at your direction.
Senses direction toward object (specific or type).
One creature or object cannot be detected by machines.
Device delivers a message of 25 words or less when specific conditions are met.
Speaks once when triggered.
Protection from Arrows/Bullets.
Subject immune to most ranged attacks.
You can transmit a message of up to 25 words via electronic device to someone you know.
Ignores 10 points of damage
/round from one energy type.
Reveals invisible creatures or objects.
Grants ability to travel on walls and ceilings.
Fills 20-foot-radius spread with sticky spider webs.
Cancels magical spells and effects.
Attacks miss subject 50% of the time.
Ruins or scrambles electronic circuitry in a 20-foot-radius burst.
per level, 20-foot radius.
Projectiles deal +1d6 fire damage
Turns subject into translucent mist or wispy smoke
and grants damage
Greater Magic Weapon.
+1/three levels (max +5).
Immobilizes undead for 1 round/level.
Holds one person helpless; 1 round/level.
Improved Arcane Lock.
Closes and locks all specifically targeted doors within range.
Makes everyone within 10 feet invisible.
Doubles normal weapon
's threat range.
Creature or object becomes difficult to detect by divination
and detection spells.
Conjures a quasi-real motorcycle that seats one creature.
Creates extradimensional space within a pocket on a garment.
Electric devices in area cease to function for the duration
of the spell.
One subject/level may only move or attack; -2 to Defense
, -2 on melee attack and damage
rolls, -2 on Reflex saves.
Speak any language.
Subject can move on ceilings and walls at normal speed
as well as hold and wield weapons
Subjects can breathe underwater.
Creates undead skeletons and zombies.
Invisible floating eye moves 30 feet/round.
-6 to an ability; -4 on attacks, saves, and checks; or 50% chance of taking no action.
Creates extradimensional space within enclosed vehicle
that holds one passenger per caster level.
Makes subject behave oddly for 1 round/level.
You are aware of any attempt to scry on you and can sense the presence of scrying
Teleports you and up to 50 lb./level.
Opened object deals 1d4 +1/level damage
of given energy type.
Subjects within cone flee for 1 round/level.
Hail deals 5d6 damage
in cylinder 40 feet across.
Enchants bullets with the power to knock
out or panic targets.
Minor Globe of Invulnerability.
Stops 1st- through 3rdlevel spell effects.
Fearsome illusion kills subject or deals 3d6 points of damage
Frees object or person from curse.
Spies on subject from a distance.
Deafens all within cone and deals 2d6 damage
Stops blows, cuts, stabs, and slashes.
Crackling energy deals 4d6 points of damage
per round to grappled foe; +5 bonus to grapple
Wall of Fire.
Deals 2d4 fire damage
out to 10 feet and 1d4 out to 20 feet. Passing through wall deals 2d6 +1/level.
Wall of Ice.
Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
instantly to the location of a telephone you call.
Kills 3 HD or less; 4-6 HD save or die.
Cone of Cold.
1d6 cold damage
As hold person, but any creature.
Instantly transport one or more creatures through the Internet using instant-message software.
Breaches walls 1 foot thick/level.
Conjures a quasi-real limousine that seats eight Medium creatures.
Projectiles pass through obstacles and armor
and ignore most damage
Spectral dog can guard or attack.
Creates extradimensional space in which to hide a container, which you can retrieve at will.
Changes the appearance of one creature per two levels.
Subject isn't delayed by the inconveniences of modern life.
Lifts or moves 25 lb./level at long range.
Wall of Force.
Wall is immune to damage
Wall of Iron.
30 hp/four levels; can topple onto foes.
Wall of Stone.
Creates a stone wall that can be shaped.
|Find topic in: Arcana|
| MRD Spells msrd srd msrd Spells modern Arcana Arcana Arcana MRD rpg d20 d20 rpg mrd Spells msrd Arcana Additional Additional msrd modern msrd Arcana wizards rpg mrd MRD srd Spells msrd MRD d20 3.5 rpg Spells Spells modern MRD srd Additional Additional modern|