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:
Target: The
target 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.
No Spam: 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.
Subject Line: 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.
Duration: 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.
Undeliverable: 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.
Arcane Graffiti. Inscribes personal rune or short message on object or surface.
Daze.
Subject takes no actions for 1 round.
Detect Magical Aura.
Detects spells and magic items within 60 feet.
Haywire. Causes a single device to behave randomly and erratically.
Light.
Object shines like a torch.
Mage Hand.
5-pound telekinesis.
Magic ID. Creates a false but visually accurate identification card.
Mending. Repairs small breaks or tears in objects.
Message.
Whispered conversation at distance.
Prestidigitation.
Perform minor tricks.
Read Magic.
Read scrolls, spellbooks, and magical writing.
Burning Hands.
1d4 fire
damage/ level (max 5d4).
Cause Fear.
One creature flees for 1d4 rounds.
Change Self.
Changes your appearance.
Clean. Eliminates grime, dirt, and bacterial contaminants from the
target, and renders
target scentless.
Comprehend Languages.
Understands all spoken and written languages.
Dancing Lights. Creates up to four lights or a glowing, vaguely humanoid shape.
Degauss. Erase a single device that contains electronic data.
Feather Fall.
Objects or creatures fall slowly.
Hold Portal.
Holds door shut.
Instant Identify. Determines all magic properties of a single magic item.
Jump.
Subject gets bonus on Jump checks.
Mage Armor.
Gives subject +4
Defense bonus.
Magic Missile.
1d4+1
damage; +1 missile/two levels above 1st (max 5).
Magic Weapon.
Weapon gains +1 bonus.
Mask Metal. Renders a metal object undetectable to metal detectors.
Obscuring Mist. Creates cloud of vapor that obscures all sight, including darkvision, beyond 5 feet.
Power Device.
Powers one inoperative electrical or mechanical device.
Ray of Fatigue.
Ray fatigues
target.
Shield.
Invisible disc gives
cover, blocks magic missiles.
Sleep.
Put 2d4 HD of creatures into comatose slumber.
Trace Purge. Removes physical traces of the subject's presence or passage.
Undetectable Magical Aura. Masks a magic item's aura from detection.
Arcane Lock.
Magically locks a portal or chest.
Blur.
Attacks miss subject 20% of the time.
Burglar's Buddy. Suppresses mechanic or electronic intrusion alarms and alarm sensors within a 15-foot radius.
Darkvision.
See 60 feet in total
darkness.
Dataread. You can access and read data stored in any machine-readable data source.
Enhance Ability.
Subject gains +5 bonus to one
ability score for 1 min./level.
Glitterdust.
Blinds creatures, outlines invisible creatures.
Invisibility.
Subject is invisible for 10 min./level or until it attacks.
Knock.
Opens locked or magically sealed door.
Levitate.
Subject moves up and down at your direction.
Locate Object.
Senses direction toward object (specific or type).
Machine Invisibility. One creature or object cannot be detected by machines.
Magic Message. Device delivers a message of 25 words or less when specific conditions are met.
Magic Mouth.
Speaks once when triggered.
Protection from Arrows/Bullets.
Subject immune to most ranged attacks.
Relay Text. You can transmit a message of up to 25 words via electronic device to someone you know.
Resist Energy.
Ignores 10 points of
damage/round from one energy type.
See Invisibility.
Reveals invisible creatures or objects.
Spider Climb.
Grants ability to travel on walls and ceilings.
Web.
Fills 20-foot-radius spread with sticky spider webs.
Dispel Magic.
Cancels magical spells and effects.
Displacement.
Attacks miss subject 50% of the time.
Electromagnetic Pulse. Ruins or scrambles electronic circuitry in a 20-foot-radius burst.
Fireball.
1d6
damage per level, 20-foot radius.
Flaming Projectiles.
Projectiles deal +1d6 fire
damage.
Gaseous Form. Turns subject into translucent mist or wispy
smoke and grants
damage reduction 10/+1.
Greater Magic Weapon.
+1/three levels (max +5).
Halt Undead.
Immobilizes undead for 1 round/level.
Hold Person.
Holds one person helpless; 1 round/level.
Improved Arcane Lock. Closes and locks all specifically targeted doors within range.
Invisibility Sphere.
Makes everyone within 10 feet invisible.
Keen Edge.
Doubles normal
weapon's threat range.
Nondetection. Creature or object becomes difficult to detect by
divination and detection spells.
Phantom Chopper. Conjures a quasi-real motorcycle that seats one creature.
Secret Pocket. Creates extradimensional space within a pocket on a garment.
Shutdown. Electric devices in area cease to function for the
duration of the spell.
Slow.
One subject/level may only move or attack; -2 to
Defense, -2 on melee attack and
damage rolls, -2 on Reflex saves.
Tongues.
Speak any language.
Wall Walk. Subject can move on ceilings and walls at normal
speed as well as hold and wield
weapons.
Water Breathing.
Subjects can breathe underwater.
Animate Dead.
Creates undead skeletons and zombies.
Arcane Eye.
Invisible floating eye moves 30 feet/round.
Bestow Curse.
-6 to an ability; -4 on attacks, saves, and checks; or 50% chance of taking no action.
Clown Car. Creates extradimensional space within enclosed
vehicle that holds one passenger per caster level.
Confusion.
Makes subject behave oddly for 1 round/level.
Detect Scrying. You are aware of any attempt to scry on you and can sense the presence of
scrying devices.
Dimension Door.
Teleports you and up to 50 lb./level.
Energy Trap.
Opened object deals 1d4 +1/level
damage of given energy type.
Fear.
Subjects within cone flee for 1 round/level.
Ice Storm.
Hail deals 5d6
damage in cylinder 40 feet across.
Magic Bullets. Enchants bullets with the power to
knock out or panic targets.
Minor Globe of Invulnerability.
Stops 1st- through 3rdlevel spell effects.
Phantasmal Killer. Fearsome illusion kills subject or deals 3d6 points of
damage.
Remove Curse.
Frees object or person from curse.
Scrying. Spies on subject from a distance.
Shout.
Deafens all within cone and deals 2d6
damage.
Stoneskin.
Stops blows, cuts, stabs, and slashes.
Via Negativa. Crackling energy deals 4d6 points of
damage per round to grappled foe; +5 bonus to
grapple checks.
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.
Wire Walk. Subjects
teleport instantly to the location of a telephone you call.
Cloudkill.
Kills 3 HD or less; 4-6 HD save or die.
Cone of Cold.
1d6 cold
damage/level.
Hold Monster.
As hold person, but any creature.
Instant Connectivity. Instantly transport one or more creatures through the Internet using instant-message software.
Passwall.
Breaches walls 1 foot thick/level.
Phantom Limousine. Conjures a quasi-real limousine that seats eight Medium creatures.
Phantom Projectiles. Projectiles pass through obstacles and
armor and ignore most
damage reduction.
Phantom Watchdog.
Spectral dog can guard or attack.
Secret Vault. Creates extradimensional space in which to hide a container, which you can retrieve at will.
Seeming. Changes the appearance of one creature per two levels.
Synchronicity. Subject isn't delayed by the inconveniences of modern life.
Telekinesis.
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 |