Zildjian's Spellnet
(Alteration)

Range:  0
Components:  V, S, M
Duration:  1 day per level
Casting Time:  Special
Area of Effect:  The caster or one creature
Saving Throw:  Special

Zildjian's spellnet allows the magic-user to prepare a selection of spells able to be cast at a moment's notice. The casting of the spell creates a non-dimensional energy-space field, in which spells may be held until needed. The caster then places any spells into the spellnet he wishes to store by casting the entire spell except for saying the last word. All material components are consumed at the time of placing the spell in the spellnet. When the magic-user desires to call up spells stored in the spellnet, he merely completes the final verbal components of the spell. This action has an initiative modifier ("casting time") of only 1, no matter which spell is being called up. Unlike normal spellcasting which may be disrupted if the spellcaster is attacked, calling up spells out of the spellnet is possible in all situations where activating a magic item by a command word would be possible. The wizard Zildjian specifically designed this feature to be the bane of the organized "hit the magic-user before he can cast a spell" type of fighters. Magical silence will stop the use of the spell, but a vocalize spell will allow the spells to be called up via somatic components rather than the final verbal ones. The maximum number of spell levels that a caster may place in Zildjian's spellnet is equal to his level as a wizard (for example, a 14th-level wizard could place two 5th-level spells and one 4th-level spell in the spellnet, or two 7th-level spells, or any other combination that does not exceed his level). The initial casting of the spell takes one hour plus the casting times of the individual spells to be entered. The spellnet and stored spells then last in the non-dimensional energy field for 1 day per level of the caster. After this time limit, the spellnet begins to decay and by the end of the last day will be completely gone along with all remaining spells held in it. The spellnet may be restored at any time prior to the last day by casting of another spellnet to "recharge" it. This "recharging" takes only one turn, rather than the one hour needed to create it. During the "recharging" new spells may be added to replace any lost spells, up to the maximum stated above. This is the only time that replacement spells may be added or spell selection in the spellnet changed. Spells held in the spellnet are considered cast for purposes of memorisation of new spells, thus a temporary increase in the amount of spells available is possible.
Certain other spells, magic items and conditions may cause interference with Zildjian's spellnet. First, no two spellnets may be up at the same time on the same wizard. If the wizard attempts to put a second spellnet up on himself, both are destroyed, the wizard loses all memorised spells for the day and is stunned for 1d4 rounds. Should one wizard attempt to cast a second spellnet on another wizard as an attack, then both wizards must save versus spell at -4 or each will be affected as above. If the saving throw is made, the second spellnet is destroyed. The spellnet and a mnemonic enhancer cannot be active on the same magic-user at the same time. The spellnet is destroyed if cast on a magic-user with a mnemonic enhancer up or if a mnemonic enhancer or a lucubration is cast on a magic-user with Zildjian's spellnet up. Forget, feeblemind, confusion, insanity or psionics may cause the wizard not to remember which spells are in the spellnet, but do not directly affect it. A successful magic jar or other type of possession causes instant decay of the spell, as the spellnet requires that the mind reside in the body of the spellcaster. Dispel magic, holy word, Mordenkainen's disjunction or passing through an anti-magic shell will cause the instant decay of the spellnet, unless it is immediately recharged as per the method given above. The spellnet will not function in any area where a non-dimensional or extra-dimensional space will not function (i.e. the astral plane, or in the area created by a rope trick, Mordenkainen's magnificent mansion, major ward, prismatic sphere or cube of force), but it is not destroyed by the area and can be accessed again once the area is left, unless the duration has expired. The spellnet will be destroyed by the wearing or using of a ring of spell storing, ring of wizardry, rod of absorption (casting spells only, absorption causes no problems), helm of teleportation (refreshing memory option), purple ioun stone (spell storing one), pearl of power, robe of powerlessness, or in general any other memory enhancing or spell storing item or spell.
Finally, should the caster be so foolish as to climb inside a bag of holding, bag of devouring, or portable hole with a spellnet up, a terrible thing will happen. The caster will be affected as is normal for the placing of an extra-dimensional space in a non-dimensional space. Specifically, if the caster is in a bag of holding, the effects will be as if the caster is a portable hole (i.e.: a gate to another plane). And vice-versa, if the caster climbs in a portable hole (i.e. a rift to the astral plane).
The material components for this spell are a sheet of vellum suitable for inscribing magical spells, an ounce of squid ink, again suitable for inscribing spells, a pinch of diamond dust and an optional small crystal. All are consumed upon the creation or recharging of the spellnet, except for the crystal which remains and glows in proportion to the remaining duration of the spellnet.


