Edena_of_Neith
First Post
Imagine the following spell ...
Then, tell me if something creative could be done with this concept?
Edena's Weaveweb
Level: 1
Range: See below
Area of Effect: See below
Casting Time: 1 month of game time
Duration: Permanent
Saving Throw: None
Spell Resistance: Special
To summarize this spell in brief:
It produces a strand of magic (combined with other things) that stretches infinitely, ultimately producing a weave-like mass of magical strands that can span the multiverse.
This weave is connected to the mage who cast the spell at the start, and it is anchored upon sentient beings around him.
This weave is created for the purpose of extending the mage's magical spell capacities, in that he can throw magical effects through it, or travel through it, extend his awareness through it, or use it in endless myriad ways.
The mage must make a considerable sacrifice to bring this spell about, and it cannot be cast by that mage a second time: two weaves connected to the same mage are not possible.
The long explanation:
To cast this spell, the caster must be able to directly perceive the Weave (see the FR supplements concerning the Weave) in some way.
A mage, sorcerer, cleric, druid, and psionicist is assumed to be able to do so in the long casting time of this spell: through time and effort, a direct perception of the Weave is possible for these characters.
Paladins, rangers, monks, and others capable of magic or supernatural abilities must somehow demonstrate a capacity to perceive the Weave directly, or obtain help through powerful magic to do so (the player of such characters must explain to the DM why his character can do this, or conceive a plan for doing this.)
Faerie, innately magical beings, Outsiders, dragons, phaerimm, sharn, and powerful sentient undead can cast this spell, if they are willing to spend the appropriate time (one month) to cast the spell.
The spell creates an Anchor in the Weave (or, possibly, in a place of inherently powerful magic that is visible to all.)
The spell creates another Anchor in the soul or spirit of the being casting the spell.
Between the two Anchors manifests a beam of magic visible to the caster, or to any being able to sense or detect magic.
This beam is, initially, 10 feet long. Always. 10 feet. No more, and no less. To an onlooker, the beam seems to extend infinitely into the caster, disappearing into a vast aurora of light. Looking the other way, the beam becomes lost amidst the intricate web, and all the connections there can never be perceived by anyone other than the caster.
The beam is composed primarily of pure magic. Thus, it is partly an extension of the Weave, for the Weave is a manifestation of magic.
However, the beam also consists partly of the life force of the caster, and it's nature is tempered by the caster's own nature.
The caster's thoughts, his emotions, his loves and hates, his life experiences, are all woven into the beam, and give it definition.
Even more importantly, the state of the caster's soul or spirit is woven into the beam (the soul or spirit itself is not a part of the beam, but the state of the soul or spirit, helps define the beam). A pure soul affects the beam one way, a blackened soul affects it another way.
The beam can be any color known, varies in thickness from a line without dimensions to over a foot thick, and is otherwise utterly featureless. So, for instance, the beam could appear as a thin green line, or a shining blue beam as thick as a rope.
Because the beam is held together by the innate nature of the caster and his donated life force, it cannot be comprehended by anyone other than the caster, and it can never be used by anyone other than the caster. Spells that affect magic will affect the beam, within limits (see below.)
The caster permanently loses half his constitution and half of his hit points (round all fractions down) upon completing this spell. This occurs regardless of the caster's level, and always it is his full hit point total (whatever that is) and full constitution that is used for the purpose of what is lost.
So, a 1st level mage with a 17 constitution and 7 hit points, who casts this spell, drops to 9 constitution and 3 hit points.
A Wish spell will not reverse this loss, unless it is used to directly destroy the beam, in which case a backlash (see below) will occur.
An Epic spell might reverse the loss. A properly crafted Epic spell must be specifically made for this purpose, though, and the beam will ALWAYS be destroyed in the process of the mage regaining what he lost.
The beam is affixed to a specific point in the Weave, and this point never moves. It cannot be moved, either, except perhaps by an Epic Level spell. It cannot be moved, from where it sits in relation to the Prime Material Plane, ethereal plane, astral plane, any other plane or dimension, the temporal prime, or the Weave itself.
The other anchor of the Weave, the mage, cannot move further than 10 feet from the Weave Anchor, initially, for the beam is holding him with a force equivalent to the weight of a red supergiant.
The mage may move towards the other Anchor, and the beam will slacken (just as a rope would slacken), until he is right up against the other Anchor, and the entire beam hangs slack around him.
Now ...
For every 10 fold increase in the length of the beam (see below), it's effective weight (if an attempt by the caster to stretch it is made) drops 10 fold.
As a result, when the beam is 100 billion feet long (approximately 19 million miles) long, it's effective weight on the mage is only 1000 pounds. A really strong person might be able to pull against it at that point! (it will stretch, when pulled)
When the beam is 10 trillion feet long (approximately 1.9 billion miles) it exerts only an effective weight of 10 pounds on the mage. Stretching the beam further is easy.
When the beam is 19 billion miles long, it's weight drops under 1 pound, and it is no longer anything more than a nuisance, and very gradually it's weight lessens until the mage no longer feels it at all.
Why is the beam so effectively heavy? It is the stuff of the soul, of the human spirit, and of the Weave - of course it would be heavy!
Needless to say, the beam cannot be severed by any normal means ... only certain special magics will affect it at all (see below.)
The beam will stretch infinitely.
In this stretching, the beam gradually thins until it is effectively without any dimension except it's length, but it's brightness and color do not change, for those with eyes to see it (the caster and any being detecting for magic.)
Stretching the beam will not harm the beam. Stretching the beam has NO effect on the beam whatsoever other than to make it longer.
Stretching the beam has no effect on the caster, other than to decrease it's effective weight upon him, should he try to stretch it himself (he cannot be pulled, for instance, by someone tugging on the beam, assuming someone COULD tug on the beam.)
Stretching the beam has no effect on the Weave Anchor.
How is the beam stretched, if it is so heavy?
Well ...
The beam is weightless to anyone and anything other than the caster (for that matter, it is weightless to the caster, unless he attempts to stretch it himself.)
The beam is transparent to most things in reality.
It is not affected by non-living, non-sentient material, or by semi-sentient material of any kind, or by non-sentient living material.
It cannot touch any of the above. It goes right through them as if they did not exist. It does not affect them in any way (although what the caster might send through the beam could affect such non-affected material), and they do not affect it in any way.
The beam is unaffected by most kinds of magic, and will not affect most kinds of magic (again, though, what the caster sends through the beam, might well affect said magics.)
When a sentient living being or undead being, or sentient Outsider, contacts the beam, something strange happens.
To describe how this works, imagine the scenario below:
The caster has just cast this spell.
The Weave Anchor is point A. The caster, and thus the location of his soul or spirit (the other Anchor) is point B.
A sentient, living being walks between the caster and the Weave Anchor, and this person is point C.
As the person walks into the beam, it begins to stretch (like a rubber band.) It exerts no force of any sort against the person stretching it. For that person, it is utterly weightless.
Barring certain powerful magics, however, the beam is stuck (like taffy) to that person forever, wrapped around his body where it is forcing the beam away from points A and B.
Now, the person (point C) stops 30 feet to one side of points A and B.
The beam is now 60 feet long. It stretches 30 feet from the caster (point A) to the person (point C), then back to the Weave Anchor (point B.)
At this point, another sentient living being walks between the caster (point B) and the person (point C.) We will call this new person point D.
The new person (point D) walks about 40 feet past the first person (point C) and 80 feet past the caster (point B) on a tangent to them both.
The part of the beam that was between the caster (point B) and the first person (point C) stretches the appropriate distance, now wrapped around the second person (who is also forever stuck to it.)
The beam now stretches 80 feet from the caster to the second person, then 40 feet back to the first person, then 30 feet from the first person to the Weave Anchor, and finally 30 feet from there to the caster, for a total of 180 feet.
Now, yet another person (point E) walks the OTHER way, passing between the first person and the second person, then between the caster and the Weave Anchor, then another 50 feet in the direction he was going.
The beam between the first and second person is intercepted by this new person, and bends backwards (like taffy). Then, the new person runs into the beam between the caster and the Weave Anchor, and IT also bends backwards. There are two beams connected to the person who is point E, and both are affixed to him permanently, and all the beams are bending back in his direction.
Then, yet another person walks between the caster and the new person. ALL the beams ensnare this new person.
Then another person walks between all of the people and the caster. Many beams enwrap themselves around this person, as all the beams pull into an ever more complicated and unimaginable mess, taffylike.
The number of beams (the main beam, wrapped around itself) attached to the caster and to those it has ensnared, grows at an astonishing pace (do the math) until they are so enwrapped that a Detect Magic spell will see nothing but a mass of thread-like beams of like cocooning the individuals - it will be necessary for the Detect Magic user to fine tune his spell in order to filter this interference out if he wishes to perceive other magic.
The rate at which the beam grows is also staggering. Given that the mage cast the spell in, say, the middle of a city, and a single person pulls the beam out into the street where it can be intercepted, the beam is going to be incalculably long in only a few hours.
As a matter of course, such a situation will allow the caster free movement (the beam's effective weight against him dropping to 10 pounds or less) within a single day.
The beam's effective weight against the caster will drop below 1 pound within another day.
Within a week, the caster will no longer feel the weight of the beam at all, unless he concentrates on feeling it, and then only the faintest tug will be felt.
In a world like Toril, assuming this spell was cast in Waterdeep, the beam will span the entire city within a day, and will quickly spread to the entire Crystal Sphere within the next few months.
The beam will leap with those who dimension door, teleport, worldwalk, or otherwise use magic for instantaneous jumps. It will likewise leap for instantaneous jumps powered by technology.
(For example, if a person enwrapped in a beam worldwalks to Oerth, a beam will now extend straight from Toril across the Phlogiston (right through the Crystal Sphere!) to Greyspace and Oerth.)
The beam can and will extend to the astral, ethereal, elemental, inner, and outer planes. It is no more visible there than it is in the Prime.
The beam can extend forward and backward in time on temporal prime (if a person reemerges in the Prime in the past or future, the beam will stretch into temporal prime where and WHEN the time traveller entered, and out of temporal prime where and when the time traveller exited.)
This spell only creates the beam.
It does not empower the mage to do anything with the beam, other than to understand it, and to perceive it with his senses if he so desires. The caster can perceive the entirety of the weave as it stretches, to the limit of his normal eyesight (if he is in temporal prime, as far as he can see up and down the timestream normally.)
Detect magic, as noted, will detect the beam. The caster of the detect magic will be momentarily blinded (as his whole sight is filled with interlacing beams) until he can focus out this interference with the spell.
Clairvoyance will not detect the beam, but it will detect the presense of magic.
Augury will detect the presence of magic, of life force, and of the Weave itself.
Divination will detect magic, and it will grant the caster some insight into the nature of the beam caster (his general personality, mood when casting the spell, and the like.)
True Seeing will detect the beam, and give the caster great insight into the beam caster (alignment, personality, desires, goals, moods, and the state of his soul or spirit.) It will not, however, reveal just WHO the caster is, or where he is.
Dispel Magic, if successful, will cause the beams to detach themselves from the caster of the Dispel Magic (or a single target.) They will rebound towards other living or undead beings, and attach themselves to those creatures. Considering that there are probably myriad beams around the caster, he is bound to walk right into more of them again, and be reensnared.
Anti-Magic Shell will cause the beams to temporarily cease to exist for those within the Shell. They will reappear (wrapped around said people) after the spell ends. While in effect, Anti-Magic Shell will protect those within it from any sendings of the caster.
Mordenkainen's Disjunction will cause all the beams in it's target area to detached themselves from those they are attached to. The beams will rebound, pulled by other beings outside the target area, and reattach themselves to other beings. For the next hour, all beings caught IN the Mordenkainen's Disjunction will be effectively incorporeal to the myriad beams around them (as if they were non-sentient) and no beams will attach to them for that time (and thus, they are immune to any sendings of the beam caster for that hour.)
An Epic spell crafted for this specific purpose could ward one or more creatures from the beams, so that they could not be enwrapped in them, and immune to sendings of the beam caster.
An Epic spell crafted for this specific purpose could break one of the beams, causing the entire spell to collapse and rebound on the caster.
If one of the beams is somehow broken, the entire web collapses and in an instant rebound upon the caster.
The caster is entitled to a Will save. If successful, he dodges this titantic magical backlash, which slams into the Weave instead (causing havoc for a brief time with all magic in the local area.)
If the save is unsuccessful, the rebound slams into the caster's body, annihilating it and everything on it, then sends his soul careening into the Weave, where it is caught and integrated (the caster will remanifest as some creature of the Weave, such as a Watchnorn.)
The following will break one of the beams:
An Epic spell.
A properly worded Wish (but the Wisher risks a rebound upon himself, or worse, being pulled back with the rebounding threads and hurled along at something approaching lightspeed ... if his body can somehow survive this for more than an instant, he will cause great destruction as he careens along like a great meteor.)
A Miracle spell (but deties tend to dislike interfering with this spell. A good reason is needed to dispel the magic.)
Any of the beams touching a Sphere of Annihilation.
Any of the beams falling into a Black Hole.
Spell resistance (for a creature only) is checked once. If it succeeds, NONE of the beams can ever contact the creature in question.
If any of the beams contact a Mirror of Opposition, they will activate it, summoning the beam caster's opposite upon the first touch.
Thereafter, someone random is selected, as each new beam touches the Mirror. An opposite of that person is generated with the second touch.
The third touch generates the opposite of a new person, and so on.
If a beam contacts a Mirror of Life Entrapment, one creature from the Mirror is released per touching beam, automatically, and then enwrapped as normal.
Multiple beams will, of course, release everything in the Mirror of Life Entrapment.
If any of the beams fall into Ravenloft, this makes escape possible from Ravenloft (assuming the caster sends information on how to use the beams to those it connects to in Ravenloft.)
The same applies to all other Planes and dimensions.
As a result, the Powers That Be will become very annoyed (The Dark Powers of Ravenloft do NOT appreciate someone providing an escape route from their Domain) and they will begin sending minions to kill the beam caster (they will not, however, sever the beams, for reasons unknown.)
The Powers of Good will not attempt to kill the beam caster, but their minions will ask the beam caster to dispel his own magic (the caster, ONLY, can dispel the whole web with one dispel magic.) If he will not do this, more forceful measures will be taken.
The beams will activate hanging spells that contain sentient living or undead beings (such as Wardmist, Temporal Stasis, Time Stop, Mantle, Mythal, certain Contingency spells, and so on.)
The creatures will be summoned, or awakened, or freed, instantly, and enwrapped in the Weave.
Undead at rest, will awaken instantly if a beam contacts them and enwraps them.
A Major Jar spell will be destroyed by the touch of a beam, the mage casting it killed, and the creature imprisoned freed and returned to it's own body.
Sentient golems will be awakened by the touch of a beam, if they were in statis, or unactivated. They will remain awake and active thereafter.
There are a number of other effects from the touch of a beam, many of them unknown.
Then, tell me if something creative could be done with this concept?
Edena's Weaveweb
Level: 1
Range: See below
Area of Effect: See below
Casting Time: 1 month of game time
Duration: Permanent
Saving Throw: None
Spell Resistance: Special
To summarize this spell in brief:
It produces a strand of magic (combined with other things) that stretches infinitely, ultimately producing a weave-like mass of magical strands that can span the multiverse.
This weave is connected to the mage who cast the spell at the start, and it is anchored upon sentient beings around him.
This weave is created for the purpose of extending the mage's magical spell capacities, in that he can throw magical effects through it, or travel through it, extend his awareness through it, or use it in endless myriad ways.
The mage must make a considerable sacrifice to bring this spell about, and it cannot be cast by that mage a second time: two weaves connected to the same mage are not possible.
The long explanation:
To cast this spell, the caster must be able to directly perceive the Weave (see the FR supplements concerning the Weave) in some way.
A mage, sorcerer, cleric, druid, and psionicist is assumed to be able to do so in the long casting time of this spell: through time and effort, a direct perception of the Weave is possible for these characters.
Paladins, rangers, monks, and others capable of magic or supernatural abilities must somehow demonstrate a capacity to perceive the Weave directly, or obtain help through powerful magic to do so (the player of such characters must explain to the DM why his character can do this, or conceive a plan for doing this.)
Faerie, innately magical beings, Outsiders, dragons, phaerimm, sharn, and powerful sentient undead can cast this spell, if they are willing to spend the appropriate time (one month) to cast the spell.
The spell creates an Anchor in the Weave (or, possibly, in a place of inherently powerful magic that is visible to all.)
The spell creates another Anchor in the soul or spirit of the being casting the spell.
Between the two Anchors manifests a beam of magic visible to the caster, or to any being able to sense or detect magic.
This beam is, initially, 10 feet long. Always. 10 feet. No more, and no less. To an onlooker, the beam seems to extend infinitely into the caster, disappearing into a vast aurora of light. Looking the other way, the beam becomes lost amidst the intricate web, and all the connections there can never be perceived by anyone other than the caster.
The beam is composed primarily of pure magic. Thus, it is partly an extension of the Weave, for the Weave is a manifestation of magic.
However, the beam also consists partly of the life force of the caster, and it's nature is tempered by the caster's own nature.
The caster's thoughts, his emotions, his loves and hates, his life experiences, are all woven into the beam, and give it definition.
Even more importantly, the state of the caster's soul or spirit is woven into the beam (the soul or spirit itself is not a part of the beam, but the state of the soul or spirit, helps define the beam). A pure soul affects the beam one way, a blackened soul affects it another way.
The beam can be any color known, varies in thickness from a line without dimensions to over a foot thick, and is otherwise utterly featureless. So, for instance, the beam could appear as a thin green line, or a shining blue beam as thick as a rope.
Because the beam is held together by the innate nature of the caster and his donated life force, it cannot be comprehended by anyone other than the caster, and it can never be used by anyone other than the caster. Spells that affect magic will affect the beam, within limits (see below.)
The caster permanently loses half his constitution and half of his hit points (round all fractions down) upon completing this spell. This occurs regardless of the caster's level, and always it is his full hit point total (whatever that is) and full constitution that is used for the purpose of what is lost.
So, a 1st level mage with a 17 constitution and 7 hit points, who casts this spell, drops to 9 constitution and 3 hit points.
A Wish spell will not reverse this loss, unless it is used to directly destroy the beam, in which case a backlash (see below) will occur.
An Epic spell might reverse the loss. A properly crafted Epic spell must be specifically made for this purpose, though, and the beam will ALWAYS be destroyed in the process of the mage regaining what he lost.
The beam is affixed to a specific point in the Weave, and this point never moves. It cannot be moved, either, except perhaps by an Epic Level spell. It cannot be moved, from where it sits in relation to the Prime Material Plane, ethereal plane, astral plane, any other plane or dimension, the temporal prime, or the Weave itself.
The other anchor of the Weave, the mage, cannot move further than 10 feet from the Weave Anchor, initially, for the beam is holding him with a force equivalent to the weight of a red supergiant.
The mage may move towards the other Anchor, and the beam will slacken (just as a rope would slacken), until he is right up against the other Anchor, and the entire beam hangs slack around him.
Now ...
For every 10 fold increase in the length of the beam (see below), it's effective weight (if an attempt by the caster to stretch it is made) drops 10 fold.
As a result, when the beam is 100 billion feet long (approximately 19 million miles) long, it's effective weight on the mage is only 1000 pounds. A really strong person might be able to pull against it at that point! (it will stretch, when pulled)
When the beam is 10 trillion feet long (approximately 1.9 billion miles) it exerts only an effective weight of 10 pounds on the mage. Stretching the beam further is easy.
When the beam is 19 billion miles long, it's weight drops under 1 pound, and it is no longer anything more than a nuisance, and very gradually it's weight lessens until the mage no longer feels it at all.
Why is the beam so effectively heavy? It is the stuff of the soul, of the human spirit, and of the Weave - of course it would be heavy!
Needless to say, the beam cannot be severed by any normal means ... only certain special magics will affect it at all (see below.)
The beam will stretch infinitely.
In this stretching, the beam gradually thins until it is effectively without any dimension except it's length, but it's brightness and color do not change, for those with eyes to see it (the caster and any being detecting for magic.)
Stretching the beam will not harm the beam. Stretching the beam has NO effect on the beam whatsoever other than to make it longer.
Stretching the beam has no effect on the caster, other than to decrease it's effective weight upon him, should he try to stretch it himself (he cannot be pulled, for instance, by someone tugging on the beam, assuming someone COULD tug on the beam.)
Stretching the beam has no effect on the Weave Anchor.
How is the beam stretched, if it is so heavy?
Well ...
The beam is weightless to anyone and anything other than the caster (for that matter, it is weightless to the caster, unless he attempts to stretch it himself.)
The beam is transparent to most things in reality.
It is not affected by non-living, non-sentient material, or by semi-sentient material of any kind, or by non-sentient living material.
It cannot touch any of the above. It goes right through them as if they did not exist. It does not affect them in any way (although what the caster might send through the beam could affect such non-affected material), and they do not affect it in any way.
The beam is unaffected by most kinds of magic, and will not affect most kinds of magic (again, though, what the caster sends through the beam, might well affect said magics.)
When a sentient living being or undead being, or sentient Outsider, contacts the beam, something strange happens.
To describe how this works, imagine the scenario below:
The caster has just cast this spell.
The Weave Anchor is point A. The caster, and thus the location of his soul or spirit (the other Anchor) is point B.
A sentient, living being walks between the caster and the Weave Anchor, and this person is point C.
As the person walks into the beam, it begins to stretch (like a rubber band.) It exerts no force of any sort against the person stretching it. For that person, it is utterly weightless.
Barring certain powerful magics, however, the beam is stuck (like taffy) to that person forever, wrapped around his body where it is forcing the beam away from points A and B.
Now, the person (point C) stops 30 feet to one side of points A and B.
The beam is now 60 feet long. It stretches 30 feet from the caster (point A) to the person (point C), then back to the Weave Anchor (point B.)
At this point, another sentient living being walks between the caster (point B) and the person (point C.) We will call this new person point D.
The new person (point D) walks about 40 feet past the first person (point C) and 80 feet past the caster (point B) on a tangent to them both.
The part of the beam that was between the caster (point B) and the first person (point C) stretches the appropriate distance, now wrapped around the second person (who is also forever stuck to it.)
The beam now stretches 80 feet from the caster to the second person, then 40 feet back to the first person, then 30 feet from the first person to the Weave Anchor, and finally 30 feet from there to the caster, for a total of 180 feet.
Now, yet another person (point E) walks the OTHER way, passing between the first person and the second person, then between the caster and the Weave Anchor, then another 50 feet in the direction he was going.
The beam between the first and second person is intercepted by this new person, and bends backwards (like taffy). Then, the new person runs into the beam between the caster and the Weave Anchor, and IT also bends backwards. There are two beams connected to the person who is point E, and both are affixed to him permanently, and all the beams are bending back in his direction.
Then, yet another person walks between the caster and the new person. ALL the beams ensnare this new person.
Then another person walks between all of the people and the caster. Many beams enwrap themselves around this person, as all the beams pull into an ever more complicated and unimaginable mess, taffylike.
The number of beams (the main beam, wrapped around itself) attached to the caster and to those it has ensnared, grows at an astonishing pace (do the math) until they are so enwrapped that a Detect Magic spell will see nothing but a mass of thread-like beams of like cocooning the individuals - it will be necessary for the Detect Magic user to fine tune his spell in order to filter this interference out if he wishes to perceive other magic.
The rate at which the beam grows is also staggering. Given that the mage cast the spell in, say, the middle of a city, and a single person pulls the beam out into the street where it can be intercepted, the beam is going to be incalculably long in only a few hours.
As a matter of course, such a situation will allow the caster free movement (the beam's effective weight against him dropping to 10 pounds or less) within a single day.
The beam's effective weight against the caster will drop below 1 pound within another day.
Within a week, the caster will no longer feel the weight of the beam at all, unless he concentrates on feeling it, and then only the faintest tug will be felt.
In a world like Toril, assuming this spell was cast in Waterdeep, the beam will span the entire city within a day, and will quickly spread to the entire Crystal Sphere within the next few months.
The beam will leap with those who dimension door, teleport, worldwalk, or otherwise use magic for instantaneous jumps. It will likewise leap for instantaneous jumps powered by technology.
(For example, if a person enwrapped in a beam worldwalks to Oerth, a beam will now extend straight from Toril across the Phlogiston (right through the Crystal Sphere!) to Greyspace and Oerth.)
The beam can and will extend to the astral, ethereal, elemental, inner, and outer planes. It is no more visible there than it is in the Prime.
The beam can extend forward and backward in time on temporal prime (if a person reemerges in the Prime in the past or future, the beam will stretch into temporal prime where and WHEN the time traveller entered, and out of temporal prime where and when the time traveller exited.)
This spell only creates the beam.
It does not empower the mage to do anything with the beam, other than to understand it, and to perceive it with his senses if he so desires. The caster can perceive the entirety of the weave as it stretches, to the limit of his normal eyesight (if he is in temporal prime, as far as he can see up and down the timestream normally.)
Detect magic, as noted, will detect the beam. The caster of the detect magic will be momentarily blinded (as his whole sight is filled with interlacing beams) until he can focus out this interference with the spell.
Clairvoyance will not detect the beam, but it will detect the presense of magic.
Augury will detect the presence of magic, of life force, and of the Weave itself.
Divination will detect magic, and it will grant the caster some insight into the nature of the beam caster (his general personality, mood when casting the spell, and the like.)
True Seeing will detect the beam, and give the caster great insight into the beam caster (alignment, personality, desires, goals, moods, and the state of his soul or spirit.) It will not, however, reveal just WHO the caster is, or where he is.
Dispel Magic, if successful, will cause the beams to detach themselves from the caster of the Dispel Magic (or a single target.) They will rebound towards other living or undead beings, and attach themselves to those creatures. Considering that there are probably myriad beams around the caster, he is bound to walk right into more of them again, and be reensnared.
Anti-Magic Shell will cause the beams to temporarily cease to exist for those within the Shell. They will reappear (wrapped around said people) after the spell ends. While in effect, Anti-Magic Shell will protect those within it from any sendings of the caster.
Mordenkainen's Disjunction will cause all the beams in it's target area to detached themselves from those they are attached to. The beams will rebound, pulled by other beings outside the target area, and reattach themselves to other beings. For the next hour, all beings caught IN the Mordenkainen's Disjunction will be effectively incorporeal to the myriad beams around them (as if they were non-sentient) and no beams will attach to them for that time (and thus, they are immune to any sendings of the beam caster for that hour.)
An Epic spell crafted for this specific purpose could ward one or more creatures from the beams, so that they could not be enwrapped in them, and immune to sendings of the beam caster.
An Epic spell crafted for this specific purpose could break one of the beams, causing the entire spell to collapse and rebound on the caster.
If one of the beams is somehow broken, the entire web collapses and in an instant rebound upon the caster.
The caster is entitled to a Will save. If successful, he dodges this titantic magical backlash, which slams into the Weave instead (causing havoc for a brief time with all magic in the local area.)
If the save is unsuccessful, the rebound slams into the caster's body, annihilating it and everything on it, then sends his soul careening into the Weave, where it is caught and integrated (the caster will remanifest as some creature of the Weave, such as a Watchnorn.)
The following will break one of the beams:
An Epic spell.
A properly worded Wish (but the Wisher risks a rebound upon himself, or worse, being pulled back with the rebounding threads and hurled along at something approaching lightspeed ... if his body can somehow survive this for more than an instant, he will cause great destruction as he careens along like a great meteor.)
A Miracle spell (but deties tend to dislike interfering with this spell. A good reason is needed to dispel the magic.)
Any of the beams touching a Sphere of Annihilation.
Any of the beams falling into a Black Hole.
Spell resistance (for a creature only) is checked once. If it succeeds, NONE of the beams can ever contact the creature in question.
If any of the beams contact a Mirror of Opposition, they will activate it, summoning the beam caster's opposite upon the first touch.
Thereafter, someone random is selected, as each new beam touches the Mirror. An opposite of that person is generated with the second touch.
The third touch generates the opposite of a new person, and so on.
If a beam contacts a Mirror of Life Entrapment, one creature from the Mirror is released per touching beam, automatically, and then enwrapped as normal.
Multiple beams will, of course, release everything in the Mirror of Life Entrapment.
If any of the beams fall into Ravenloft, this makes escape possible from Ravenloft (assuming the caster sends information on how to use the beams to those it connects to in Ravenloft.)
The same applies to all other Planes and dimensions.
As a result, the Powers That Be will become very annoyed (The Dark Powers of Ravenloft do NOT appreciate someone providing an escape route from their Domain) and they will begin sending minions to kill the beam caster (they will not, however, sever the beams, for reasons unknown.)
The Powers of Good will not attempt to kill the beam caster, but their minions will ask the beam caster to dispel his own magic (the caster, ONLY, can dispel the whole web with one dispel magic.) If he will not do this, more forceful measures will be taken.
The beams will activate hanging spells that contain sentient living or undead beings (such as Wardmist, Temporal Stasis, Time Stop, Mantle, Mythal, certain Contingency spells, and so on.)
The creatures will be summoned, or awakened, or freed, instantly, and enwrapped in the Weave.
Undead at rest, will awaken instantly if a beam contacts them and enwraps them.
A Major Jar spell will be destroyed by the touch of a beam, the mage casting it killed, and the creature imprisoned freed and returned to it's own body.
Sentient golems will be awakened by the touch of a beam, if they were in statis, or unactivated. They will remain awake and active thereafter.
There are a number of other effects from the touch of a beam, many of them unknown.
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