<strong>Net</strong><br/>A spell that summons different forms of magical bindings,<br/>this is a very useful spell for capturing foes alive or tying<br/>up multiple attacks until the Brotherhood wizard can deal<br/>with them more violently. While some members of the<br/>Brotherhood of the Crystal Star disdain this spell as being<br/>too passive, its uses in the hands of a clever wizard more than<br/>make up for its damaging capabilities.<br/><br/><em>Tier I: Webcasting (1 Endurance)</em><br/>The simplest form of this spell is also in many ways its most<br/>useful manifestation. This magic summons a 5 foot wide line<br/>of sticky webs that extends 20 feet in any one direction from<br/>the caster’s outstretched hands. Any creature (friend or foe)<br/>in this path must make a Reflex saving throw or be enmeshed<br/>and unable to move until, on its turn, it can make a Strength or<br/>Escape Artist check with a DC equal to the spell’s DC. If the<br/>web is cast at a wall or other obstacle, a Brotherhood wizard<br/>can use its tacky surface to grant himself a +5 bonus to his<br/>Climb check. In either case, the webs last one round, plus one<br/>round per class level of the caster.<br/><br/><em>Tier II: Binding Blast (2 Endurance)</em><br/>This works like Webcasting, save that it launches the mass<br/>of webbing up to 50 feet in any direction and explodes in<br/>a 20 foot radius burst. Creatures in its area of effect must<br/>make a Reflex save or be trapped for the duration of the spell<br/>(though Strength or Escape Artist checks may be attempted<br/>every round). This version of the Net spell cannot be used<br/>to aid with Climb checks and, unlike Webcasting, is very<br/>flammable. If the Binding Blast comes into contact with<br/>fire, it will instantly immolate and be destroyed. This inflicts<br/>fire damage equal to the Brotherhood wizard’s base magical<br/>damage in the process to all entangled within it.<br/><br/><em>Tier III: Constricting Coils (4 Endurance)</em><br/>This version of Net creates ropy strands of webbing that lash<br/>out up to 15 feet from the caster in all directions. Any living<br/>creature in that area will be hit if the caster succeeds in a<br/>ranged magical attack. If they are struck, the strand wraps<br/>around them and leaves them stunned for one round. After this<br/>round of inaction, they must succeed at a Strength or Escape<br/>Artist check each round on their turn or suffer one point of<br/>bludgeoning damage. Note that this damage increases by one<br/>point for every round after the second that the creature is held<br/>(so 2 points of bludgeoning damage are dealt in the 3rd round,<br/>3 points in the 4th round and so on). Success means the target<br/>is free and suffers no further damage from the Coil.<br/>Creatures will remain bound for a number of rounds equal to<br/>the wizard’s base magical damage. It cannot be dismissed or<br/>ended before it runs out of damage potential and its damage<br/>cannot be made nonlethal; this makes it a powerful spell but<br/>one the caster must be very careful when invoking since it<br/>cannot simply disable opponents.<br/>This spell only strikes designated opponents within reach<br/>once, when the spell is cast (it does not continue shooting out<br/>and striking opponents within 15 feet after the first round).<br/>While this spell is in effect, the Brotherhood wizard cannot<br/>cast any Tier of the Net spell.<br/>