Spell Store

Ritual #:
94
Ritual Aspect:
General
Catalyst:
No
Casting Time:
5 Minutes
Type:
Enchantment
Treasure Policy Exempt:
No
NPC Only:
No
Duration:
20 Logistics Periods
May be Extended:
Yes
Target Spirit:
No
Target Body:
No
Target Location:
No
Target Item:
Any

Ritual Description:

This Ritual will create a rechargeable Battle Magic spell slot. To charge the item, a spell must be touch-cast into it. The possessor of the item must then state (OOG) "Absorb." A Spell Store ritual may not intercept a thrown spell and absorb it. Once charged, anyone in possession of the item may activate the spells stored within as if they were activating a magic item. The spells stored can be of any combination of levels up to the maximum spell levels allowed by the Ritual performed. Thus a fifth level Spell Store ritual could hold one fifth level spell or five first level spells. Note that the spells stored in the item must be of the same aspect as the Spell Store itself. Thus you cannot store Earth Battle Magic spells in a Celestial Spell Store item or vice versa.

Unused spells will be lost at the end of the event; a Spell Store is always brought into a game empty. The difficulty attempted in this Ritual determines the level of spell(s) which can be being stored into the item.

Note: Any effect created by a Spell can be absorbed. Thus using Potency with a Storm will cause each individual charge of the Storm to Spell Store as a 3rd level spell.

Out of Game: A Battle Magic Spell is defined as any spell listed in the current version of the Refuge rules and rules addendum used by Refuge LARP. Note that a Storm spell may never be absorbed into a Spell Store.


Difficulty and Reagents

Difficulty:
Reagent Cost:
Effect:
1
1
Spell Store 1.
2
3
Spell Store 2.
3
3
Spell Store 3.
4
3
Spell Store 4.
6
4
Spell Store 5.
8
5
Spell Store 6.
9
5
Spell Store 7.
10
5
Spell Store 8.
11
6
Spell Store 9.