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Spellstore | |
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Spell Name: | Spellstore
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School: | Enchantment
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Spell Level: | 3
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Duration: | Game Day
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Range: | Touch
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Target: | Weapon
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Flag: | Weapon
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Dispel: | Yes
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Spell Description: | Store the magic of another spell in your weapon to draw upon it later.
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Prerequisite: | A level 2 Enchantment spell
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![]() Oil | |
Oil Name: | Spellstore
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Scarce: | No
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![]() Scroll Information | |
Scarce: | No |
Putting magic into a weapon makes it easier to cast in the middle of battle.
Description
Using Enchantment magic, the caster empowers a weapon to temporarily hold another spell.
Effect
After enchanting a weapon with Spellstore, it can be loaded with a single spell that doesn't target "Self". This stored spell is unleashed by speaking an incantation. The weapon holds only one spell at a time, but it can be overwritten or replaced immediately after use. Any spell remaining in the weapon at convergence is lost.
Detailed Interactions
- Like a consumable: Since you are storing a spell for later use, you still need to incant when casting the spell off of the weapon.
- Scrolls: Since scrolls don't use the caster's power points, you can cast Spellstore on a weapon for only 3 power and then load scrolls that you pre-produce into it throughout the game day.
- Look Ma, no hands!: The benefit of Spellstore is that since you are casting the stored spell from a weapon that is in your hand, you do not need a free hand to be able to cast. This is handy if you are carrying a shield or missing your other arm for some reason.
- Still confused? Do the following:
- Touch your weapon, incant to cast Spellstore. ("By the power of the Craftsman, I cast Spellstore.")
- Whoever is storing a spell into your weapon should touch it, then incant to store a spell. ("By the power of the Mother, I cast Heal Body.")
- While you are in combat, cast the spell while holding the weapon. ("By the power of this weapon, I cast Heal Body!")
- In this situation, you can now enjoy having your body completely restored without needing to put your weapon down or put your healer in the line of fire.
- If convergence has not passed, have another spell stored in it for later. ("By the power of I like to run off without my healer, I cast Heal Body!")
Sample Incants
Septly
Learning from the great tactics of the Soldier, I cast Spellstore!
Neutral
Saving spells I truly adore, I cast the spell of Spellstore!
Evil
By Nox’s wine chalice, I shall invoke Spellstore!
Crafting Costs
Option Name | Ornamenting Craftable | Weaponsmithing Craftable | Craft Point Cost | Description
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Cast Spellstore | Yes | Yes | 12 | Item casts Spellstore. May be taken multiple times. Can be cast 1/event for each time taken. |
References
Casting Spells
The basics of all spell casting follow one set of guidelines. Some items types will add some additional rules specific to those item types.
For a character to cast a spell they must: know the spell, have enough power points available to cast the spell, and have a free hand. If all of these criteria are met they may proceed to casting the spell.
Power Points
Cast a spell costs its level in power points to cast. Power points are a skill characters can learn, and some items can provide extra power points as well.
Characters can never spend more than 20 magic power points in a single game day. Attempting to do so causes the character to gain an unpreventable Torso Wound condition as the magical energies tear the character apart. This will also cause the spell casting to fail. Abilities that grant characters power points that break cap do not count against this limit.
Some abilities and rules allow characters to pay fewer power points to cast a spell. This cannot bring the spell's cost to 0 power points unless the source explicitly says that it does. Abilities that reduce power point costs do not stack unless they explicitly say they do.
Incantation Requirements
To cast a spell, you must speak an incantation. Spells have no fixed incantations, each character is free to create their own unique way of showing how they cast magic. While most players use spoken words, this isn't required; incants can be sung, chanted, or even dramatically role-played. The important part is that no matter how the player casts spells, their incants must meet the requirements.
Requirements for a proper incantation:
- An incantation must be a minimum of 8 words, which must include the name of the spell being performed.
- You may not bluff one spell and then cast a different one, such as by putting multiple spell names into the incantation.
- The incantation must clearly convey EXACTLY what you are casting.
- Incantations must be spoken loudly and clearly enough that players standing 10 feet away will know that a spell has been cast.
- You may not make the incantation gibberish or attempt to work it into a conversation. It must be both clear that you are casting a spell, and what spell you are casting.
Categories: Spells | Spellstore Spells | Level 3 Spells
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