The Dragonlance Nexus

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Spell Storage

D&D 3e (3.0/3.5) Rules

by Sir Sothus & Etrius


Note: Please also recognize the efforts and contribution of Skerry, as he deserves equal credit.

The Dragonlance Campaign Setting doesn't change the fact that wizards and sorcerers have familiars, but what familiar did Raistlin have? Dalamar? Par-Salian? Krynn mages don't have to use familiars. We designed Spell Storage in order to suppress the familiar and still give the arcane spellcasters something worthwhile to have.

One of the first things a mage learns is how to store magic energy in a item. This item is not a magic item with a set of abilities, it is an object whereby one can store magic energy. This way, an arcane spellcaster can store as many spell levels as the arcane spellcaster has caster levels. For example, a 5th level wizard could store 5 1st-level spells, or perhaps two 2nd-level spells and one 1st-level spell. Zero-level spells count as 1/2 of a spell level. The spellcaster who charged the item is the only one capable of using the stored energy (the spells).

However, this ability has a cost: each time a spellcaster attunes an item to him (but not each time he charges the item), some experience points must be spent. Additionally, whenever the spellcaster increases in level a number of spell points must be spent also to attune oneself to the object, because the power you can store is greater and the item must be able to hold it. The XP necessary to spend on the item varies by caster level, as follows:

Spell Storage
Caster Level Experience Points
1 80
2 320
3 720
4 1280
5 2000
6 2880
7 3920
8 5120
9 6480
10 8000
11 8160
12 8320
13 8480
14 8640
15 8840
16 9040
17 9240
18 9440
19 9640
20 9840

The progression increases by 200XP per level beyond 20th.

Using a stored spell takes just as long as it would to cast the spell. If the spell to be stored has an XP cost, it must be paid the moment the spell is stored in the item. Multiple spellcasters can attune to a single object - in this case, the caster levels are added together when determining the spell storage capacity (and all spellcasters must pay the XP).

A spellcaster can "unattune" himself from the object at any time, and can only have one item attuned to himself. If someone tries to appropriate an attuned item from the spellcaster, the would-be thief must first unattune the item. To do so he must cast dispel magic with an increased difficulty: 20 + caster level instead of the standard 10 + caster level.

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