Spelljammer
Spell Store
College:General Spells
Spell Type:General Knowledge Spell
Special Classification:None
Spell Rank Limit:22
Name:Spell Store
Multiple:70
Range:0
Duration:15 minutes per rank
Base Chance:30
Components:Verbal, Somatic
Saving Throw:None
After casting this spell, the caster casts another spell that is magically stored in the wizard's aura for later release. The spell to be stored must be cast within one round per rank of this spell completing. Thus, if the mage is rank 5 or less with this spell, the stored spell cannot be slow cast (which takes 6 rounds). If the caster fails his cast chance with the stored spell, he can try again as long as he has time remaining.

The number of spells that can be stored is dependant on rank:

Rank
Max Stored Spells
Spell Type
1-5
1
GK Only
6-10
2
GK or SK
11-15
3
Any
16-20
4
Any
21
5
Any
22
6
Any

A stored spell can be released as a combat action by speaking a command word associated with the stored spell. The mage can activate a maximum of 3 stored spells in a round, or they can trigger 2 stored spells and still have a half action to act (move or cast a spell normally). Thus, a mage could trigger 2 spells and then make a half move or even make a half move and then trigger 2 spells.

The mage can only store his own spells until he is rank 16 or higher with this spell, in which cast he can collaborate with another mage to store one of their spells.

Spells are stored in the mage's aura. That means that things that can disrupt their aura can destroy the stored spells.

For example, if an Aura Alteration is cast on someone with a Spell Store, the mage must make a magic save, at -2 per rank of the Aura Alteration spell, for each spell stored. A failed save indicates a destroyed spell. Critical success means that not only is the spell safe, but the next spell, if there is one, is also safe. Grievous success means that spell is safe as well as all other spells not yet rolled for. For example, the mage has 3 stored spells. He rolls failure and then grievous success. The first spell is destroyed, but the second and third are safe.

Similarly, someone with a Detect Aura talent can expend a point to see someone's aura and note the presence of stored spells. They may attempt a Magic Lore roll to identify the specific spells (partial = college, near = college and type such as GK, SK, etc. and full success = specific spell). They can them expend another spell point (Detect Aura already costs one spell point) to attempt to destroy the spells with the same level of success as Aura Alteration, but using the mage's rank with Detect Aura.
Effect Category:Enchantment
Effect:Contingency
Base Cost:50
Modifiers:
Area of Effect:1 target0
Cast Chance:300.4
Casting Time:Normal spell0
Components:See Components Above-0.5
Duration:15 minutes per rank1.25
Immunity:No Immunity0
List:List Appropriate0
Range:Self Only-0.5
Reliability:Mostly reliable0
Resistance:No save0
Visibility:No visibility modifier0
Active Cost
(cost after advantages):
132
Recommended Cost
(cost after disadvantages):
66