Spell Store

Aspect: General
Difficulty: 3
Catalyst Required: false
May Be Extended: true
Duration: 20 Logistics Periods
Casting Time: 5 Minutes
Target Type: Body / Item [Any]
Scroll Type: Enchantment
NPC Only Ritual: false
Role Play Only: false

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 incant "Absorb." A Spell Store item or person may not intercept a thrown spell and absorb it in any circumstances. 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 item or person 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.
Out of Game:
A Battle Magic Spell is defined as any spell listed in the current version of the Alliance rules and rules addendum used by Alliance LARP.
Note that a Storm spell may never be absorbed into a Spell Store.

This ritual requires a minimum of 1 reagents to cast. Any additional reagents required by the ritual should be of the same types as listed on the ritual scroll.
1:1 Reagent - Spell Store 1.
2:3 Reagents - Spell Store 2.
3:3 Reagents - Spell Store 3.
4:3 Reagents - Spell Store 4.
6:4 Reagents - Spell Store 5.
8:5 Reagents - Spell Store 6.
9:5 Reagents - Spell Store 7.
10:5 Reagents - Spell Store 8.
11:6 Reagents - Spell Store 9.


This ritual can not be spellcrafted.