Spell store

Cúangol

Artisan
Please share the ritual text. (It is not on the ritual list and some newer players just found spell store items).
 
I've messaged the site admin to get that corrected, (Hadn't noticed its omission until now, thank you). I'll also see if I can get the text copied here in the interim.
 
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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.\nUnused spells will be lost at the end of the event; a Spell Store is always brought into a game empty.\nThe difficulty attempted in this Ritual determines the level of spell(s) which can be being stored into the item.\nOut of Game:\nA Battle Magic Spell is defined as any spell listed in the current version of the Alliance rules and rules addendum used by Alliance LARP.\nNote that a Storm spell may never be absorbed into a Spell Store.
 
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Thanks @Alkalin3 , Corin from our logistics team just shot me over the full thing in case you needed the full text.

Ritual Name: Spell Store
Aspect: Genereal
Base Difficulty Rating: 3, Additional Possible
Base # of Reagents: 1
Scroll Type: Item [any]
Casting Time: 5 minutes
Catalyst: None
Duration: 20 Logistics Periods
May Be Extended: Yes

Scroll Specific Ritual Instructions:
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.

Spellcrafting Information:
This ritual may NOT be spellcrafted.

Component Notes:
This ritual requires 1 reagent as listed on the scroll. This ritual may be cast at multiple difficulty levels as follows.

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