Stored Magic

Practitioners of magic often need to store their magical capabilities. After all, magic is always in high demand, and spellcasters may utilize stored magic to assist others, amplify their own abilities, or simply generate some extra income on the side. Described below are the various ways that different magic users can store their magic in physical items.

Stored magic may include the metamagic used to cast the spell, but may not include class features or other abilities such as an evocation alchemist’s “Powerful Spells” feature.

**Scrolls (Arcane Magic)**

Arcane casters with the Scribe Scroll feat can inscribe an Arcane spell by casting the spell and using the following materials: scroll paper, arcane ink, and a scroll base (rollers). Creating a scroll requires one hour plus one additional hour for every level of the selected spell. Spells stored in scrolls can be modified by metamagic or cast at higher levels. The paper and ink necessary to create a scroll have different costs based on the effective spell level of the scroll. These values are listed below.

To cast from a scroll, the character must spend a full-round action to read aloud from the scroll and must succeed an Arcana check with a DC equal to 20 + the spell’s level. This reading provokes an opportunity attack, even if the original spell did not. If the check is successful, the spell is cast as if the creature reading the scroll had cast the spell. The DC of the spell is the original DC of the spell, but any spell focus checks are made by the reader of the scroll. A creature without an MB automatically fails any spell focus checks. Upon completion, the paper and ink are consumed, but the wooden rollers remain. If the reader fails their Arcana check, they must succeed an IR against the DC of the spell. Upon a failure, the scroll is consumed and they trigger an arcane mishap (listed below). If they succeed this resistance, the spell fails but the scroll remains intact.

To purposely destroy a scroll, it must be set on fire and allowed to burn for two full rounds. This will cause the magic in the scroll to dissipate harmlessly, as well as consume the arcane ink and paper.

**Potions**

Alchemical casters with the Brew Potion feat are able to create a long-lasting and stable form of their alchemical spells. Creating a potion takes one hour plus one hour per spell level. To create a potion, the creator must cast the spell and provide materials and a flask. The materials necessary to create a potion have set costs for the effective spell level of the potion (note that potions can be modified by metamagic or cast at higher levels).

Any creature can activate a potion by consuming it as a standard action. Consuming a potion provokes an opportunity attack. The DC of the potion is the original DC of the spell, but any spell focus checks are made by the potion drinker. A creature without an MB automatically fails any spell focus checks.

If a creature drinks a potion while currently affected by another potion, various problems can occur. Consult the following tables to determine the results of consuming two different potions at once:

 2
 3-5
 6-8
 9-11
 12

Potions may be destroyed by pouring them out onto the bare earth or into a swiftly flowing stream. Pouring out potions onto plant life or into pools of water may cause the potion to affect any living creature which comes into contact with it for 1 round per spell level.

**Runes**

Divine casters with the Carve Rune feat can transcribe their divine spells into runes, preserving the effects. These runes can be carved or etched into a variety of surfaces, depending on the level of the spell. To create a rune, the creator must cast the spell and spend one hour plus one hour per spell level to etch and inscribe it. The materials necessary to create a rune have set costs for the effective spell level of the rune (runes can be modified by metamagic\* or cast at higher levels). The spell tends to take up 4 square inches per level. The spell must be written in an aligned language that the caster speaks and is part of the caster’s alignment. This consumes spell components as given by the following table:

Spells up to level 1 can be etched into any solid surface.

Spells up to level 3 can be etched into polished wood.

Spells up to level 5 can be etched into clay or stone.

Spells up to level 7 can be etched into bronze or copper.

Spells up to level 9 can be etched into silver or steel.

Spells up to level 10 can be etched into gold, platinum, or other materials designated by the cleric’s deity (GM discretion).

Note that the cost of the solid material used for the etching is not included in the base cost of carving the rune.

To activate these runes, a creature that understands the aligned language and worships the creator’s deity reads the words aloud as a standard action. They must succeed at a Religion check with a DC equal to 20 + the spell’s level. The DC of the rune’s effect is the original DC of the spell, but any spell focus checks are made by the reader. A creature without an MB automatically fails any spell focus checks. On a failure, the spell does not take effect, but the magic does not leave the runes. Activating a rune does not provoke an opportunity attack. On a success, the magical energy stored in the rune is expended, but the etched writing remains.

A rune may be destroyed by physically breaking the object upon which it is inscribed. Doing so requires doing enough damage to the object to give it the *destroyed* condition. This causes all of the spell’s energy to be released at once, dealing 1d8 points of holy damage per spell level to all creatures within 5ft.

**Enhanced Objects**

An eldritch caster that takes the Enhance Object feat can imbue a gem or other precious item with an Eldritch spell, storing its magical energy. The precious item may be a gem, a piece of jewelry, or any valuable item that is deemed acceptable by the caster’s patron. Higher spell levels require items of higher value, as listed in the following table. To create an Enhanced Object, the creator must cast the spell and spend one hour plus one hour per spell level to imbue the item with magic. An item enhanced in this manner becomes fragile and brimming with magical energy.

Any creature can activate an enhanced object by crushing, dropping, smashing, or otherwise destroying it as a free action. The object quickly turns to dust and evaporates. The being that destroys it can then activate the spell stored within as a standard action. If they choose not to expend the spell, the object is lost and nothing else happens. If they do decide to use the spell, they suffer no additional effects if they have already formed a pact with the creator’s patron entity. Otherwise, they must succeed a Resolve Resistance against the DC of the stored spell. Failure results in a forced pact with the patron entity. Each additional object used from a pact with the same being increases the DC by 2. The DC of the stored spell’s effect is the same as its original DC, but any spell focus checks are made by the creature that activated the object. A creature without an MB automatically fails any spell focus checks.

These items may be destroyed by submerging them entirely in holy water, which will counteract the eldritch magic. The holy water will boil with the spell energies, and any creature touching the water or the container it is in will take 1d8 points of holy and unholy damage per spell level.

**Memories**

Aberrant casters with the Graft Memory feat can imbue a person with the ability to cast one of their Aberrant spells. In a process requiring the casting of the spell, utilizing material components (prices detailed below) and one hour plus one hour per spell level; they can grant this memorization to another creature or themselves. A creature can hold a maximum number of spell levels equal to their combined Intellect, Acumen, Resolve, and Ego modifiers (min 0). Cantrips count as one spell level. Each long rest, in order to not forget the memory, the individual with the memory held must succeed an Acumen resistance with a DC of 16 + twice the spell’s level. On each failure, the creature takes a cumulative -5 on their Aberrance check to activate the spell.

To activate these memories, they must spend a full-round action to bring out the memory. Any factors that would prevent a caster from casting aberrant spells prevents using memories. They must first succeed at an Aberrance check with a DC equal to 16 + the spell’s level. The DC of the spell is the original DC of the spell, but any spell focus checks are made by the memorizing creature. A creature without an MB automatically fails any spell focus checks. Next, they must succeed a Resolve resistance with a DC of 16 + the spell’s level or become *dazed* for a round. A creature that fails this resistance by 5 or more is *stunned* for 1d4 rounds. A creature that fails this resistance by 10 or more is unconscious.

A creature may be forcibly deprived of these memories by knocking them unconscious. This must be done through damage or mind-affecting spells to deprive the creature of the memory. Becoming unconscious due to sleeping does not result in forgetting the spell.

**Sacred Tattoo**

Halcyon casters with the Inscribe Tattoo feat can inscribe their Halcyon spells into a creature’s skin in an artistic pattern. In a process requiring casting the spell, burning spell supplies (prices detailed below) and one hour plus one hour per spell level of meditation in a natural environment, they can inscribe a single spell into a creature, or themselves. A creature can have a maximum number of spell levels inscribed on them equal to their hit die plus their Acumen modifier. Cantrips count as one spell level for this purpose. Activating these tattoos takes a full-round action touching the tattoo. A creature can cast from tattoos inscribed on themselves or from tattoos inscribed on a willing creature. Casting a spell from another creature requires a Nature check with a DC of 20 + twice the spell’s level.

The DC of the spell is the original DC of the spell, but any spell focus checks are made by the creature using the tattoo. A creature without an MB automatically fails any spell focus checks. A sacred tattoo’s energies may be disrupted by marring the surface of the skin upon which the tattoo is inscribed. This requires doing an amount of slashing or piercing damage to the tattooed area equal to three times the spell’s level in one round.

**Masterpiece**

Dramaturges with the Compose Masterpiece feat can encase the magic of their music into musical notations, which can be lifted from the page through a performance of the music inscribed therein. Creating a masterpiece requires casting the spell, succeeding a perform check, and takes one hour plus one hour per spell level. When created, the maker decides what type of perform check is required to activate it. The maker must succeed a perform check of this type with a DC of 20 + twice the spell’s level. This can be any type of perform check. Activating a masterpiece requires an individual to succeed the same designated perform check as a full-round action that provokes an opportunity attack at the same DC. A failed attempt consumes the masterpiece.

The DC of the spell is the original DC of the spell, but any spell focus checks are made by the creature using the masterpiece. A creature without an MB automatically fails any spell focus checks. Masterpieces may be destroyed by blotting out all contents of the page with red ink. The amount of red ink required is commensurate with the level of the spell inscribed. The cost of said ink is equal to one quarter the cost of manufacturing the masterpiece in the first place.