This arcane crystal originates from a floating mountain in the Feywild and possesses rare magic-charging properties. It has been meticulously carved and etched with nine spells storing runes that act as a spell casting conduit from a living arcane database, capable of holding spells up to the highest tiers of magic.
While the crystal does not require attunement, it requires a 2-hour bonding ritual (reduced to 1-hour for an Artificer, or someone directly assisted by one) to become bonded to its power. Once the ritual is complete, the crystal cannot be forcibly removed from you. While it can be attached to items other than armour, the magical bond ensures the item can never be lost or stolen by conventional means.
Rune Charging Limitations:
Total Capacity: The runes can hold any combination of spells from the database as long as their combined spell levels do not exceed 9.
Tier Lockout: You can only store a maximum of one spell per spell level at any given time.
Example: Storing a 1st, 2nd, and 5th-level spell consumes 8 total levels of capacity. Even though 1 level of capacity remains, you cannot store a different 1st-level spell until the current one is cast and cleared from the database.
Spell Tracker: Once a spell has been uploaded from the database into the crystal, it can be cast once. When cast, you must check the corresponding amount of boxes in your Limited Use tracker equal to the spell's level.
Crystal Recharging: Stored spells are chosen and prepared within the runes upon completing a long rest.
⚠️ Player Note: Because D&D Beyond does not currently feature a dynamic system to log individual custom spell names inside a homebrew feat database, you must manually track your currently stored spell names on your physical character sheet or in tandem with your DM.
1. Database Absorption (Spell Storage)
To write a spell into the crystal's database, you must spend a quiet period performing a delicate calibration ritual, consuming the spell scroll. The process requires rare arcane catalysts (such as diamond dust, refined oils, or powdered residuum) to prep the brass housing gears and runes.
Spell Level/Storage Time Required/Material Cost
1st–2nd / 1 Hour (Short Rest) / 25 gp
3rd–4th / 2 Hours / 100 gp
5th–6th / 4 Hours / 250 gp
7th–8th / 8 Hours / 500 gp
9th / 24 Hours (Intermittent) /1,000 gp
2. Volatile Overclock
Channeling high-tier magic through a mechanical matrix strains the crystal's structural integrity. Whenever you use the crystal to cast a spell of 6th level or higher, you must immediately roll a d20 (a Volatile Overclock check).
The baseline failure threshold is a 1. However, this failure threshold increases by 1 for every subsequent use of a 6th-level or higher spell within a tenday. If your d20 roll is equal to or lower than the current threshold, the crystal's pressure valves fail, forcing an immediate d8 roll on the Magitech Surge Table:
1. Arcane Backfire: The spell casts successfully, but a feedback loop deals 1d6 force damage per level of the cast spell directly to you.
2. Static Discharge: Lightning arcs from your armour. Every creature within 10 feet of you must make a DC 15 Dexterity saving throw or take 3d6 lightning damage.
3. Chronal Stasis: Time stutters around your armour's internal clock. You are under the effects of the Slow spell until the end of your next turn.
4. Gremlin Interference: The machine begins sputtering wildly. Your armour's goggles flash blindingly; you are Blinded (including blindsight) until the start of your next turn.
5. Vent Steam: A defensive cloud of scalding vapor erupts. You are heavily obscured by steam in a 15-foot radius for 1 minute, and any creature that starts its turn there takes 2d6 fire damage.
6. Kinetic Shielding: The overload accidentally maximizes efficiency. You gain temporary hit points equal to five times the level of the spell cast.
7. Temporal Acceleration: The gears spin at impossible speeds. You immediately gain the benefits of the Haste spell until the end of your next turn (no lethargy afterward).
8. Matrix Duplication: The database glitches perfectly. The spell is cast, but the crystal charge used to power it is miraculously not deducted from your tracker.
3. Emergency Protocol: Core Meltdown
As an action, you can deliberately breach the crystal containment cage causing all remaining magic inside to detonate outward in a catastrophic explosion.
The Blast: Every creature within a 20-foot radius of you must make a DC 18 Dexterity saving throw. A creature takes 1d8 force damage for each remaining charge currently left on your tracker on a failed save, or half as much damage on a successful one. Additionally, all creatures in the radius are pushed 10 feet away from the centre of the explosion regardless of their save.
The Wearer: Because the crystal is embedded directly into your armour or equipment, and must be activated manually, you automatically fail this saving throw.
The Aftermath: If you survive the blast, your armour's systems are completely fried. The crystal is rendered completely inert and unusable for the next 1d4 days while the internal matrices self-repair.
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