This geode-like crystal was used by spellcasters hundreds of years ago as a mimic of wizards' ability to recover lost magical energy. It was created by arcanists of the Routhanian Empire in order to solve the problem of magical stamina being dependant on physical stamina. The cell develops an intimate connection with the caster through attunement in order to recover excess magical energy lost during their spells and store it for future use.
The attuned user can spend a short rest regenerating some spell slots. The level of spell slot regenerated depends on the level of the caster. For slots of a level higher than one, the user can choose to regenerate multiple slots that have a total level equal to the level of the slot. For example, a level 20 character can regenerate a level 4 slot and a level 1 slot, a level 3 slot and a level 2 slot, one level 5 slot, etc. You cannot use the cell to have more spell slots than your natural maximum. For example, a level 20 wizard cannot regenerate five level 1 slots because their natural maximum is 4 level one slots. This requires at least one hour and can only be used once per day, with the charge renewing at dawn.
|
Level |
Level of Slot Regenerated (Bard, Cleric, Druid, Sorcerer, Wizard)* |
Level of Slot Regenerated (Artificer, Paladin, Ranger) |
Level of Slot Regenerated (Arcane Trickster, Eldritch Knight) |
|
1 |
1 |
0 |
0 |
|
2 |
1 |
0 |
0 |
|
3 |
1 |
0 |
0 |
|
4 |
1 |
0 |
0 |
|
5 |
2 or equivalent |
0 |
0 |
|
6 |
2 or equivalent |
1 |
0 |
|
7 |
2 or equivalent |
1 |
1 |
|
8 |
2 or equivalent |
1 |
1 |
|
9 |
3 or equivalent |
1 |
1 |
|
10 |
3 or equivalent |
1 |
1 |
|
11 |
3 or equivalent |
2 or equivalent |
1 |
|
12 |
3 or equivalent |
2 or equivalent |
1 |
|
13 |
4 or equivalent |
2 or equivalent |
2 or equivalent |
|
14 |
4 or equivalent |
2 or equivalent |
2 or equivalent |
|
15 |
4 or equivalent |
2 or equivalent |
2 or equivalent |
|
16 |
4 or equivalent |
3 or equivalent |
2 or equivalent |
|
17 |
5 or equivalent |
3 or equivalent |
2 or equivalent |
|
18 |
5 or equivalent |
3 or equivalent |
2 or equivalent |
|
19 |
5 or equivalent |
3 or equivalent |
2 or equivalent |
|
20 |
5 or equivalent |
3 or equivalent |
2 or equivalent |
*If a Warlock attunes and uses the cell, they get no bonus to pact magic or spell slots, but they do regenerate all uses of their invocations that would otherwise require a long rest.
As the caster grows in power, the cell's appearance reflects the change. With every level the caster advances, the crystal grows a nearly translucent layer of thick glass, slowly transforming it into more of a spherical shape. The color also slowly shifts from a pale white with streaks of every color to whatever color or colors are used by the spellcaster in their casting.
In addition to its capabilities as a magical battery, the connection between the attuned user and the cell is so strong that it can retain sensory memories. If the cell is unattuned from one user and attuned to by another, the powers of regeneration are reset based on the new user, but the new user will slowly begin to remember some memories of the previous users. The memories only re-emerge when incited by a stimulus that would be in some way tied to a past memory, and only contain sensory information, rather than any emotional or mental knowledge. When the memories return, it feels similar to a very strong deja vu, and the new user feels like they are beginning to remember things they had forgotten.
The cell can feed its collected energy back to the caster by allowing them to regenerate spell slots, but it also can use its latent energy to create powerful magical fields to support the caster's allies instead. The cell has magical field options for each school of magic, originally intended to strengthen the specific skills of the specialized wizards who created them.
During a short rest or over a period of one restful hour, the attuned user can choose to forgo the regeneration of spell slots in exchange to create a magical field or fields for the next hour. During the first hour-long period, the user picks the effect or effects they wish to activate. At the end of the hour of concentration, the field effect or effects activates for the next hour. The field is a circle emanating from the user of the cell. The radius of the field increases as you level up, as does the number of different field effects the user can simultaneously have effecting the designated area. Existing within the field alone does not grant you its benefits: as a bonus action, the user can choose a number of creatures to be affected by the field equal to its spellcasting modifier. The maximum number of creatures that can be affected is also equal to the user's spellcasting modifier. If a creature exits the field, the effect is automatically dropped. If a creature enters the field, it does not gain the benefits of the field until the user gives it to them using their bonus action on their turn. The user themself is also not automatically granted the effects of the field and must choose themself as one of their targets if they wish to gain the benefits of the field. If the user of the cell falls unconscious, the effect ends and the rest of its use is wasted.
|
Level |
Radius of Field |
Number of Field Choices (Bard, Cleric, Drud, Sorcerer, Warlock, Wizard) |
Number of Field Choices (Artificer, Paladin, Ranger) |
Number of Field Choices (Arcane Trickster, Eldritch Knight) |
|
1 |
5 ft. |
1 |
0 |
0 |
|
2 |
5 ft. |
1 |
0 |
0 |
|
3 |
5 ft. |
1 |
0 |
0 |
|
4 |
5 ft. |
1 |
0 |
0 |
|
5 |
10 ft. |
1 |
0 |
0 |
|
6 |
10 ft. |
1 |
0 |
0 |
|
7 |
10 ft. |
1 |
0 |
0 |
|
8 |
10 ft. |
1 |
0 |
0 |
|
9 |
15 ft. |
1 |
0 |
0 |
|
10 |
15 ft. |
2 |
1 |
0 |
|
11 |
15 ft. |
2 |
1 |
0 |
|
12 |
15 ft. |
2 |
1 |
0 |
|
13 |
20 ft. |
2 |
1 |
0 |
|
14 |
20 ft. |
2 |
1 |
0 |
|
15 |
20 ft. |
2 |
1 |
0 |
|
16 |
20 ft. |
2 |
1 |
0 |
|
17 |
25 ft. |
2 |
1 |
0 |
|
18 |
25 ft. |
2 |
1 |
0 |
|
19 |
25 ft. |
2 |
1 |
0 |
|
20 |
25 ft. |
3 |
2 |
0 |
|
School of Magic |
Field Effect |
|
Abjuration |
All creatures of the user’s choice within the field have advantage on saving throws against magic and magical effects. |
|
Conjuration |
As an action, all creatures of the user’s choice within the field can teleport to another unoccupied space they can see within the field. |
|
Divination |
All creatures of the user’s choice within the field gain a +10 bonus to initiative rolls. |
|
Enchantment |
When creatures not distinguished as allies by the user enter the field, they must make a Wisdom saving throw against the user’s spell save DC or be charmed, and they become intrigued in moving towards the cell. If they find the cell, they make an Investigation check against the user’s spell save DC to determine that the cell is the source of the effect. They repeat the check once every 6 seconds until they succeed, then become disinterested and return to a normal state. |
|
Evocation |
All creatures of the user’s choice within the field can add their spellcasting modifier to the damage/healing roll of any evocation spells they cast. If they can already add it because of another feature, they cannot add it twice. |
|
Illusion |
As an action, all creatures of the user’s choice within the field can create an illusory duplicate of themself somewhere else they can see within the field until the start of their next turn. When an onlooker sees the duplicate, roll a d20. If the roll is higher than the onlooker’s Intelligence score, they will treat the duplicate as if it is the real enemy until it disappears at the start of the next turn. If the allied creature decides to make another duplicate any turn after that, the same process begins again. If the creature already discerned the duplicate not to be real they cannot be fooled again. |
|
Necromancy |
The time limit for control of undead under any undead creation spells cast by the user do not exist as long as the undead never leaves the field of the cell. If they do leave the field, control over the undead is lost, no matter how recently the spell was cast. Undead created within the field still need to be chosen by the user in the same way other creatures are in order to receive these benefits. |
|
Transmutation |
All creatures of the user’s choice within the field gain a number of temporary hit points at the start of their turn equal to the level of the user. |
Notes: Spellcaster, Buff, Utility
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