Rod, varies

has a single button with lights going down opposite sides of it, when the button is pressed, a 5ft radius of an anti-magical sphere emanates from it and is then active. 
while active, any spells that have a center-point within the rod's area of effect will have the center point become where the Arcane Spell Trap is and will be absorbed if the rod has enough charges to absorb the spell, if it does not, the rod will break and release all of the spells that are contained including the one that overloaded the rod, only the crystals will be left with 1d4-1 crystals no longer being usable again. 

the rod has 18 charges(crystals). the rod stores a charge per level of the spell it absorbs, cantrips are counted as a 1st level spell.

(how it works): there are low leveled spell gems connected in a parallel configuration that act as arcane 'battery pack', the crystalline structure of gemstones means there is a hard cap on how many charges the system can take, when overloaded, the crystals go under immense stress as more energy than the crystal can handle is forced into them, the energy breaks the bonds between the crystals and they all release the energy that they contain, the stress leads to some of the crystals not being able to be used for this purpose again and will revert back to a normal crystal.

ItsJustOnlyMe

Comments

Posts Quoted:
Reply
Clear All Quotes