When cast as a reaction:
The spell captures the incoming energy of the spell and traps it within the gem. Then you must choose yourself as a target or a willing creature within 10 feet of you.
In either case, the gem hovers at 1 foot above the creature's head. If it's ever held or separated further it will disappear at the end of the turn and teleport back to its place and resume hovering.
A creature can only have one gem of this type floating above their heads. If anyone attempts to place a second gem with this spell, the first spell is released.
The gem is an object with AC 15, 10 hit points, and immunity to psychic and poison damage. If it's ever destroyed, the spell is released. Casting Dispel Magic or a similar effect on the bead also releases the spell. Releasing the spell makes the gem shatter.
Releasing the spell:
If the captured spell targeted a creature, its new target becomes the creature that had the gem hovering, and they immediately suffer its effects, failing the saving throw automatically. If the spell involved an attack roll: it hits. If the spell also targeted multiple creatures, new targets are chosen randomly among the closest creatures that are within the original spell range.
If the captured spell targeted an area, it targets a new area centred around the gem, and the creature that had the gem hovering automatically fails the saving throw.
When cast for 1 Hour:
You attempt to safely dissipate the captured energy. Any captured spell of 3rd level or lower ends. For each spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends, and the bead dissolves to dust. On a failed check, the spell is released.
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Posted Jun 5, 2022Hey, this is the first draft of a spell I just had the random inspiration to create. Here are some thoughts I had while creating this:
I wanted it to be more accessible than Counterspell, with a lower level (I even considered making it a 1st-level spell) and "easier" to use, but it has a big drawback - the spell is merely delayed until you use it again (over a long time) to actually cancel the spell.
So what it does is "trap" a spell, the caster should work with the DM to store the captured spell DC and other effects, since it can (and will) break, and trigger. I'm aware of the possibility of it storing buffs - allowing classes that don't normally have access to said buffs to enjoy them, yet it's still an action to attack and break the gem (which could still miss). And it's by design able to capture any kind of spell targeting creatures, regardless of type or casting time.
No, Counterspell can't be used to counter the released spell, as the released spell is no longer being cast by a creature. But Absorb Elements might be fair game still.
I considered making the 1h cast a ritual-only cast instead, which might come on the next draft depending on feedback (or if I don't can this spell completely)
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Please give me your feedback, if it seems too broken or anything I'm open to any and all suggestions and/or criticism!
Thanks!