Spell Deferment
- SchoolAlteration/Enchantment
- ComponentsV, S, M
- RangeTouch
- Area1 object
- Casting time4
- Duration1 day
- SaveNone
When cast on a glass bead, spell deferment allows the wizard to implant a 1st-through 3rd-level spell within it, storing it for later use. In effect, this “hangs” the spell so that it may be used in one segment as if from a magical item. Because the spell has already been cast, so to speak, such a deferred spell can't be disrupted.
Any necessary material components for the spell that is to be stored must be expended at the time spell deferment is cast. The spell is held within the glass bead, making it into a one-use magical item. The wizard may call forth the spell with either a command word or a gesture, as determined when he casts the spell deferment. No one else may call forth the spell. The spell may be set off accidentally, however, if the wizard is harmed by a damaging spell or from a crushing blow—either of which might break or shatter the glass bead. If the wizard carrying the bead is subjected to such damage, the bead must make a saving throw vs. spells or crushing blow (whichever is appropriate). If the save is successful, the bead is unharmed. If the saving throw fails, the bead is shattered and whatever spell was stored within is released, with the wizard as the central focus for the spell.
The wizard can have no more than three spell deferments active at the same time. Each hung spell must be placed into a separate bead. The material components for this spell are a glass bead and whatever components are required for the spell to be stored. Glass beads that are to be used for this spell must be normal glass. They can't have glassteel or any other spell which prevents breakage cast upon them. Doing so ruins the spell.
Sources: Defilers and Preservers: Wizards of Athas