Rod of Absorption


Class : C, M
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Charges: 50 - (d10-1)
Enc.: 6
Save.Case:
Save.Rod:
XP: 7500 if full
(150 per charge)
GP: 40k 
(800 per charge)
Rods
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Magic Items
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DMG

This rod acts as a magnet and draws magic spells of any nature (cleric, druid, magic-user, or illusionist) into itself,
nullifying their effects but storing their potential within until the wielder chooses to
release this energy in the form of spells of his or her own casting. The
magic absorbed must have been directed at the character possessing the
rod. (Cf. ring of spell turning).

The wielder can instantly detect the spell
level and decide on whether to react or not when the rod absorbs it. The
wielder can use the energy to cast any spell he or she has memorized, in
but 1 segment, without loss of spell memory, as long as the spell so cast is
of equal or lesser level than the one absorbed. Excess levels are stored as
potential, and can be cast in like manner (in 1 segment with no spell
memory loss) as any level of spell so long as the wielder knows the spell
and has it memorized.

The rod of absorption can never be recharged. It absorbs 50 spell levels
and can thereafter only discharge any remaining potential it might have
within. The wielder will know this upon grasping the item. If it has charges
used, this indicates that it has already absorbed that many spell levels and
thev have been used.

Example: a cleric has a rod of absorption and uses it to nullify the effect of
a hold person spell cast at him by a magic-user. The rod now has absorbed
3 spell levels, can obsorb 47 more, and the cleric can, in 1 segment, cast
any first, second, or third level spell he or she has memorized, without
memory loss of that spell, by using the stored potential of the rod. Assume
the cleric casts a hold person back. This spell is only second level to him or
her, so the rod then holds 1 spell level of potential, and can absorb 47
more still, with 2 charges permanently disposed of.