D&D 5E (2014) Arcane Abeyance, huh, yeah, What is it good for?

In our 5e2014 Wildemount campaign, when I'm not DMing, I play a Chronurgy Wizard and am about to hit 10th level (assuming we survive the resource drained encounter with a second purple worm... but I digress).

At 10th level Chronurgy Wizards get the following Arcane Tradition Feature:

Arcane Abeyance

10th-level Chronurgy Magic feature
When you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.

A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.

Once you create a bead with this feature, you can't do so again until you finish a short or long rest.

My ask of the collective wisdom of ENWorld D&D aficionados: What creative* uses of Arcane Abeyance would you employ if you were playing said wizard?


*or obvious uses... I'm okay with obvious.
 

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Obvious uses: give your friend an attack spell or healing spell they can pop if they want. Also lets you store a Charm or something if you want to be subtle about your spellcasting. Similar to the artificer's ability to store spells in things.
 

Also, use Arcane Abbeyance as a 1-hour ritual for non-ritual spells.

1) cast spell as abbeyed spell
2) take short rest
3) recover spent spell slot with arcane recovery
4) cast spell with abbeyed spell
 

The most obvious use to me is handing off a powerful concentration spell to a martial or other attacker (or your familiar) who can leverage it better. Haste or spirit shroud or greater invisibility come to mind. Or passing wall of fire or a summon spell off to your familiar.
 



Find Familiar is an obvious one. The character who triggers the Arcane Abeyance-d spell is considered the caster, so you can let everyone in the party cast Find Familiar. Then let all the familiars cast it. And so on ad infinitum.
 

  • Fire shield on the barbarian (no concentration and it does more damage the more often they get hit)
  • mirror image on the melees, esp3cially when fighting things with paralysis or attribute drain
  • comprehend languages on the sneaky rogue who can get to where they can hear but not understand
  • see invisibility on the perceptive rogue
  • arshadalon's stride on the monk because rocket-powered monks are awesome
  • shadowblade for any melee when their weapons are likely useless. For a rogue in dim light its automatic sneak attacks.
  • spirit shroud on whoever gets the most attacks, especially when fighting regenerating creatures like trolls. Similarly Conjure Minor Elementals.
 

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