Spell Compendium:
ENERGY
TRANSFORMATION
FIELD
Transmutation
Level: Sorcerer/wizard 7
Components: V, S, M, XP
Casting Time: 4 rounds
Range: Close (25 ft. + 5 ft./2 levels)
Area: 40-ft.-radius spread
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes
You hold the eye in your palm, sprinkle it with blood and diamonds, and speak
the words. Slowly it rises from your hand, emitting a soft beam that illuminates the
chosen area. Then it disappears, and you place the spell within the magic trap.
You create a lingering zone of transformative magic that absorbs magic energy
from magic items or spellcasting and uses it to power another spell tied to
that location. For example, you could have an energy transformation field tied
to a summon monster V spell that would summon a monster when the field had
absorbed enough magic. The field absorbs the magic of spells cast, spell-like or
supernatural abilities that are activated, and magic items used within its dimensions.
Each source of magic provides spell levels of energy to the field equal to the spell level of the
effect used. Supernatural abilities that emulate spells provide energy equal
to the spell level of the effect. Supernatural abilities that do not emulate
spells provide energy equal to the HD of the creature using the ability. For
example, a cast fireball spell or a charge from a wand of fireball would add three
spell levels to the field’s store, a potion of cure light wounds would add one, and
a wish from a ring of three wishes would add nine. Items that don’t have a clearly
defined spell level (such as the effects of most rods) use the prerequisite caster
level needed to create that item (so an immovable rod would provide two
spell levels every time it was activated because of its levitate prerequisite).
Effects that are absorbed give no indication of where the magic went; they
simply vanish. The field absorbs only magic that is actually used within its area. Ongoing
magical effects that enter the area, including spells cast from outside
the area into the field or continually functioning items such as a +1 mace,
are often visibly reduced, but do not have their actual effects hindered. For
example, a continual flame would dim slightly, but its overall magic would
not be affected. An energy transformation field has a single spell linked to it. When the
field has absorbed spell levels equal to the spell level of its linked spell, it
automatically casts that spell at a point within the field designated by you at
the time of the casting of the field. This expends those absorbed spell levels
(although unused levels remain until they are used or expire). The cast spell
functions as if cast by you in terms of duration and all level-based spell
effects. Absorbed spell levels fade at a rate of one per day if not used. The field
automatically triggers its linked spell if it has enough stored spell levels and the duration
of its previous casting has expired. If a linked spell requires concentration
to maintain, the field expends one spell level for every hour of concentration
(the field’s concentration is interrupted only by its complete destruction).
Spells that require a target will target the living creature nearest to the
field. Typical spells linked to an energy transformation field are blindness/deafness,
fireball, suggestion, summon monster, or wall of force. Spells that have a costly
material component or an XP cost cannot be linked to a field, but those
with a costly focus can if the focus object is present within the field (typically
sealed into a wall or in a secret compartment). Only Mordenkainen’s disjunction, limited
wish, wish, or similar spells can destroy the energy transformation field.
Spells of lower level, such as dispel magic and greater dispel magic, are absorbed by
it, and an antimagic field prevents it from absorbing magical energy within the
field but does not otherwise hamper this spell. If two or more field spells
share an overlapping area, each field has an equal chance of absorbing a spell
effect in that area.
Material Component: Three drops of your blood, an eye from any humanoid, and 5,000 gp worth of powdered diamond.
XP Cost: 250 XP.