Spellcrystal I
(Conjuration, Invocation)

Range:  0
Components:  V, S
Duration:  1 month + 2 months per level
Casting Time:  1 round
Area of Effect:  One crystal
Saving Throw:  Special

With this spell, a wizard can harness and store the energy used to cast spells for later use - to enhance other spells. This requires a crystal of at least 100 gp worth. This crystal, once forged, is far from stable, and if not handled carefully, it will detonate in a wild surge. To determine whether a crystal detonates, roll an item saving throw as for rock (crystal) with a -4 and a +1 per two levels of the caster. If magic is released (either by a casting or by another crystal that detonates), roll a saving throw versus crushing blow for everything and everyone within a 1-foot radius of the crystal.
If such a crystal is placed within the area of a stabilize spell it gets a +4 on every saving throw. Also, if a crystal does detonate it doesn't release a surge. Instead, the magic just fizzles away (this is really handy because now a chain reaction cannot be caused). Thirdly, the time spent within a stabilized area doesn't count against the duration of the spell.
In a dead magic area the energy just fizzles away. When entering the area, the crystal must save versus disintegration or be rendered normal again. Detonating crystals just fizzle in this area. Upon entering a wild area, a saving throw versus disintegration must also be made or the crystal will detonate. All saving throws within this area are at -4 (except the saving throw made when entering the area).

