Kalessin's Spell Load
(Evocation, Metamagic)

Range:  Special
Components:  V, S, M
Duration:  Special
Casting Time:  Special
Area of Effect:  The caster
Saving Throw:  None

With this spell, the wizard is able to "store" one spell for every three levels he possesses (i.e. two at fourth, three at seventh, etc.). The wizard "paints" the spells around himself as runes, in effect, casting them, a process taking one turn per spell. The spells are now "hung" around the wizard, and can be released by command, an action taking only one tenth of a round.
If the wizard concentrates, glowing runes representing the remaining spells in the load will appear about the wizard, visible only to the wizard. The wizard must specify in the casting of the load what the verbal or somatic commands are to be for the release of each spell. The wizard also determines the appearance of each representative rune. Detect magic will reveal the presence of the spell load, and true seeing will allow the wizard to see the rune representations of the spells in the load.
A spell load gets two saving throws versus any one dispel magic cast at it. First, it gets the wizard's saving throw versus death magic, and if that fails, it has a 100% chance of being dispelled, minus 5% for each level the spell load casting wizard has greater than that of the dispel magic casting wizard.
Releasing the spells by command takes only one tenth of a round for initiative purposes, and the wizard can release two spells per round, but if two spells are released, there is a 50-(wizard's level) percent chance that the spell load will be broken and they will all go off. No more than six spells can be set into a spell load.
Material components are a diamond tipped stylus, worth at least 1000 gp, and an amount of molten gold, with which the runes are painted. The gold is consumed in the casting of the spell, but the stylus is still usable. The runes are visible to all during the casting of the spell load, and they flare briefly when the spell they represent is cast.

