Kallesin's Spell Load  (Evocation)
Level: Sixth                  Range: Special
Components: V, S, M           Duration: Special
Casting Time: Special         Area of Effect: Caster
Saving Throw: None

With this spell, the caster is able to "store" one spell for
every three levels he possesses (i.e. two at fourth, three at
seventh, etc). The caster "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 caster, and can be 
released by command, an action taking one segment.

If the caster concentrates, glowing runes representing the
remaining spells in the load will appear about the caster and be
visible only to the caster. The caster must specify in the 
casting of the load what the verbal or somatic commands are to be
for the release of each spell. The caster also determines the
appearance of each representative rune. Detect magic will reveal
the presence of the spell load, and True Sight will allow an
individual to see the rune representations of the spells in the
load.

A spell load gets two saves versus a Dispel Magic cast at it.
First, it gets the mage's saving throw versus magic, and if that
fails, it has a 100% chance of being dispelled, minus 5% for each
level the spell-load caster has greater than that of the
dispel-magic caster.

Releasing the spells by command takes only one segment for
initiative purposes, and the caster can release two spells per
round, although, if two spells are released, there is a (50 -
caster's level)% chance that the load spell 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.

