Feat
Spell Absorption
Takes a spell, holds it, and releases it later
The caster captures the power of an incoming spell or an enchantment sleeping inside an object.
Absorbing an Incoming Spell
Declare the absorption like any action. It costs one spell action and occupies an Action Board slot, but spends no spell slot. When the spell arrives, roll:
1d20 + caster level, exceeding the incoming spell's caster level.
On success, the spell is absorbed and affects no one. On failure, it resolves normally and the action is lost.
The caster stores the absorbed spell and can later release it as their own without spending a slot, using their caster level and Intelligence for magnitude and DC.
Absorbing an Object
The same action can drain an enchanted object the caster touches. Oppose the caster's caster level to the object's under the enchantment rules. The object is disabled for a duration chosen by the GM, or destroyed if the difference is overwhelming, and its charge is stored like a spell.
Limit
Only one absorbed spell can be held at a time. Absorbing another replaces it, and an unreleased charge dissipates at the first true rest.