Spellstones

Ages past, an unknown entity create a series of large stone circles in the world. Each of these circles is made from stonehenge-like standing stones, some in better shape than others, carved with glyphs and sigils. These symbols can be anywhere from druidic to arcane in nature, covering all schools and sources of magic. Each Spellstone circle contains 1-2 spells in their symbols, and an altar in the center of a single cylindrical standing stone. Each alter has a four channels carved into its top, which run down its side and into the earth. Any blood spilled upon the alter will be captured by it an used to power the Spellstones. Alternatively, one can place riches on the alter, which the alter will melt into a hot molten slag, which runs down the channels and also powers the Spellstones. Once powered, a creature can activate the stored energy to cast the stored spell(s).

Around the edge of the altar's top is inscribed runes which magically translate themselves to be readable by anyone who desires to do so. They read: "The power here is yours to be had, but the price is blood or riches grand."

Rules

 * Blood - every 20 HP of creature sacrificed on the altar empowers the Spellstones with 1 Caster Level. Any blood given by a creature is removed from their maximum HP.
 * Riches - every 3000 gold worth of magic items or currency empowers the Spellstones with 1 Caster Level.
 * Caster Levels - stored CL can be spent to cast either of the two spells imbued in the stones, each CL acting as a single spell slot level for this purpose. For example an 8th level spell takes 8CL to cast, though any further CL can be spent to cast the spell at a higher level, just as spell slots. This can take the spell level above 9th. In addition, CL can be spent on the following effects at a cost of 1CL per effect. Effects stack sequentially, so 3 Double Range uses would result in 8x the normal range (2x2x2). Spells can be cast sequentially as well, so 8CL can be spent to cast Cure Wounds 8 times, or any combination therein.
 * Double Range
 * Double Area of Effect
 * Double Duration
 * +2 to Save DC

Locations

 * Katarin Jungle - Astral Projection, Scrying
 * CL: 0.6
 * East of Sevanon - Fireball, Call Lightning
 * Cavern Beneath Brayhome Manner -
 * Haunted Badlands, Northeast - Animate Dead, Antilife Shell