School Conjuration [fire]; Level Sorcerer/Wizard 8
Casting Time 10 minutes
Components V, S, F (a single ruby worth at least 2,000 gp)
Saving throw: none Spell Resistance: no
You extract a burning shard of your soul which contains powerful magic. This ember follows you wherever you go, giving light like a torch, and cannot be separated from you by any means. It is permanent until triggered. As a free action, you may trigger the soul ember to instantly cast a spell that you have prepared or that appears on your spells known list. You may alternatively trigger the spell to create a fireball with a 20d6 damage limitation. Triggering the ember does not expend additional spell slots. These effects otherwise function similarly to contingency, although you do not have to cast additional spells or designate specific events. However, so long as your soul ember is in existence and not triggered, both your current and your maximum hit point total is reduced by half. You do not heal when when the soul ember is triggered. You can create multiple soul embers, in which case your hit points are halved for each one.
A very powerful spell with a massive tradeoff that will leave most uninterested. However, getting extra spells in a turn can make you unstoppable and might even prevent you from taking damage to that limited HP pool.