Magic (D&D)

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Unofficial rules compendium


Recharge Magic

I use a variant of the recharge magic rules from Unearthed Arcana page 157.

At its heart, the recharge magic variant is simple: A well rested spellcaster can cast any spell he knows or has prepared, but then loses access to that level of spells until they have been successfully recharged. Spell slots are never expended; they just become temporarily unavailable.

Spells are prepared in the ordinary fashion. In addition, any spell you can substitute into is automatically considered prepared each day. This includes cure/cause wounds spells for clerics and summon nature's ally spells for druids.

Recharging doesn't require any actions and doesn't provoke attacks of opportunity. As long as a spellcaster is alive, he naturally recharges his energy. However, it can be prevented is certain ways.

  • It is impossible to recharge magic in a null-magic area.
  • There is a special substance, Alchemist's Lead, that prevents recharging of arcane spells if you are in contact with it. Likewise, being completely encased in ordinary lead, such as a cell lined with lead or a suit of lead armor, also prevents the recharge of arcane spells.
  • A divine caster must have his divine focus in order to recharge spells.

Once a character has cast a spell, he can’'t cast another spell of that level until he has made a successful recharge test. At the end of each round, you are allowed one recharge roll for each level of spell that is presently not charged. You continue to roll for each uncharged level of spell each round until all your spells are recharged. Once recharged, any prepared spell of that level can be cast again.

Recharge roll

Condition DC
Base DC 10
Level of spell +Spell level
Sorcerer, beguiler, favored soul, suggenja, spirit shaman, warmage -4

When not running round-by round initiative, a single die roll can be made to determine recharge time. Make a recharge roll as normal; if the roll succeeds, the spell is instantly recharged. If it fails, halve the result of the die roll, rounding down (to a minimum of one); the result is the number of rounds until the spell recharges. Using this system, it never takes more than eight rounds to recharge a spell.

Special Cases

Multiclass Spellcasters

A multiclass spellcaster with access to two different spell lists (for example, a cleric/wizard) applies the recharge magic rules separately to each class. Spellcasters with a fixed number of known spells such as bards or sorcerers get to add their usual spells/day bonus from attributes to their number of known spells instead. This is because spells per day is no longer relevant to them.

Multiple Instances

A specific spell cannot be cast again while the effect of a previous spellcast lasts. In most cases this applies until the spell's duration expires In the case of instantaneous spells that create or summon things, this applies as long as the effect lasts. In either case, preparing new spells the next day nulls this limitation. One way around this limitation is to learn/prepare the same spell several times; if you have prepared cat's grace twice, you can keep two instances of that spell running at once. Any spell can be renewed by casting it on the same target again before the duration runs out.

Drained Spell

A spellcaster that is drained of spells (such as by a spellthief) cannot recharge those spells. He must wait until he next prepares spells to recover them.

General Spellcasting

Caster Level

Caster level is always equal to your hit dice. This is a major change for multiclass spellcasters, paladins, and rangers.

Metamagic

Forget the original metamagic rules except when creating magic items.

Applying metamagic is a free action for all classes, and it is never prepared in advance. You can apply metamagic that brings the effective spell level of a spell up to the highest spell level you can cast, for free. You can apply the same metamagic feat several times to the same spell, with cumulative effects.

Immediate Counterspelling

All spellcasters can counterspell as an immediate action. Once per round, you can counterspell an opponent's spell even if you have not readied an action to do so. This counterspell action up an immediate action. You can't use this when flat-footed or otherwise denied your dexterity bonus to AC.

If using the Reactive Counterspell feat (Player's Guide to Faerün, p 42), characters with this feat can counterspell as a free action, but each individual counterspell still uses up a spell slot.

Balance: this weakens spellcasters, in that their spells can be countered. It also strengthens spellcasters, expanding their role into a defensive one, but more so for divine spellcasters.

Magical Projects

Magic and Time

This rule is to balance the fact that the only thing that needs time in a campaign is magic.

Time consuming magical tasks, like spell-learning and magic item creation, takes one week to perform. For any number of tasks. The DM is free to throw in extra requirements in time and/or materials, but the general rule is that all it takes is one week.

Magic Item Costs

The XP cost of magic item creation is waived.