Recharge Magic (D&D)

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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.

Maintaining spells

With this system, a spellcaster can maintain a large number of spells with a duration by constantly re-casting them. Constantly re-casting such spells over a long period requires discipline and Concentration skill.

When a spellcaster who wants to constantly maintain a number of spells is suddenly faced with the need to see if they are active (such as by an unexpected combat), make a Concentration roll for each such spell, with a DC from the following table.

Condition DC
Duration 1 round/caster level or one minute 20
Duration 1 minute/caster level or 10 minutes 15
Duration 10 minutes/caster level or one hour 10
Duration 1 hour/caster level 5
Maintaining more than one spell + number of spells
Distracted or lowered guard +5

A successful roll means the spell is active. The remaining duration is one duration multiple per point of margin; a margin of zero means 1d10 rounds remain if the duration was minutes or more and that it ends on your action if the duration was in rounds. Assume all spells maintained in this manner have recharged.

Only roll if sufficient time has passed since the last check (or initial spellcast) for the spell to expire. It is wise to make a list of which spells you are keeping active under different circumstances, so there is no debate.

Maintaining a spell with a duration in rounds over the long run is as exerting as hustling. Maintaining a spell with a duration less than hours is as exerting as walking.

Optional Recharge Table

Some players find it to be a chore to roll separately to recharge each level of spell. The following table allows one-roll recharge, and can be used at each player's option. Simply roll 1d20 and check which levels of spells recharge.

d20 Normal Recharge d20 Improved Recharge d20
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9
1 1 1 1 1 1
2 1 2 1 2
3 1 1 3 1 1 3
4 1 1 4 1 1 4
5 1 1 1 5 1 1 1 5
6 1 1 1 6 1 1 1 1 6
7 1 1 1 7 1 1 1 1 1 7
8 1 1 1 1 8 1 1 1 1 8
9 1 1 1 1 9 1 1 1 1 1 1 9
10 1 1 1 1 1 10 1 1 1 1 1 1 10
11 1 1 1 11 1 1 1 1 11
12 1 1 1 1 12 1 1 1 1 1 1 12
13 1 1 1 1 13 1 1 1 1 1 13
14 1 1 1 1 14 1 1 1 1 1 14
15 1 1 1 1 15 1 1 1 1 1 15
16 1 1 1 1 16 1 1 1 1 1 1 16
17 1 1 1 17 1 1 1 1 1 17
18 1 1 1 1 18 1 1 1 1 1 18
19 1 1 1 19 1 1 1 1 19
20 1 1 1 1 20 1 1 1 1 1 20
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