Unearthed Arcana
RECHARGE
MAGIC
In this variant, spellcasters don’t have a hard limit on
spells per day. Instead, it takes time to gather the magical
energies required to cast a spell of a particular level, so
characters must wait a number of rounds, minutes, or hours before
casting such a spell again. Spells with an instantaneous duration
or a duration measured in rounds can be cast dozens of times per
day. Longer-duration spells cast outside of combat have recharge
times measured in minutes or hours.
At its heart, the recharge magic variant is simple: A
well-rested spellcaster can cast any spell he knows or has
prepared, but then either rolls a die to find out how many rounds
must pass before spells of that level become available again (if
it’s a general recharge spell) or loses
access to that spell for a specified time (if it’s a
specific recharge spell). Spell
slots are never expended; they just become temporarily
unavailable.
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.
With this variant, all spellcasters effectively become
spontaneous casters like sorcerers, choosing a spell each round from a
list. For sorcerers and bards, the list is fixed (just as it is
for sorcerers and bards who aren’t using the variant), but
other spellcasters set their available menu of spells when they
prepare spells for the day. With the recharge variant,
there’s no reason to prepare the same spell in more than
one slot. Because sorcerers and bards don’t have the
flexibility of choosing a new menu of spells each day, their
general recharge times are shorter.
Some classes, such as the cleric and the druid, have limited
spontaneous spellcasting ability. Such a character can convert
any spell on his daily list into the appropriate spell (such as
either cure wounds or inflict wounds for a
cleric, or summon nature’s
ally for a druid), but doing so replaces the converted spell
on the cleric’s daily list with the spell cast in its
place. This happens only once per spell level, because after that
point the relevant cure or inflict spell appears on the spell
list as if it had been prepared.
This variant distinguishes two kinds of spells: spells with
general recharge time (usually no more than a few rounds) and
spells with specific recharge times (which range from minutes to
hours).
Recharge Times for Other
Spells
Table: Spell Recharge Times
includes all standard spells. Each one is indicated as having
either a general recharge time, a specific recharge time measured
in minutes or hours, or a notation that the spell is prohibited
to casters when this variant is used. For spells from other
sources that are not mentioned here, use those on the table as a
guide, keeping the following in mind.
Combat-oriented and short-duration spells (those lasting up to
1 round per level) typically have a general recharge time.
Conversely, spells with longer durations have specific recharge
times (the longer the duration, the longer the recharge time).
Any spell with an expensive material component or an XP component
has a general recharge time.
Enchantments usually have a specific recharge time ranging
from 30 minutes to 12 hours. This limitation prevents characters
from simply charming everyone in the tavern in the space of a few
minutes.
Spells that build things have a specific recharge time
measured in hours.
Divinations typically have a specific recharge time, often in
the neighborhood of 6 hours, to prevent their abuse in the hands
of curious characters.
Powerful illusions and permanent "trap"-type spells have
specific recharge times of 12 hours to 1 day, unless
they’re expensive to cast.
GENERAL RECHARGE SPELLS
Spells that have general recharge times are those cast in combat,
those with longer casting times, and those with an experience
point or expensive material component. Once a character has cast
a general recharge spell, he can’t cast another spell of
that level until a number of rounds have passed.
Table: General Recharge Times
tells how many rounds must pass after the casting of a general
recharge spell before another spell of that level becomes
available.
Table: General Recharge
Times
Spell Level |
Bard, Sorcerer |
Cleric, Druid, Paladin,
Ranger, Wizard |
Highest possible |
1d4+1 rounds |
1d6+1 rounds |
Second highest possible |
1d4+1 rounds |
1d6+1 rounds |
Third highest possible |
1d4 rounds |
1d4+1 rounds |
Fourth highest possible |
1d4 rounds |
1d4+1 rounds |
Fifth highest possible |
1d3 rounds |
1d4 rounds |
Sixth highest possible |
1d3 rounds |
1d4 rounds |
Seventh highest possible |
1 round |
1d3 rounds |
Eighth highest possible |
1 round |
1d3 rounds |
Ninth highest possible |
0 |
1 round |
Tenth highest possible |
0 |
1 round |
For example, Boredflak is a 4th-level wizard. His 2nd-level
spells (the highest possible level he can cast) and 1st-level
spells (the second highest possible level he can cast) take 1d6+1
rounds to recharge, and his 0-level spells (the third highest
possible level he can cast) take 1d4+1 rounds to recharge. When
he attains 5th level, his 3rd-level and 2nd-level spells take
1d6+1 rounds to recharge and his 1st- and 0-level spells take
1d4+1 rounds to recharge. (Specific recharge spells have their
own recharge times that don’t match these values.)
Another example: Aliester the 10th-level sorcerer casts
fireball in the first round of a
fight. Once he casts the spell, he rolls 1d4 to determine his
recharge time. He rolls a 2, so he must wait 2 rounds before he
regains access to 3rd-level spells. In the following round, he
casts cloudkill, one of his highest-level
spells. Rolling a 4 on 1d4, Aliester is dismayed to learn he must
wait 5 (1d4+1) rounds before he can cast cloudkill again. In the
next round, he casts magic missile, rolling 1d3
afterward and getting a result of 1 for a 1-round recharge time.
In the following round, Aliester regains access to his 3rd-level
spells, so he can cast another fireball if he likes, or he can
cast magic missile again (because the 1-round recharge time for
his 1st-level spells has elapsed).
Metamagic and General
Recharge Spells
Spellcasters who prepare spells simply put the metamagic versions
of the spells they want in the appropriate spell slots, and
they’re cast at their effective level. For example, casting
a quickened magic
missile forces a spellcaster to recharge her 5th-level
spells, not her 1st-level spells. Sorcerers and bards take a
full-round action to add metamagic to any spell they know, and
casting that spell forces a recharge of the effective level of
the metamagic spell. For example, an extended haste spell
cast by a sorcerer would require a recharge roll for a 4th-level
spell.
SPECIFIC RECHARGE SPELLS
Most long-duration utility spells have specific recharge times so
spellcasters can’t just cast them on everyone they meet.
These might range from a mere 5 minutes (for bull’s strength) to 4
hours (for teleport) to a full day, or 24
hours (for wind walk). A specific recharge
time is the time that must elapse before a character can cast
that particular spell again; he can cast another spell of the
same level in the following round if he likes.
Metamagic and
Specific Recharge Spells
Not only do specific recharge spells use higher slots if
metamagic feats have been applied to them, but each +1 to the
effective level of the spell doubles the recharge time. For
example, a silent charm person spell takes up
a 2nd-level spell slot and has a specific recharge time of 2
hours.
Countering and Dispelling
If a spell with a specific recharge time is used to counter or
dispel another spell, the specific recharge time does not apply.
Instead, treat the spell as a general recharge spell of that
level.
For example, if a 5th-level cleric casts deeper
darkness to dispel a daylight spell, he can cast
another 3rd-level spell (including deeper darkness) 1d6+1 rounds
later. If he instead casts deeper darkness to darken a
passageway, he can’t use deeper darkness again for 24
hours, but his other 3rd-level spells are available to be
cast.
Table: Spell Recharge Times
Spell Name |
Recharge Time |
- You can’t recast this spell or prepare another spell in
that slot until the subject uses the imbued spell.
|
Acid arrow |
General |
Acid fog |
General |
Acid splash |
General |
Aid |
5 minutes |
Air walk |
1 hour |
Alarm |
4 hours |
Align weapon |
5 minutes |
Alter self |
4 hours |
Analyze dweomer |
General |
Animal growth |
General |
Animal messenger |
6 hours |
Animal shapes |
24 hours |
Animal trance |
General |
Animate dead |
General |
Animate objects |
General |
Animate plants |
General |
Animate rope |
General |
Antilife shell |
General |
Antimagic field |
General |
Antipathy |
General |
Antiplant shell |
General |
Arcane eye |
General |
Arcane lock |
1 hour |
Arcane mark |
General |
Arcane sight |
30 minutes |
Arcane sight, greater |
30 minutes |
Astral projection |
General |
Atonement |
General |
Augury |
6 hours |
Awaken |
General |
Baleful polymorph |
General |
Bane |
General |
Banishment |
General |
Barkskin |
1 hour |
Bear’s endurance |
5 minutes |
Bear’s endurance, mass |
30 minutes |
Bestow curse |
General |
Binding |
General |
Black tentacles |
General |
Blade barrier |
General |
Blasphemy |
General |
Bless |
30 minutes |
Bless water |
General |
Bless weapon |
5 minutes |
Blight |
General |
Blindness/deafness |
General |
Blink |
General |
Blur |
5 minutes |
Break enchantment |
1 hour |
Bull’s strength |
5 minutes |
Bull’s strength, mass |
30 minutes |
Burning hands |
General |
Call lightning |
General |
Call lightning storm |
General |
Calm animals |
General |
Calm emotions |
General |
Cat’s grace |
5 minutes |
Cat’s grace, mass |
30 minutes |
Cause fear |
General |
Chain lightning |
General |
Changestaff |
6 hours |
Chaos hammer |
General |
Charm animal |
1 hour |
Charm monster |
1 hour |
Charm monster, mass |
1 hour |
Charm person |
1 hour |
Chill metal |
General |
Chill touch |
General |
Circle of death |
General |
Clairaudience/clairvoyance |
General |
Clenched fist |
General |
Cloak of chaos |
General |
Clone |
General |
Cloudkill |
General |
Color spray |
General |
Command |
General |
Command plants |
1 hour |
Command undead |
1 hour |
Command, greater |
General |
Commune |
6 hours |
Commune with nature |
6 hours |
Comprehend languages |
4 hours |
Cone of cold |
General |
Confusion |
General |
Confusion, lesser |
General |
Consecrate |
30 minutes |
Contact other plane |
6 hours |
Contagion |
General |
Contingency |
General |
Continual flame |
General |
Control plants |
30 minutes |
Control undead |
30 minutes |
Control water |
1 hour |
Control weather |
General |
Control winds |
4 hours |
Create food and water |
24 hours |
Create greater undead |
General |
Create undead |
General |
Create water |
30 minutes |
Creeping doom |
General |
Crushing despair |
General |
Crushing hand |
General |
Cure critical wound, mass |
General |
Cure critical wounds |
General |
Cure light wounds |
General |
Cure light wounds, mass |
General |
Cure minor wounds |
General |
Cure moderate wounds |
General |
Cure moderate wounds, mass |
General |
Cure serious wounds |
General |
Cure serious wounds, mass |
General |
Curse water |
General |
Dancing lights |
General |
Darkness |
4 hours |
Darkvision |
6 hours |
Daylight |
4 hours |
Daze |
General |
Daze monster |
General |
Death knell |
General |
Death ward |
5 minutes |
Deathwatch |
4 hours |
Deep slumber |
General |
Deeper darkness |
24 hours |
Delay poison |
6 hours |
Delayed blast fireball |
General |
Demand |
30 minutes |
Desecrate |
30 minutes |
Destruction |
General |
Detect animals or plants |
General |
Detect chaos |
General |
Detect evil |
General |
Detect good |
General |
Detect law |
General |
Detect magic |
General |
Detect poison |
5 minutes |
Detect scrying |
General |
Detect secret doors |
General |
Detect snares and pits |
General |
Detect thoughts |
General |
Detect undead |
General |
Dictum |
General |
Dimension door |
General |
Dimensional anchor |
General |
Dimensional lock |
24 hours |
Diminish plants |
4 hours |
Discern lies |
6 hours |
Discern location |
6 hours |
Disguise self |
4 hours |
Disintegrate |
General |
Dismissal |
General |
Dispel chaos |
General |
Dispel evil |
General |
Dispel good |
General |
Dispel law |
General |
Dispel magic |
General |
Dispel magic, greater |
General |
Displacement |
General |
Disrupt undead |
General |
Disrupting weapon |
5 minutes |
Divination |
6 hours |
Divine favor |
5 minutes |
Divine power |
5 minutes |
Dominate animal |
General |
Dominate monster |
12 hours |
Dominate person |
12 hours |
Doom |
General |
Dream |
General |
Eagle’s splendor |
5 minutes |
Eagle’s splendor, mass |
30 minutes |
Earthquake |
12 hours |
Elemental swarm |
1 hour |
Endure elements |
6 hours |
Energy drain |
General |
Enervation |
General |
Enlarge person |
5 minutes |
Enlarge person, mass |
30 minutes |
Entangle |
General |
Enthrall |
General |
Entropic shield |
30 minutes |
Erase |
General |
Ethereal jaunt |
30 minutes |
Etherealness |
30 minutes |
Expeditious retreat |
30 minutes |
Explosive runes |
24 hours |
Eyebite |
General |
Fabricate |
4 hours |
|
|
Continued... |
Faerie fire |
General |
False life |
30 minutes |
False vision |
24 hours |
Fear |
General |
Feather fall |
General |
Feeblemind |
General |
Find the path |
4 hours |
Find traps |
30 minutes |
Finger of death |
General |
Fire seeds |
1 hour |
Fire shield |
General |
Fire storm |
General |
Fire trap |
24 hours |
Fireball |
General |
Flame arrow |
General |
Flame blade |
General |
Flame strike |
General |
Flaming sphere |
General |
Flare |
General |
Flesh to stone |
General |
Floating disk |
6 hours |
Fly |
5 minutes |
Fog cloud |
General |
Forbiddance |
General |
Forcecage |
General |
Forceful hand |
General |
Foresight |
1 hour |
Fox’s cunning |
5 minutes |
Fox’s cunning, mass |
30 minutes |
Freedom |
General |
Freedom of movement |
1 hour |
Freezing sphere |
General |
Gaseous form |
5 minutes |
Gate |
General |
Geas, lesser |
General |
Geas/quest |
General |
Gentle repose |
General |
Ghost sound |
General |
Ghoul touch |
General |
Giant vermin |
30 minutes |
Glibness |
4 hours |
Glitterdust |
General |
Globe of invulnerability |
General |
Globe of invulnerability, lesser |
General |
Glyph of warding |
General |
Glyph of warding, greater |
General |
Good hope |
30 minutes |
Goodberry |
6 hours |
Grasping hand |
General |
Grease |
General |
Guards and wards |
24 hours |
Guidance |
5 minutes |
Gust of wind |
General |
Hallow |
General |
Hallucinatory terrain |
6 hours |
Halt undead |
General |
Harm |
General |
Haste |
General |
Heal |
General |
Heal mount |
General |
Heal, mass |
General |
Heat metal |
General |
Helping hand |
6 hours |
Heroes’ feast |
24 hours |
Heroism |
1 hour |
Heroism, greater |
30 minutes |
Hide from animals |
4 hours |
Hide from undead |
4 hours |
Hideous laughter |
General |
Hold animal |
General |
Hold monster |
General |
Hold monster, mass |
General |
Hold person |
General |
Hold person, mass |
General |
Hold portal |
5 minutes |
Holy aura |
General |
Holy smite |
General |
Holy sword |
General |
Holy word |
General |
Horrid wilting |
General |
Hypnotic pattern |
General |
Hypnotism |
General |
Ice storm |
General |
Identify |
General |
Illusory script |
General |
Illusory wall |
24 hours |
Imbue with spell ability1 |
General |
Implosion |
General |
Imprisonment |
General |
Incendiary cloud |
General |
Inflict critical wounds |
General |
Inflict critical wounds, mass |
General |
Inflict light wounds |
General |
Inflict light wounds, mass |
General |
Inflict minor wounds |
General |
Inflict moderate wounds |
General |
Inflict moderate wounds, mass |
General |
Inflict serious wounds |
General |
Inflict serious wounds, mass |
General |
Insanity |
General |
Insect plague |
5 minutes |
Instant summons |
General |
Interposing hand |
General |
Invisibility |
5 minutes |
Invisibility purge |
30 minutes |
Invisibility, greater |
General |
Invisibility, mass |
30 minutes |
Iron body |
30 minutes |
Ironwood |
12 hours |
Irresistible dance |
General |
Jump |
5 minutes |
Keen edge |
1 hour |
Knock |
5 minutes |
Know direction |
General |
Legend lore |
General |
Levitate |
5 minutes |
Light |
1 hour |
Lightning bolt |
General |
Limited wish |
General |
Liveoak |
12 hours |
Locate creature |
4 hours |
Locate object |
30 minutes |
Longstrider |
24 hours |
Lullaby |
General |
Mage armor |
6 hours |
Mage hand |
General |
Mage’s disjunction |
General |
Mage’s faithful hound |
6 hours |
Mage’s lucubration |
Spell is prohibited |
Mage’s magnificent mansion |
6 hours |
Mage’s private sanctum |
24 hours |
Magic aura |
24 hours |
Magic circle against chaos |
4 hours |
Magic circle against evil |
4 hours |
Magic circle against good |
4 hours |
Magic circle against law |
4 hours |
Magic fang |
5 minutes |
Magic fang, greater |
6 hours |
Magic jar |
General |
Magic missile |
General |
Magic mouth |
24 hours |
Magic stone |
5 minutes |
Magic vestment |
6 hours |
Magic weapon |
5 minutes |
Magic weapon, greater |
6 hours |
Major creation |
12 hours |
Major image |
General |
Make whole |
6 hours |
Mark of justice |
General |
Maze |
General |
Meld into stone |
4 hours |
Mending |
6 hours |
Message |
General |
Meteor swarm |
General |
Mind blank |
12 hours |
Mind fog |
6 hours |
Minor creation |
6 hours |
Minor image |
General |
Miracle |
12 hours |
Mirage arcana |
General |
Mirror image |
30 minutes |
Misdirection |
6 hours |
Mislead |
General |
Mnemonic enhancer |
Spell is prohibited |
Modify memory |
General |
Moment of prescience |
6 hours |
Mount |
6 hours |
Move earth |
1 hour |
Neutralize poison |
1 hour |
Nightmare |
General |
Nondetection |
6 hours |
Obscure object |
24 hours |
Obscuring mist |
General |
Order’s wrath |
General |
Overland flight |
6 hours |
Owl’s wisdom |
5 minutes |
Owl’s wisdom, mass |
30 minutes |
Pass without trace |
6 hours |
Passwall |
6 hours |
Permanency |
General |
Permanent image |
24 hours |
Persistent image |
30 minutes |
Phantasmal killer |
General |
Phantom steed |
6 hours |
Phantom trap |
24 hours |
Phase door |
12 hours |
Planar ally |
24 hours |
Planar ally, greater |
24 hours |
Planar ally, lesser |
24 hours |
Planar binding |
24 hours |
Planar binding, greater |
24 hours |
Planar binding, lesser |
24 hours |
Plane shift |
General |
Plant growth |
24 hours |
Poison |
General |
Polar ray |
General |
Polymorph |
30 minutes |
Polymorph any object |
12 hours |
Power word blind |
General |
Power word kill |
General |
Power word stun |
General |
Prayer |
5 minutes |
Prestidigitation |
General |
Prismatic sphere |
General |
Prismatic spray |
General |
Prismatic wall |
General |
Produce flame |
General |
Programmed image |
12 hours |
Project image |
General |
Protection from arrows |
6 hours |
Protection from chaos |
5 minutes |
Protection from energy |
1 hour |
Protection from evil |
5 minutes |
Protection from good |
5 minutes |
|
|
Continued... |
Protection from law |
5 minutes |
Protection from spells |
4 hours |
Prying eyes |
General |
Prying eyes, greater |
General |
Purify food and drink |
5 minutes |
Pyrotechnics |
General |
Quench |
General |
Rage |
5 minutes |
Rainbow pattern |
General |
Raise dead |
General |
Ray of enfeeblement |
General |
Ray of exhaustion |
General |
Ray of frost |
General |
Read magic |
General |
Reduce animal |
6 hours |
Reduce person |
30 minutes |
Reduce person, mass |
30 minutes |
Refuge |
General |
Regenerate |
General |
Reincarnate |
General |
Remove blindness/deafness |
General |
Remove curse |
General |
Remove disease |
General |
Remove fear |
General |
Remove paralysis |
General |
Repel metal or stone |
General |
Repel vermin |
4 hours |
Repel wood |
General |
Repulsion |
General |
Resilient sphere |
General |
Resist energy |
1 hour |
Resistance |
5 minutes |
Restoration |
General |
Restoration, greater |
General |
Restoration, lesser |
General |
Resurrection |
General |
Reverse gravity |
General |
Righteous might |
5 minutes |
Rope trick |
6 hours |
Rusting grasp |
5 minutes |
Sanctuary |
5 minutes |
Scare |
General |
Scintillating pattern |
General |
Scorching ray |
General |
Screen |
24 hours |
Scrying |
General |
Scrying, greater |
6 hours |
Sculpt sound |
6 hours |
Searing light |
General |
Secret chest |
General |
Secret page |
12 hours |
Secure shelter |
12 hours |
See invisibility |
4 hours |
Seeming |
24 hours |
Sending |
General |
Sepia snake sigil |
24 hours |
Sequester |
24 hours |
Shades |
General |
Shadow conjuration |
General |
Shadow conjuration, greater |
General |
Shadow evocation |
General |
Shadow evocation, greater |
General |
Shadow walk |
24 hours |
Shambler |
24 hours |
Shapechange |
4 hours |
Shatter |
General |
Shield |
30 minutes |
Shield of faith |
30 minutes |
Shield of law |
General |
Shield other |
24 hours |
Shillelagh |
30 minutes |
Shocking grasp |
General |
Shout |
General |
Shout, greater |
General |
Shrink item |
24 hours |
Silence |
30 minutes |
Silent image |
General |
Simulacrum |
General |
Slay living |
General |
Sleep |
General |
Sleet storm |
General |
Slow |
General |
Snare |
12 hours |
Soften earth and stone |
6 hours |
Solid fog |
General |
Song of discord |
General |
Soul bind |
General |
Sound burst |
General |
Speak with animals |
30 minutes |
Speak with dead |
30 minutes |
Speak with plants |
30 minutes |
Spectral hand |
30 minutes |
Spell immunity |
1 hour |
Spell immunity, greater |
1 hour |
Spell resistance |
30 minutes |
Spell turning |
4 hours |
Spellstaff |
24 hours |
Spider climb |
1 hour |
Spike growth |
6 hours |
Spike stones |
6 hours |
Spiritual weapon |
General |
Statue |
6 hours |
Status |
24 hours |
Stinking cloud |
General |
Stone shape |
6 hours |
Stone tell |
30 minutes |
Stone to flesh |
General |
Stoneskin |
General |
Storm of vengeance |
General |
Suggestion |
30 minutes |
Suggestion, mass |
30 minutes |
Summon instrument |
General |
Summon monster I |
General |
Summon monster II |
General |
Summon monster III |
General |
Summon monster IV |
General |
Summon monster V |
General |
Summon monster VI |
General |
Summon monster VII |
General |
Summon monster VIII |
General |
Summon monster IX |
General |
Summon nature’s ally I |
General |
Summon nature’s ally II |
General |
Summon nature’s ally III |
General |
Summon nature’s ally IV |
General |
Summon nature’s ally V |
General |
Summon nature’s ally VI |
General |
Summon nature’s ally VII |
General |
Summon nature’s ally VIII |
General |
Summon nature’s ally IX |
General |
Summon swarm |
General |
Sunbeam |
General |
Sunburst |
General |
Symbol of death |
General |
Symbol of fear |
General |
Symbol of insanity |
General |
Symbol of pain |
General |
Symbol of persuasion |
General |
Symbol of sleep |
General |
Symbol of stunning |
General |
Symbol of weakness |
General |
Sympathetic vibration |
12 hours |
Sympathy |
General |
Telekinesis |
General |
Telekinetic sphere |
General |
Telepathic bond |
4 hours |
Teleport |
4 hours |
Teleport object |
4 hours |
Teleport, greater |
4 hours |
Teleportation circle |
General |
Temporal stasis |
General |
Time stop |
4 hours |
Tiny hut |
12 hours |
Tongues |
1 hour |
Touch of fatigue |
General |
Touch of idiocy |
General |
Transformation |
General |
Transmute metal to wood |
6 hours |
Transmute mud to rock |
6 hours |
Transmute rock to mud |
6 hours |
Transport via plants |
4 hours |
Trap the soul |
General |
Tree shape |
24 hours |
Tree stride |
24 hours |
True resurrection |
General |
True seeing |
General |
True strike |
5 minutes |
Undeath to death |
General |
Undetectable alignment |
24 hours |
Unhallow |
General |
Unholy aura |
General |
Unholy blight |
General |
Unseen servant |
6 hours |
Vampiric touch |
General |
Veil |
12 hours |
Ventriloquism |
5 minutes |
Virtue |
5 minutes |
Vision |
6 hours |
Wail of the banshee |
General |
Wall of fire |
General |
Wall of force |
General |
Wall of ice |
General |
Wall of iron |
12 hours |
Wall of stone |
12 hours |
Wall of thorns |
General |
Warp wood |
5 minutes |
Water breathing |
4 hours |
Water walk |
4hours |
Waves of exhaustion |
General |
Waves of fatigue |
General |
Web |
5 minutes |
Weird |
General |
Whirlwind |
General |
Whispering wind |
30 minutes |
Wind walk |
24 hours |
Wind wall |
General |
Wish |
General |
Wood shape |
6 hours |
Word of chaos |
General |
Word of recall |
General |
Zone of silence |
24 hours |
Zone of truth |
30 minutes |
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BEHIND THE CURTAIN:
RECHARGE MAGIC
This is a high-powered variant,
because spellcasters can cast their staple combat and healing
spells all day long. This means that the PCs face almost every
encounter fully healed, and rarely do spellcasters have their
spell lists significantly depleted. Spellcasters may have some
specific-recharge utility and protective spells that they
won’t be able to cast before every fight, but they always
have access to their highest-level combat and healing spells. And
it’s those spells that largely comprise a
spellcaster’s contribution toward overcoming a given
encounter.
As with most high-powered variants, recharge magic works only
if every spellcaster in the campaign is using it, including
powerful NPC spellcasters. A recharge-variant lich, for example,
is a terror for high-level PCs to behold.
As the GM, you have to plan for a party of PCs that can
adventure all day long, beginning every fight in a more or less
fully rested state. This prospect can be thrilling for players,
who no longer have to face the disappointment of a retreat to
town just when they’re on the cusp of the adventure’s
climax. But when PCs don’t need to retreat to heal and
prepare new spells, the GM ends up running more encounters per
game session, which means a measure of extra preparation.
As a rule of thumb, a group of four PCs that includes two
recharge variant spellcasters can handle encounters of an
Encounter Level equal to the characters’ average level +2.
The fights will be exciting ones; every room in the dungeon
becomes as perilous as a typical adventure’s climax. But
the PCs face each one with full resources, so the denizens of the
dungeon can’t defeat them through depletion and attrition.
If your group likes knock-down, drag-out, set-piece battles, the
recharge magic variant lets you fight more of them.
Characters attain new levels faster in terms of both player
time at the gaming table and character time in the game world.
You can regard this as an additional benefit, or you can reduce
experience point awards across the board to compensate.
The recharge magic variant makes spellcasters stronger
overall, and it makes nonspellcasters stronger if you assume
they’re getting fully healed after every encounter. But in
some respects it makes them weaker as well. Even the most
powerful wizard can’t cast two fireball spells in
consecutive rounds with this variant. The teleport
spell has a specific recharge time of 4 hours, so a character
can’t teleport someplace, cast a spell, then teleport away
again (unless he uses word of recall or greater
teleport for one of the legs of the journey). Strategies that
rely on repeated use of the same spell aren’t viable if the
spell in question has a specific recharge time. Depending on the
strategy, its chance of success might improve or worsen if a
character is relying on a general recharge spell. In short, the
recharge variant gives casters a lot more power in exchange for
slightly less flexibility with regard to general recharge spells
and significantly less flexibility with regard to specific
recharge spells.
There’s an obvious way for characters to compensate for
the diminished flexibility: scrolls. In general, scrolls become
more useful in the recharge variant game world, so they may be
more prevalent. Conversely, wands are somewhat less useful,
because every spellcaster can crank out his staple spells dozens
of times. When a character can cast lightning bolt fifty
times in the space of an hour, that fully charged wand of
lightning bolt is much less impressive. If you use the recharge
magic variant, consider reducing the percentages of minor and
medium wands on Table: Wands by 5% and
increasing the percentages of minor and medium scrolls by the
same amount.
One less obvious change posed by this variant is that
lower-level spells retain more importance for high-level
spellcasters. With the general recharge rules, even the most
potent spellcaster can’t use her best spells more than two
or three times in a major fight. Spells two, three, or four
levels below the maximum get cast while the spellcaster waits for
the heavy artillery to get reloaded.
As the GM, you have to contend with other subtle changes
wrought by this variant. Monsters with spell-like abilities
usable at will are diminished somewhat, because true spellcasters
can cast spells so frequently. Monsters with spell-like abilities
aren’t actually weaker — and their Challenge Ratings
needn’t go down as a result — but they feel less
special and more like spellcasters with a static spell list.
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