Author Topic: Recharge Magic Handbook  (Read 11237 times)

Offline Nunkuruji

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Recharge Magic Handbook
« on: February 19, 2012, 01:45:26 PM »
Recharge Magic Handbook


Index

Rules & Gameplay
Optimization: Spellcasting Classes
Optimization: Spellcasting Prestige Classes
Optimization: Spells
Optimization: Feats
Optimization: Items
House Rules
Links
« Last Edit: February 19, 2012, 02:12:58 PM by Nunkuruji »

Offline Nunkuruji

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Re: Recharge Magic Handbook
« Reply #1 on: February 19, 2012, 01:45:46 PM »
Introduction

Recharge Magic presents an alternative to the limited resource per day spell system. Spells recharge based on a short variable number of rounds, or specific interval, depending on the spell. If you and your players enjoy the Tome of Battle maneuver system, or are tired of the 15-minute workday paradigm, then this system might be good for your table. Spell recharge times are only defined for core spells, so the DM and players will need to come to an understanding when using expanded material.
« Last Edit: February 19, 2012, 02:13:27 PM by Nunkuruji »

Offline Nunkuruji

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Re: Recharge Magic Handbook
« Reply #2 on: February 19, 2012, 01:46:12 PM »
Rules & Gameplay

The rules for Recharge Magic are on the SRD http://www.d20srd.org/srd/variant/magic/rechargeMagic.htm

The SRD presents a general metagame analysis, which is fairly accurate for the most part. Spellcasters & their companions will most often be fully healed and buffed for each encounter, but they will not be able to nova several highest-level spells back to back.

What it fails to explain is how much more active spellcasting guardians of dungeons should be under such a system. The metagame analysis conjectures that a “recharge-variant lich, for example, is a terror for high-level PCs to behold”, but does not explain why, or give examples of tactics under this system.


Considerations for DMs

DMs running a campaign with Recharge Magic need to adjust for a few things

Dungeon spellcasters should be actively buffing, magical trapping & detecting for intruders. Healthy divination school spell scouting. Simple refreshes of spells such as Magic Circle, Fog Cloud, and Spike Growth can give particular minions an edge in preliminary encounters. 10min/lvl buff spells prior to enemy detection. More diligent 1min/lvl buffs once alerted of an intruder, metamagic-extended if appropriate. Despite this, don’t act too overly omnipotent. Despite that fact that Divination can be spammed, it still has a material component.

DM spellcasters may still typically have their full spell array at the time of the PC showdown, but even with a typical level advantage they will not be able to nova their highest level spells back to back. Make sure they have buffed their own minions, or they may become trivial due simply to action economy.

Standalone creatures such as wild animals, magical beasts and otherwise low intelligence creatures need buffs, environmental advantages or other sorts of EL bumps to remain challenging to PCs. Buffing them via CR is problematic due to inflating XP, unless that extra due XP is otherwise discarded.

Handling expanded material gracefully. The SRD contains guidelines for handling expanded spells. It is ultimately up to the DM to classify their recharge time when a player asks for an expanded spell. I always like to remind my PCs that after making such necessary rulings and especially when ruled towards their preference, that “anything you can do, I can do better”.


Considerations for PCs

PCs adventuring in a campaign with Recharge Magic should consider a few things

Even though your cleric may be able to heal wounds to full after combat, don’t forsake recovery items that can still be useful in combat such as Healing Belts, or consumables that can be used to restore the cleric if some misfortune befalls them. Clerics will typically not be able to cast back to back Heal spells in a bind.

DM spellcasters have an even bigger home field advantage due to near limitless spellcasting. Become comfortable with your DM on how far you want to take certain metas relating to divinations such as clairvoyance and scrying, and their counteractions.

Classes with limited per day abilities become considerably weaker. Unless the DM is willing to convert abilities to per encounter, this system is most appropriate alongside non-spellcasting classes from Tome of Battle, or other classes that are not limited by per day abilities.


Tracking Time

Due to PCs likely refreshing buffs every so often, it is wise to designate a dedicated time keeper to track the time, and rounds in combat. With as many tasks and events a DM typically needs to be involved with, it is just easier to designate a PC.

When keeping track of general spell recharge times, it is easier to mark what round the spell level recharges, rather than counting down tick marks, counters, or rotating dice. In this way, there’s no second guessing whether or not someone forgets to make a subtraction round to round.
« Last Edit: February 19, 2012, 02:14:20 PM by Nunkuruji »

Offline Nunkuruji

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Re: Recharge Magic Handbook
« Reply #3 on: February 19, 2012, 01:46:55 PM »
Optimization: Spellcasting Classes

Recharge Magic changes the strategy for how one might optimize prepared & spontaneous spellcasters. Prepared casters gain a lot of versatility through expanding their number of spell slots, while spontaneous casters benefit from expanding their spells known.


Prepared Spellcasters

Pros: Spell access
Cons: Slow general spell recharge
Unique spells available per day equal to number of spell slots
Unique spells available per day dependent of primary casting stat


Wizard
Specialization to expand spell slots per day
Elven Generalist to gain an extra highest level spell slot

Druid
Spontaneous SNA becomes a poor class features. ACFs that trade out the class feature:
Druidic Avenger (UA): Gain Rage X/day
Wind Walker (DR311): X/day air domain SLAs
Spontaneous Rejuvination (PHII): Fast Healing X for 3 rounds
Continually buffed animal companion

Cleric
Spontaneous Cure/Inflict becomes a poor class features. ACFs that trade out the class feature:
Ancestral Speaker (DR311): Social skill bonuses, Improved XP recover on Raise Dead, 1/day Commune
Arcane Disciple (DR311): Add spells from sorc/wiz list to your spell list
Aspirant (DR311): Spontaneous any spell X/day, Divine Counterspell
Benevolent (DR311): Luck X/day
Crusader (DR311): Deific Foe, Turn Deific Foe followers, Bonus Feats, X/day Smite
Evangelist (DR311): Bonus Domain
Domain Focus (DR347): Double effect of domain

Archivist
Potentially all arcane & divine spells available.
Between Cleric & Generalist Wizard on number of unique spells per day
Still must split between two mental scores for spellcasting

Ranger
Mystic Ranger: http://www.minmaxboards.com/index.php?topic=1543

Paladin
Battle Blessing


Spontaenous Spellcasters

Pros: Spontaenous metamagic, Fast general spell recharge
Cons: Less flexibility in spell access
Unique spells available per day equal to number of spells known
Unique spells available per day independent of primary casting stat
Since spontaneous spellcasters can modify the spell level of the spell with metamagic on the fly, it affords them far more flexibility in what spell levels they lock out.

Ways to Expand a Spell List (and Spells Known):: http://brilliantgameologists.com/boards/index.php?topic=2777
Feats: Bloodlines (DR311, DR325, DR335), Draconic Legacy, Mother Cyst
Items: Knowstones, Drake Helm, Runestaves


Sorcerer
Celestial Sorcerer Heritage: Adds protection from evil to spells known
Celestial Sorcerer Lore: Adds magic circle against evil, tongus & teleport

Sha’ir
Can access sorcerer/wizard & elemental divine domain spells all day long.

Favored Soul
Deities Favor: Keep allies continually buffed with temp HP

Shugenja
1 additional spell known over sorcerer, but restricted choices

Spirit Shaman
Limited spells known makes this class even weaker with Recharge Magic

Warmage
Advanced Learning at specific levels can add wiz/sorc invocation/evocation spell to the list
Eclectic Learning option (replaces Advanced Learning) can add ANY wiz/sorc sepll to the list; treated as one level higher (so a cantrip would be added as 1st level

Beguiler
Advanced Learning class feature at levels adds wiz/sorc enchantment or illusion spell to the list

Dread Necromancer, Warmage, Beguiler
These fixed list spontaneous casters need only add spells to their list to expand their spells known.
« Last Edit: February 19, 2012, 02:17:32 PM by Nunkuruji »

Offline Nunkuruji

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Re: Recharge Magic Handbook
« Reply #4 on: February 19, 2012, 01:47:23 PM »
Optimization: Spellcasting Prestige Classes

Abjurant Champion
Endless spell slots to spend on Arcane Boost

Anima Mage
Vestige metamagic  to apply metamagic to Specific Recharge Time spells without triggering increased recharge time.
Some Binder capabilities are less impressive with Recharge Magic in play

Ambient Tempest (Krynn)
Despite losing 1 caster level, the PrC offers  a number of excellent class features that are excellent with Recharge Magic.
Shifting Knowledge: Change spell known 1/week
Improved Metamagic: Apply metamagic without needing a full-round action
Spellshaping: Reduce spell parameters of wide, enlarge, extend and reduce the spell level

Arcane Hierophant
Continually buffed pet
More spell slots than a single classed caster

Dragonheart Mage
Improves upon Draconic Breath, expending spell slots to use breath weapon

Dweomerkeeper
Metamagic cost reduction

Eldritch Disciple/Theurge
While Warlock loses some relative power in Recharge Magic, these PrCs can endlessly use Eldritch Spellweave.

Frost Mage (Frost)
Adds a number of cold themed spells known to spontaneous spellcasters

Halruaan Elder
Androit Casting: Metamagic cost reduction
Circle Leader: Greatly enhanced spell slots that potentially recharge all day

Hathran
Rashmi Spirit Magic allows one of two capabilities while in Rasheman, or potentially using the Acorn of Far Travel trick.
Spontaneous Casters: No increase in time for applying metamagic feats
Prepared Casters: Spontaneously cast any spell known.  Potentially cast any spell in your spellbook any time, all day, removing much of need to expand number of spells per day. Becomes more abusive the larger the spellbook available.
Circle Leader: Greatly enhanced spell slots that potentially recharge all day

Incantatrix
Metamagic cost reduction

Master Specialist
Many of the school esoterica play well with Recharge Magic

Mystic Theurge
More spells per day than single class casters

Rainbow Servant (CDiv)
Spontaneous fixed list spellcasters such as Warmage gain access to the entire Cleric spell list, able to cast any Cleric spell spontaneously all day long. Can become very abusive.

Red Wizard
Circle Leader: Greatly enhanced spell slots that potentially recharge all day

Sand Shaper (Sand)
Add a number of desert themed spells known to spontaneous spellcasters

Shadowcraft Mage
Improve the reality of the already versatile Shadow Conjuration/Creation spells

Soulcaster
Magical Distillation can be continually used to gain bonus essentia each round.

Spelldancer
Spelldance all day and remove negative exhaustion effects with recharge spells

Spellguard of Silverymoon
Spellguard: Cast personal spells as touch to allies. Given the large number of buffs that can be cast, maintained, and recharge, this can enhance party members even further.

Ultimate Magus
More spells per day than single class casters
Augmented casting to apply metamagic to Specific Recharge Time spells without triggering increased recharge time.

War Weaver (HoB)
Handbook: http://www.minmaxboards.com/index.php?topic=1473
Action economic buffing.
Potentially needs DM ruling on when spells go on recharge when using quiescent weaving

Mortal Hunter
Fixed list, similar to Warmage, Dread Necromancer & Beguiler
« Last Edit: February 28, 2012, 10:04:12 PM by Nunkuruji »

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Re: Recharge Magic Handbook
« Reply #5 on: February 19, 2012, 01:47:46 PM »
Optimization: Spells

With magic buffs being much more common under recharge magic, dispelling and blocking dispels becomes much more of a tactical meta for spellcasters. Many of these spells are covered under Treantmonklvl20’s guide to abjuration.


Dispelling
Arcane Turmoil
Dispel Magic
Tenacious Dispelling
Dispelling Screen
Spell Theft
Wall of Dispel Magic
Antimagic Field
Greater Dispel Magic
Greater Dispelling Screen
Antimagic Ray
Wall of Greater Dispel Magic
Reaving Dispel
Disjunction
Battlemagic Perception
Dweomerdoom

Avoiding Dispelling
Spell Turning
Absorption
Elminster's Effulgent Epuration

Detecting buffs & spellcasting
Arcane Sight
Greater Arcane Sight
Battlemagic Perception

General
Light of Venya, Mercuria, Lunia: action economic readied damage spell to expend without using up recharge time during combat
Palarandusk's Fire Breath: action economic
Shadow Conjuration/Evocation
Arcane Fusion: At the very least, allows two spells to be cast at the expense of 1 spell level recharging. As a spell outside of core, it requires the DM on what to set the recharge time of the spell, and how to handle the recharge time of subordinate spells.
Simbul's Spell Matrix, Sequencer, Trigger: Place spells into the matrix prior to combat, release as free action. Action economic and recharge timer friendly.
Arcane Spellsurge: A typical favorite for casting spells rapidly. Be aware of how quickly your spell slots will end up on recharge cooldown.
Celerity: Acting out of turn is always great
Nerveskitter: More initiative all the time

Crafting a Spell List & Specialization Considerations

One general strategy for preparing a spell list is to fill it with a mix of spells at each level, spreading it out between:
Specific Recharge Time buffs, divinations & other utility
General Recharge Time combat spells & buffs
Specific Recharge Time combat spells

There are few ways to cast highest level spells back to back under the Recharge Magic system. One is to construct your spell list as stated, where at each spell level you may still cast a general recharge time spell of that level, after having expended a specific recharge time spell of that level.

There are some staple spells like Web, Polymorph, Mirror Image, Dominate, etc. that are specific recharge time. A specialist wizard might not want to be so quick about banning Enchantment & Illusion, as several excellent specific recharge time spells exist in these schools. Consider how important it is to cast more highest level spells round to round, your particular spell list, and how fast you are refreshing general recharge spells.

Quote from: awaken_D_M_golem
d20srd
"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."
At level 1 you're talking about using 1 1st level spell, and 1 0th level spell.
So like: 1 , 0 , r , r , 1 , 0 , r , r ... (repeat) but every combat.

"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."
So a Specific doesn't shut down it's spell level slot, but a General does.

So like: S4 , G4 , 1 , 3 , 1 , S4 , G4 , 1 , 3 , 1 ... repeat
« Last Edit: February 26, 2012, 01:27:01 PM by Nunkuruji »

Offline Nunkuruji

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Re: Recharge Magic Handbook
« Reply #6 on: February 19, 2012, 01:48:08 PM »
Optimization: Feats

[Metamagic]

Recharge Magic increases the recharge time on metamagic’d specific recharge time spells. If using metamagic on such spells, it is optimal to use metamagic cost reducers if possible.

Metamagic Handbook: http://brilliantgameologists.com/boards/index.php?topic=9876

Easy Metamagic (DR325): Reduce one metamagic feat cost by 1, minimum +1 adjustment:
Practical Metamagic (RoD): Reduce one metamagic feat cost by 1, minimum +1 adjustment:
Accelerate Metamagic (RoD): Remove time increase for spontaneously applying metamagic for one metamagic feat
Arcane Thesis: Can lower the metamagic cost to 0 for one spell.

Extend Spell: If metamagic cost can be reduced to 0, can avoid increasing the recharge time. One can then maintain a specific buff spell on more targets over the course of a day.
Persist Spell: Less useful with Recharge Magic, since many minute+/lvl buffs can effectively be maintained all day. Still useful for round/lvl buffs.
Imbue Summoning: Auto buff summons all day
Silent Spell: Most spells have Verbal components. You might want to keep as quiet as possible while moving through a hostile dungeon, and refreshing buffs.
Heighten Spell: Becomes a very useful tool for spontaneous casters to control the level of spell slots used.
Repeat Spell: One method to cast the same spell back to back, where it can sometimes become problematic under Recharge Magic
Chain Spell: Excellent way to buff entire party
Retributive Spell: Reasonable for Gishes
Quicken Spell: While one may wish to get more spells out in a round, it will also lock up your recharge timers


[Draconic]

Series of draconic feats provide bonuses when spellcasting or by expending spell slots. Since spell slots become limitless, these abilities can also be used without limit.

Draconic Arcane Grace: Immediately expend spell to boost save DC
Draconic Flight: Fly after casting spell
Draconic Presence: Shaken enemies after casting spell
Draconic Persuasion: Social skill bonus after casting spell
Draconic Armor: Gain DR after casting spell
Draconic Knowledge: Knowledge skill bonus after casting spell
Draconic Vigor: Heal damage after casting spell
Draconic Legacy / X Dragon Lineage: Various effects by expending spell slot


[Reserve]

While the evocation reserve feats are largely pointless outside of their (Su) property and typical +1 CL boost, some of the more utility related reserve feats can remain useful. As long as the fueling spell is a general recharge, one can still largely make use of that spell, and have the reserve feat capabilities back in just a few rounds.


General

Extra Spell
Extra Slot
Spellcasting Prodity: Bonus spells treater as +2 ability score
Mage Slayer
Pierce Magical Concealment
Pierce Magical Protection
Arcane Strike
Reactive Counterspell: Counterspell without a readied action
Dampen Spell: Immediately reduce enemy spell DC
Cerebrosis (DR330): Learn Far Realm spells
Wild Cohort: It’s always nice to have a friend to buff
Reserves of Strength: Early way to boost CL to extend buff spell durations
Divine Spell Power: Early way to boost CL to extend buff spell durations
Elder Giant Magic: Boost CL to extend buff spell durations
Netherese Battle Curse: Reasonable for gishes
Spell Girding: Tougher to dispel
Spontaneous Domains: A measure of spontaneous spell casting. Used best with builds with multiple domains, Sovereign Speaker, etc.
« Last Edit: February 25, 2012, 04:01:58 PM by Nunkuruji »

Offline Nunkuruji

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Re: Recharge Magic Handbook
« Reply #7 on: February 19, 2012, 01:48:36 PM »
Optimization: Items

Wondrous Items

Knowstones: Add spells known
Runestaves: Add spells known
Drakehelm: Add spells known
Metamagic Rod (Extend): Extended specific recharge time buffs without increasing recharge time


In order to maximize ones action economy round to round, possessing wondrous items with swift action activates is a good buying strategy. Spell action economy may be tied up on recharges, leaving less opportunity to cast multiple spells per round.


Weapon Enchantments

Spell Storing
Dispelling
Greater Dispelling
Illusion Bane
Illusion Theft
« Last Edit: February 23, 2012, 05:37:28 PM by Nunkuruji »

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Re: Recharge Magic Handbook
« Reply #8 on: February 19, 2012, 01:49:00 PM »
House Rules

A few feats have the ability to allow a spellcaster to exceed the spell level they are normally limited to. As such, it could be interpreted that it allows a spellcaster may then adjust the General Recharge Magic table. Certain questions have to be decided on by the DM.

Precocious Apprentice
General Recharge Time table affected [y/n]

Divine Metamagic (Heighten Spell)
General Recharge Time table affected [y/n]

Versatile Spellcaster
General Recharge Time table affected [y/n]
Versatile Spell locks two contributing slot spell level, or higher created spell level [lower/higher]
Recharge time is lower or higher 1dX entry [lower/higher]

If the general recharge lock is set to the new virtual higher level spell slot, then spontaneous casters gain a higher nova potential, as they’ll be able to use two of their highest level spells back to back.

Limits to number of active buff spells
Due to certain classes such as Rainbow Servant & Hathran being able to potentially cast every buff on a spell list, the DM may want to limit the number of active buffs a creature may have. This is not only to keep power in check, but also to keep the game moving at a reasonable pace.

Modifying # per day abilities to per encounter
If PCs still decide to use classes with limited # per day class abilities, consider making them 1/encounter instead. Abilities such as Rage & Smite Evil are prime candidates. Abilities that further augment spellcasting such as Vestige Metamagic and Augmented Casting are potentially too powerful to allow unlimited use per day.

As far as items go, the MIC has pricing rules for making unlimited use items. Modifying some items with # per day uses to 1/encounter should not be unreasonable, but again, allowing it for items that further augment spellcasting such as metamagic rods is potentially too powerful to allow unlimited use per day.

Circle Magic
Circle magic can prepare some incredibly powerful spells. Having them available for reuse all day might be too powerful of an option.

Rainbow Servant & known fixed list spontaneous casters
Allowing Warmage, etc. access to Rainbow Servant means they will have the capability to cast the entire Cleric list all day. As such, they could conceivably run around with every Cleric buff spell in existence.

Hathran
Allowing Rashemi Spirit Magic would allow a Hathran to cast any spell from their spellbook at will all day. While not as immediately abusive as the Rainbow Servant, it becomes just as problematic over time with an expanded spellbook, or with a Tome of Ancient Lore. A DM could inhibit this by specifying that they may only draw spells in this manner from a primary limited size spellbook.

Shadowcraft Mage, Shadow Evocation, Shadow Conjuration
Shadow Evocation/Conjuration allow spells to be cast that have typically longer recharge times, Wall of Stone for example.
With Shadowcraft Mage, you're essentially unlocking about 1000 spells known with Shadow Illusion.
To bring it in line, the spells themselves should inherit the recharge time for the spell they replicate, instead of the general recharge time.

Arcane Fusion
Similar to Shadow Evocation/Conjuration, it allow spells to be cast in its place that could have long recharge times. To bring it in line, the spell should inherit the worst recharge time for the spells of the fusion, or Arcane Fusion should have a long recharge time to begin with.
« Last Edit: February 24, 2012, 04:48:02 PM by Nunkuruji »

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« Last Edit: February 23, 2012, 05:07:27 PM by Nunkuruji »