| Post/Author/DateTime | Post |
|---|---|
| Highter07-25-04, 03:31 PM | Has anyone found a general rule on how much time does a specific recharge spell takes to recharge? I'd like to use spell recharge on my campaign but I don't own the book so I need some way to calculate spell recharge times. Also, I need a rule to determine what spell are gerenal and what are specific. |
| Saurenda07-26-04, 12:36 AM | Originally posted by Highter Has anyone found a general rule on how much time does a specific recharge spell takes to recharge? I'd like to use spell recharge on my campaign but I don't own the book so I need some way to calculate spell recharge times. Also, I need a rule to determine what spell are gerenal and what are specific. 1d4+1 rounds for an arcane spellcaster to recharge 1d6+1 for a divine spell caster to recharge Those are the longest rates. As the increase in level every second even level gained it gets better since there are ten values on the chart thus: 1d4 rounds for arcane at level 5 1d6 rounds for divien level 5 then 1d3 for arcane and 1d4 for divine 9 then 1d3 round for divine and 1 round for arcane 13 then 1 round divine and 0 round arcane level 17 thus both zero at 20th level It's extremely difficult for low level players to adjust to beginning and higher level players take advantage of spontaneous castings that were not previouslly allowed to thier classes before this variant rule was introduced. I'd advise against it guy, since it makes wizards and clerics apontaneous when they weren't ahead of time. It gives too much power once again and not even consequence such as a good withdrawing power for selfish uses, or a mage releasing too much mana at thier low or high level leaving them defenseless for a few days unable to cast spells. Alot can go wrong for the DM who uses this, unless he gives the player consquences. |
| Arcade07-26-04, 05:47 AM | As far as determining general versus specific, unearthed arcana gives the rule right in the book. Look on page 158. Basically, combat spells and short duration spells are general recharge times. Spells with XP components or expensive material components are general recharge spells. All others are specific recharge spells. The list of specific increase times increases as follows. To make life simpler, try to stick to these times. Other than that, all you can do is follow the guidelines given on page 158 (enchantment spells range from 30 minutes to 12 hours, divinations are around 6 hours each, spells that build things are always measured in hours). 5 minutes 30 minutes 1 hour 4 hours 6 hours 12 hours 24 hours |