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 character must wait a number of rounds, minutes, or hours before casting such a spell again. Spells with 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 approrpiate 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 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 distinguished 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 5-7: Spell Recharge Times includes all spells described in the Player's Handbook. 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 5-6: General Recharge Times tell how many rounds must pass after the casting of a general recharge spell before another spell of that level becomes available.
Table 5-6: 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, take a 4th-level wizard. Her 2nd-level spells (the highest possible level she can cast) and 1st-level spells (the second highest possible level she can cast) take 1d6+1 rounds to recharge, and her 0-level spells (the third highest possible level she can cast) take 1d4+1 rounds to recharge. When she attains 5th level, her 3rd-level and 2nd-level spells take 1d6+1 rounds to recharge and her 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: A 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 teleport, one of his highest-level spells. Rolling a 4 on 1d4, he is dismayed to learned he must wait 5 (1d4+1) rounds before he can teleport 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, he 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 user 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 hit other 3rd-level spells are available to cast.
Table 5-7: Spell Recharge Times
Spell Name
Recharge Time
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 shield
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
Clenched fist
General
Clairaudience/clairvoyance
General
Cloak of chaos
General
Clone
General
Cloudkill
General
Color spray
General
Command
General
Command, greater
General
Command plants
1 hour
Command undead
1 hour
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
Crushing despair
General
Crushing hand
General
Cure critical wounds
General
Cure critical wounds, mass
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 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
Disjunction
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
Faerie fire
General
Faithful hound
6 hours
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
Table 5-7: Spell Recharge Times (cont)
Spell Name
Recharge Time
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
1 hour
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/quest
General
Geas, lesser
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
Goodberry
6 hours
Good hope
30 minutes
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, mass
General
Heal mount
General
Heat metal
General
Helping hands
6 hour
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
General
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, greater
General
Invisibility, mass
30 minutes
Invisibility purge
30 minutes
Irresistible dance
General
Iron body
30 minutes
Ironwood
12 hours
Jump
5 minutes
Keen edge
1 hour
Knock
5 minutes
Know direction
General
Knowledge lore
General
Levitate
5 minutes
Light
1 hour
Lightning bolt
General
Limited wish
General
Liveoak
12 hours
Locate creature
4 hours
Locate ojbect
30 minutes
Longstrider
24 hours
Lucubration
Spell is prohibited
Lullaby
General
Mage armor
6 hours
Mage hand
General
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
Magnificent mansion
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
Magic aura
24 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
Passwall
6 hours
Pass without trace
6 hours
Permanency
General
Permanent image
24 hours
Persistent image
30 minutes
Phantasmal killer
General
Phantom steed
6 hours
Phantom trap
General
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
Private sanctum
24 hours
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
Protection from law
5 minutes
Protection from spells
4 hours
Table 5-7: Spell Recharge Times (cont)
Spell Name
Recharge Time
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
Resistance
5 minutes
Resist energy
1 hour
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
General
See invisibility
4 hours
Seeming
24 hours
Sending
General
Sepia snake sigil
General
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
Spellstaff
24 hours
Spell turning
4 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
Stoneskin
General
Stone tell
30 minutes
Stone to flesh
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
General
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
4 hours
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
1You can't recast this spell or prepare another spell in that slot until the subject uses the imbued spell.
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 DM, 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 DM 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 7–1 in the Dungeon Master’s Guide 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 DM, 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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