Recharge Magic and Reserve feats

Omegaxicor

First Post
This is probably a stupid question but if a Wizard using the Recharge Magic variant takes a Reserve feat how do they function? are they available almost all the time basically, you can use them freely then you cast whatever spell they are using and then 42 seconds (7 rounds) later you can use the reserve feat again?
 

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Since reserve feats function when you're able to cast a spell of a certain level, you should have constant benefits until you cast the spells entitling you for them, and regain them in the turn you regain the ability to cast a spell which fits the requirement.

On a less related topic, don't use this variant unless all of the players want to play a main caster each. The differences in power between spellcasters and other classes would greatly unbalance the campaign.
 

Hardly less related, but I need a way for a spell caster to stay with the other players because he has four spells and that's it

any other suggestions besides the variant?
 

Is this wizard level 1 then? Let him "suffer", he will rise greatly in power compared to his non-caster comrades soon enough.
 

Drowbane has a point. That's something wizards have to live with. If he only chose damage spells, he deserves it anyway.

As a solution, I recommend adventures low on combat for early levels, getting into the fray mid-level(if that's the goal; I don't like combat all that much), and balance it out equally at high levels, unless the non-casters exceptionally suck at that point.
 
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I suppose that's a fair point...

but while you don't like combat the party (even the Wizard who is level 2) does like combat but it means that we only play a few rooms before all 6 of his spells are used up
 

but while you don't like combat the party (even the Wizard who is level 2) does like combat but it means that we only play a few rooms before all 6 of his spells are used up

you should go 4th!!!

(...ok bad joke).



Bad joke or not, reserve feats WERE indeed the harbingers of 4th edition...

*sigh*...anyway

I'm 1000% with [MENTION=23396]Drowbane[/MENTION] on this one. Wizards SHOULD suffer greatly, especially if they picked damage spells only:)... in which case reserve feats will come handy indeed.

Another good solution would be to give him some downtime for scrolls. At second level he won't lose too many XP and he' ll be able to last a bit longer when need be.
As for some other magical trinket I believe that it's too early... A staff or wand could possible break the game in favor of the wizard, so I suggest you wait.

Scrolls... Scrolls are great. They can save the day.. the XP cost hurts so that he doesn't abuse the feat... they are perfect.
 

OK, thank you all, I think I was considering the Recharge Magic variant too hastily and maybe it would be better to simply remind the player that: A) He will get stronger B) He should make some scrolls to back up his limited ammunition and C) He should design his character's near future for making Wands/Staves and other items to reinforce his lack of ammunition

Thanks again
 


Obtain scrolls. They are relatively inexpensive to craft him/herself and greatly help out when a caster can't have many spells ready for a day.

You can put up to 6 spells on a scroll (and hence it is a single item so should take no more than a single day to craft for low level spells).
 

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