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Recharging charged items...
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<blockquote data-quote="Technik4" data-source="post: 905303" data-attributes="member: 7211"><p>I would think about adding an exp cost. The biggest reason this is "broken" is that conceivably one could keep a wand recharged forever. Perhaps if your game does not have a lot of downtime, this will not be an issue, but in most games you get the odd week or month to create items you need inbetween adventures. It is therefore no difficult feat to "recharge" all your expendable items. </p><p></p><p>Furthermore, I would require a feat, like this:</p><p></p><p>Replenish Magic [Item Creation]</p><p>You are adept at recharging certain magical items.</p><p>Prerequisites: Any item creation feat which has rechargable items, Ability to cast 3rd level spells.</p><p>Benefit: You may replace charges in wands at the rate of 3 exp per level per charge replenished (0-level spells are 2 exp per charge). The cost is multiplied by 5 for staves. You must cast the spell you wish to replenish as a full-round action and you must be holding the item. If you are recharging an item with more than one use for charges, you must cast the highest level spell to recharge it. You may only recharge an item 50 times.</p><p></p><p>Special: This feat may be taken more than once, each time it applies to a different Item Creation Feat.</p><p></p><p>Examples:</p><p></p><p>Recharging 5 charges of a wand of light. Requires 5 castings of Light and 10 exp.</p><p></p><p>Recharging 10 charges of a wand of dispel magic. Requires 10 castings of Dispel Magic and 90 experience.</p><p></p><p>Recharging 20 charges on a staff of frost. Requires 20 castings of Cone of Cold, Ice Storm, or Wall of Ice and 1,200 experience.</p><p></p><p>I just came up with those formulas roughly, but they demonstrate why recharging items should cost experience (at least).</p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 905303, member: 7211"] I would think about adding an exp cost. The biggest reason this is "broken" is that conceivably one could keep a wand recharged forever. Perhaps if your game does not have a lot of downtime, this will not be an issue, but in most games you get the odd week or month to create items you need inbetween adventures. It is therefore no difficult feat to "recharge" all your expendable items. Furthermore, I would require a feat, like this: Replenish Magic [Item Creation] You are adept at recharging certain magical items. Prerequisites: Any item creation feat which has rechargable items, Ability to cast 3rd level spells. Benefit: You may replace charges in wands at the rate of 3 exp per level per charge replenished (0-level spells are 2 exp per charge). The cost is multiplied by 5 for staves. You must cast the spell you wish to replenish as a full-round action and you must be holding the item. If you are recharging an item with more than one use for charges, you must cast the highest level spell to recharge it. You may only recharge an item 50 times. Special: This feat may be taken more than once, each time it applies to a different Item Creation Feat. Examples: Recharging 5 charges of a wand of light. Requires 5 castings of Light and 10 exp. Recharging 10 charges of a wand of dispel magic. Requires 10 castings of Dispel Magic and 90 experience. Recharging 20 charges on a staff of frost. Requires 20 castings of Cone of Cold, Ice Storm, or Wall of Ice and 1,200 experience. I just came up with those formulas roughly, but they demonstrate why recharging items should cost experience (at least). Technik [/QUOTE]
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