Recharging Magical items

Belares

First Post
I have not seen all the printed material for 3E so I may have missed it. If you have a wand(or any charged item) with 2 charges left can it be recharged to full or does one need to make a new one? Take last example and say it had 29 charges left tbut you want to keep it full in case you are on a long adventure. I cannot find it in the PHB or DMG but maybe i am missing it like I said.
 

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Belares said:
I have not seen all the printed material for 3E so I may have missed it. If you have a wand(or any charged item) with 2 charges left can it be recharged to full or does one need to make a new one?

Officially, there is no way to recharge a new wand.

Personally, I think that if the wizard has Craft Wand and the spell in question, he should be allowed to recharge the wand. To prevent abuse I would round all gold and XP costs up - so if the caster wanted to recharge 10 charges on a wand of color spray, it would cost him 150 gp and 6 xp. If he wanted to add 12 charges it would be 180 gp and 8 xp (even though by the formula it would be 7.2 - rounding up prevents getting 'free' charges). Time is as for creating any magic item - 1 day per 1000 gp, 1 day minimum.

I have not playtested these rules yet though - the wizard in my game has not taken Craft Wand. One possible flaw I see is that wands with a few charges are cheaper to buy than potions or scrolls, so I definitely would not allow them to be created this way at first.

J
 

I agree on that as if you can Craft the "said" item why can you not re-charge it. You can easily know the charges in a item due to identify spell so why have a perfectly good wand go to "pot" becuase of not being able to re-charge it. Hehe makes some sense. Of Course, I can believe that a item can be overused too. After the 5th full charging (example) it just cannot hold the charge(a battery cant hold a good charge forever).
 

There is specifically no ability to recharge items in the core rules.

However, in the 3e Diablo D&D supplement there are class abilities to recharge items,(I forget if it is the necromancer or sorcerer Diablo D&D class) at the cost of 10% of the items max charge potential round up, I believe. So you could recharge from 50 to 45 charges then to 40, then 36 then 32, etc.
 

I allow recharging. It's called "making a new wand". :D Seriously though, If you want to place 15 more charges in a wand, you divide the cost of the complete wand by 50, then multiply that by 15. I'm sure there is a more effecient mathematic formula to use, but hey, it works. That will also tell you how long it will take to complete the recharging.
 
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