Recharge (Wizard Spell)

This spell acts as a funnel to channel magical spell energy into a wand, staff, or rod as addi­tional charges. Each spell cast into the device restores the number of charges required to dis­charge that spell effect from the device. For ex­ample, a fireball would restore two charges to a wand of fire. While only those spells cast by the recharging wizard are funneled into the device, that wizard can cast spells from scrolls, a ring of spell storing, or a similar source into the device. Restored charges can be used for any device function that requires charges; for example, charges restored to a wand of fire by a fireball spell can be projected later as a wall of fire.
Using the recharge spell in other way ends it immediately, with the funneled spell having its normal effect. Typical misuses include: Funneling spells and spell-like effects from devices or other casters into the device; recharging a device that cannot be recharged; recharging with a power that requires no charges; and cast­ing a spell into a device that the device cannot project (such as a cone of cold into a wand of fire). In last case, the wand would have to make an item saving throw vs. magical cold, and any creature in the cone's area would be subject to its effects as well.
The caster will seldom know exactly how many charges a wand, staff, or rod has, making the recharging process hazardous. If the caster wants to fully recharge the device and does not know how many charges are safe, the DM can secretly roll 1d6 on the table provided. For ex­ample, a wizard wants to recharge a wand of fire, which he doesn't know has 90 charges. The DM rolls a 6 (that is, 1d4 charges over), then a three, the wizard believes that it is safe to add 13 additional charges to the wand, when in fact it is only safe to add 10 charges.
A device that is overcharged burns out, be­coming useless, unless it has a retributive strike (such as a staff of power). In this case, the ret­ributive strike is triggered. In either event, the recharge spell ends immediately.
The material components are one cubic inch of the material from which the device to be recharged was fabricated (iron, silver, oak, and so on), and a sapphire worth at least 2,000 gp through which the spell energy is funneled. Any material components for the funneled spells are required as well. The verbal component must in­clude the command word that triggers the fun­neled spell.
Notes: Uncommon for enchanters and artifi­cers; otherwise, very rare. (Updated from Dragon Magazine.)
Die Roll	Caster's Estimate ofRemaining Charges
1-2 	1d4 charges under true maximum
3-4 	Accurate estimate of maximum
5-6 	1d4 charges over true maximum
The original spell level for recharge was 4th. The change to 6th is deliberate-a basic requirement for recharging is the ability to construct the original item.
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells