Difference between revisions of "Lesser Refresh Magic (3.5e Spell)"

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|save=None, [[SRD:Reflex|Reflex]] half, or [[SRD:Fortitude|Fortitude]] negates (object); see text
 
|save=None, [[SRD:Reflex|Reflex]] half, or [[SRD:Fortitude|Fortitude]] negates (object); see text
 
|sr=No or Yes; see text
 
|sr=No or Yes; see text
|summary=As [[Refresh Magic (3.5e Spell)|''refresh magic'']] but +0 on roll and fewer options.
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|summary=As [[Refresh Magic (3.5e Spell)|''refresh magic'']], but +0 on roll and fewer options.
 
}}
 
}}
  
 
''Noticing your spell expiring, you infuse it with magic to keep it going just a little bit longer.''
 
''Noticing your spell expiring, you infuse it with magic to keep it going just a little bit longer.''
  
This spell functions like [[Refresh Magic (3.5e Spell)|''refresh magic'']], but you roll a 1d4 for the refresh roll, you may not add your caster level (or any fraction thereof) to the refresh roll, and the spell cannot be cast as an area version or anti-dispel.  
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This spell functions like [[Refresh Magic (3.5e Spell)|''refresh magic'']], but you roll a 1d4 for the refresh roll, you may not add your [[SRD:Caster Level|caster level]] (or any fraction thereof) to the refresh roll, and the spell cannot be cast as an area version or anti-dispel.  
  
Recharging any magic item with a spell level above 0 carries a 20% chance per spell level of the item that it will explode, doing 1d6 backlash damage per spell level and 1d2 backlash damage per charge to you, and doing that same amount of raw arcane/divine power damage to all creatures in a 5-foot radius of the exploding item ([[SRD:Reflex|Reflex]] save for half, creature holding exploding item takes -2 penalty to save, spell resistance applies to explosion). [[SRD:Intelligent Items|Intelligent items]] are entitled to a [[SRD:Fortitude|Fortitude]] save to resist exploding, and an [[SRD:Artifacts|artifact]] that would explode simply fails to be recharged instead. (The exception to this rule is a [[SRD:Staff of the Magi|''staff of the magi'']], which explodes as if it had been used to perform a retributive strike, either obliterating whomever was holding it or sending him/her to another plane without a Reflex save. This also happens if this spell causes a [[SRD:Staff of Power|''staff of power'']] to explode.)
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Recharging any magic item with a spell level above 0 carries a 20% chance per spell level of the item that it will explode, doing 1d6 backlash damage per spell level and 1d2 backlash damage per charge to you, and doing that same amount of raw arcane/divine power damage to all creatures in a 5-foot radius of the exploding item ([[SRD:Reflex|Reflex]] save for half, creature holding exploding item takes -2 penalty to save, [[SRD:Spell Resistance|spell resistance]] applies to explosion). [[SRD:Intelligent Items|Intelligent items]] are entitled to a [[SRD:Fortitude|Fortitude]] save to resist exploding, and an [[SRD:Artifacts|artifact]] that would explode simply fails to be recharged instead. (The exception to this rule is a [[SRD:Staff of the Magi|''staff of the magi'']], which explodes as if it had been used to perform a retributive strike, either obliterating whomever was holding it or sending him/her to another plane without a Reflex save. This also happens if this spell causes a [[SRD:Staff of Power|''staff of power'']] to explode.)
 
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Revision as of 19:29, 23 November 2012

Homebrew.png
Author: Luigifan18 (talk)
Date Created: October 20, 2012
Status: Complete
Editing: Clarity edits only please
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Refresh Magic, Lesser
Transmutation
Level: Bard 0, Cleric 0, Druid 1, Paladin 1, Ranger 1, Sorcerer/Wizard 0
Components: V, S
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: None, Reflex half, or Fortitude negates (object); see text
Spell Resistance: No or Yes; see text

Noticing your spell expiring, you infuse it with magic to keep it going just a little bit longer.

This spell functions like refresh magic, but you roll a 1d4 for the refresh roll, you may not add your caster level (or any fraction thereof) to the refresh roll, and the spell cannot be cast as an area version or anti-dispel.

Recharging any magic item with a spell level above 0 carries a 20% chance per spell level of the item that it will explode, doing 1d6 backlash damage per spell level and 1d2 backlash damage per charge to you, and doing that same amount of raw arcane/divine power damage to all creatures in a 5-foot radius of the exploding item (Reflex save for half, creature holding exploding item takes -2 penalty to save, spell resistance applies to explosion). Intelligent items are entitled to a Fortitude save to resist exploding, and an artifact that would explode simply fails to be recharged instead. (The exception to this rule is a staff of the magi, which explodes as if it had been used to perform a retributive strike, either obliterating whomever was holding it or sending him/her to another plane without a Reflex save. This also happens if this spell causes a staff of power to explode.)



Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsBard
Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsCleric
Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsDruid
Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsPaladin
Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsRanger
Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsSorcerer/Wizard

Luigifan18's Homebrew (383 Articles)
Luigifan18v
Article BalanceLow +
AuthorLuigifan18 +
ComponentV + and S +
Identifier3.5e Spell +
LevelBard 0 +, Cleric 0 +, Druid 1 +, Paladin 1 +, Ranger 1 + and Sorcerer/Wizard 0 +
RangeOther +
Rated ByLeziad + and Eiji-kun +
RatingRating Pending +
SchoolTransmutation +
SummaryAs refresh magic, but +0 on roll and fewer options. +
TitleLesser Refresh Magic +