General Recharge Spell (3.5e Feat)
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This is for those who like the recharge variant idea from Unearthed Arcana, but don't want to use it because it's overpowered (and it IS overpowered, it even says so in the description). This feat allows a wizard (or similar arcane caster) to exchange some versatility and power for endurance. (A wizard can cast a recharge spell all day long.) The +2 slot level Metamagic cost keeps the game in balance by effectively making a recharge-only wizard 2-3 levels lower. For instance, are you better off putting a recharge magic missile in that 3nd level slot, or a normal fireball? That's a trade-off. Clearly a fireball is much more powerful, but you can only use it once. The arcane-only requirement prevents Clerics from using unlimited healing magic. See Specific Recharge Spell (DnD Feat) if you want recharge magic for Clerics too.
 General Recharge Spell [Arcane, Metamagic]
You can cast a spell repeatedly.
Prerequisite: Ability to cast previously prepared arcane spells of at least 2nd level
Benefit: A general recharge spell uses up a spell slot two levels higher than the spell’s actual level. A general recharge spell is not "lost" when cast; you don't need to prepare it again to cast it again (though you still have to provide any necessary material components as normal). In exchange for this, all your arcane spell slots (and the spells prepared in them) at the level you cast from (usually spell's level +2) become unavailable to you (locked) while you gather the magical energies necessary to cast again (usually takes a few rounds). Only arcane spells listed as general recharge (See the recharge magic variant in Unearthed Arcana) can be prepared with this feat. If a general recharge spell casting fails (countered, disrupted, etc.) the spell still isn't "lost", but the "lock" effect still happens too. This feat can't be used spontaneously; it must be prepared beforehand.
Normal: Prepared spell instances are "lost" when cast. To cast the spell again, it must be prepared again, or a copy must have been prepared in another slot. Preparing spells normally requires 8 hours of rest.
Special: See the recharge magic variant in Unearthed Arcana for general recharge times, and which spells are general recharge spells. The spell SRD:Imbue with Spell Ability cannot be prepared with general recharge spell, nor used on a general recharge spell. Use the "Recharge Times for Other Spells" guidelines for any spells which are not listed. Spells prepared with this feat cannot be embedded in items, nor can the feat itself.