Specific Recharge Spell (3.5e Feat)
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||- | style="vertical-align: middle; white-space: nowrap;"| Specific Recharge Spell | style="vertical-align: middle;" | Ability to cast previously prepared spells of at least 2nd level
| style="vertical-align: middle; font-size: 0.9em;"| Prepare a spell again without resting.
| style="vertical-align: middle; text-align: center;" | -</dplc>
The other half of recharge variant spells. (See General Recharge Spell (DnD Feat) for the first half) These spells are usually much more powerful than general recharge spells, so it takes longer to cast them again. Unlike the general recharge spell, any casters that prepares spells may use this feat.
Specific Recharge Spell [Metamagic]
Prepare a spell again without resting.
Ability to cast previously prepared spells of at least 2nd level.
After casting a specific recharge spell, the slot you cast from retains an imprint of the spell it contained, but the slot becomes locked and unusable for a cooldown period ranging from 5 minutes to 24 hours, depending on the spell. If additional metamagic feats are applied to a specific recharge spell, the cooldown duration is doubled (maximum 24 hours) for each effective level increased beyond what Specific Recharge Spell alone requires. Once the cooldown period expires, the slot unlocks. You can then use the imprint at any time to prepare the same spell (and only that spell) in that slot again without requiring rest. This is a full-round action that provokes attacks of opportunity. This action requires concentration like casting a spell. If you are interrupted, the imprint remains, so you may try again. The imprint, (and thus a spell prepared again using it) retains any metamagic feats it was originally prepared with.(Normally, this includes the Specific Recharge Spell metamagic feat itself, so the cycle can be repeated.) The imprint cannot be used to prepare that spell with different metamagic feats than before.
If you use a specific recharge spell as a counterspell, or to dispell another spell, the cooldown period is reduced to 1 minute. If your specific recharge spell is successfully countered, make a spellcraft check DC 15 +1 per level of your spell. If you fail, the imprint remains, but the slot is still locked for twice the normal cooldown period (max 24 hrs.). If you fail by 5 or more, the imprint is lost instead. If you succeed, the imprint remains, but the normal cooldown still applies. If you succeed by 5 or more, the imprint remains and the cooldown time is reduced to 1 minute. If a specific recharge spell casting fails for some other reason (loss of concentration, a mage in armor, etc.) no check is required; the imprint remains, but the slot still becomes locked for its normal cooldown period.
You can expend a specific recharge spell, or spell imprint (even while the slot is locked) to pay for abilities that consume prepared spells (like a good cleric spontaneously casting a cure spell), but the imprint is lost, so you must rest as normal before preparing a spell in that slot again. An emptied slot is no longer locked, even if the cooldown period wasn't over. (You can always empty a locked slot to make room to prepare another spell normally.) A specific recharge spell uses up a spell slot one level higher than the spell’s actual level. You may cut the cooldown time by using up a slot higher than this. The time is halved for each additional spell level (minimum 5 minutes).
Preparing spells again normally requires 8 hours of rest.
See the recharge magic variant in Unearthed Arcana for cooldown times, which spells have specific cooldown times, and which spells are forbidden in that variant. Spells that have general recharge times, forbidden spells, and the spell SRD:Imbue with Spell Ability cannot be prepared with specific recharge spell, nor used on a specific 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.