Specific Recharge Spell (3.5e Feat)
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|Specific Recharge Spell||Ability to cast previously prepared spells of at least 2nd level||Prepare a spell again without resting.||-|
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]
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).