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D&D 3E
Spell Recharge 
12th-Aug-2008 12:53 am
Plane of Suck
Okay, I need some help. I'm using the recharge variant for my spells in 3.5, the details of which can be found here.

I'm almost done assigning recharge times to the spells we've found in other sources, but I'm a bit torn over Lesser Vigor from Complete Divine. Basically, it grants fast healing 1 to the subject for 10 rounds +1 round/level (max 15). A second application adds the full duration onto the ongoing spell.

I'm not sure if I should give it the general recharge time (1d6+1 rounds) because I'm a bit worried of it being stacked to hell. Perhaps a recharge of a few minutes, so that it can be used often and for tactical reasons, but can't really be stacked unless the caster extends it or has assistants, like most other pre-battle buffs.

Some input would be much appreciated.
Comments 
12th-Aug-2008 08:41 am (UTC)
Well, lesser vigour as a pre-battle buff's main ting is automagical stabilization of unconcious and dying characters. +1 HP / round, really doesn't do that much difference in a combat. At least not beyond lvl 3 or so. To the point of I've never come across anyone that even bothers using it as a pre-battle buff.
It is however superb as a post-battle get everyone up to full, or near full HP. To the point that a wand of lesser vigour is more or less standard equipment as ubiquitous as a roll of rope, bedrolls, waterskins and 10ft poles.
Stacking it is mostly a pointless exercise, as it only extends a duration that already is beyond the length of an average fight duration in D&D.

So, general recharge time shouldn't pose a danger of abuse. But if you are really worried, recharge of max duration (15 rounds) is always an option.
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