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

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If the object that you target is a magic item, you make a refresh roll to bolster the item's magic - temporarily if the item's magic is permanent, or permanently if it can be depleted (such as if it is a wand). Items that are explicitly single-use, such as potions, do not get extra uses; instead, add half of your refresh roll to the item's caster level (this effect lasts until the item is expended, but gets erased if the item's properties are suppressed or erased by ''dispel magic'', [[SRD:Mage's Disjunction|''mage's disjunction'']], or a similar spell). For items with charges (2 or more uses), you add your refresh roll to the remaining number of charges if the maximum is 50 (this ignores any rules stating that an item can't be discharged, but ''not'' any rules that make something terrible happen if the item is overcharged!) If the maximum number of charges is not 50, divide 50 by the item's maximum number of charges, then divide your refresh roll by the result, rounding down to the nearest whole number (minimum O). (This decreases the amount of charges that can be restored to an item with a low maximum, and makes it nigh-impossible to refresh the charges of an item with a very low capacity, like a ''ring of three wishes''.) An item that can be used a limited number of times in a given interval gains a number of uses equal to half your refresh roll (if it has more uses remaining than it has per interval when it regains uses, its number of uses is still reset to however many it normally has per interval). For items that have or grant a bonus, that bonus is increased by half your refresh roll for 1d4 rounds.
 
If the object that you target is a magic item, you make a refresh roll to bolster the item's magic - temporarily if the item's magic is permanent, or permanently if it can be depleted (such as if it is a wand). Items that are explicitly single-use, such as potions, do not get extra uses; instead, add half of your refresh roll to the item's caster level (this effect lasts until the item is expended, but gets erased if the item's properties are suppressed or erased by ''dispel magic'', [[SRD:Mage's Disjunction|''mage's disjunction'']], or a similar spell). For items with charges (2 or more uses), you add your refresh roll to the remaining number of charges if the maximum is 50 (this ignores any rules stating that an item can't be discharged, but ''not'' any rules that make something terrible happen if the item is overcharged!) If the maximum number of charges is not 50, divide 50 by the item's maximum number of charges, then divide your refresh roll by the result, rounding down to the nearest whole number (minimum O). (This decreases the amount of charges that can be restored to an item with a low maximum, and makes it nigh-impossible to refresh the charges of an item with a very low capacity, like a ''ring of three wishes''.) An item that can be used a limited number of times in a given interval gains a number of uses equal to half your refresh roll (if it has more uses remaining than it has per interval when it regains uses, its number of uses is still reset to however many it normally has per interval). For items that have or grant a bonus, that bonus is increased by half your refresh roll for 1d4 rounds.
  
''Area Refresh:''  
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''Area Refresh:'' When ''refresh magic'' is used in this way, the spell affects everything within a 20-foot radius.
  
''Anti-Dispel:'' ''Refresh magic'' can be used to counter any spell being used to terminate a magical effect, as long as that spell is 2nd-level or lower (3rd-level or lower for druids, as ''refresh magic'' is a 4th-level spell for druids.) ''Refresh magic'' is always capable of dispelling ''dispel magic'' (but not necessarily a more powerful variant); likewise, ''dispel magic'' and its more powerful variants can counter ''refresh magic'' without needing to roll a dispel check.
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For each creature within the area that is the subject of one or more spells, you randomly choose one of those spells with any method that the GM deems appropriate (picking cards, d% roll, etc.) and make a refresh roll to prolong that spell. (The DM may choose to stack the chances in any way he sees fit, but either granting each spell an equal chance to be affected or giving better odds to spells with a higher caster level is recommended.)
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For each object within the area that is the target of one or more spells, you make refresh rolls as with creatures. Magic items are not affected by an area refresh.
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For each ongoing area or effect spell whose point of origin is within the area of the ''refresh magic'' spell, you can make a refresh the spell.
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Ongoing spells whose area merely overlaps that of the ''refresh magic'' spell are unaffected.
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If an object or creature that is the effect of an ongoing spell (such as a monster summoned by ''monster summoning'') is in the area, you can make a refresh roll to prolong that spell in addition to refreshing a spell targeting it.
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''Anti-Dispel:'' ''Refresh magic'' can be used to counter any spell being used to terminate a magical effect, as long as that spell is 2nd-level or lower (3rd-level or lower for druids, as ''refresh magic'' is a 4th-level spell for druids.) When used in this way, ''refresh magic'' targets a spellcaster and is cast as a counterspell. ''Refresh magic'' is always capable of dispelling ''dispel magic'' (but not necessarily a more powerful variant); likewise, ''dispel magic'' and its more powerful variants can counter ''refresh magic'' without needing to roll a dispel check.
  
 
To counter a spell of 3rd to 6th level other than ''dispel magic'' (or a spell of 4th to 6th level if cast by a druid), a dispel check is necessary, just as if you were casting ''dispel magic''. (Just like ''dispel magic'', the dispel check is 1d20 + your caster level, maximum + 10, against a DC of 11 + the other spell's caster level.)
 
To counter a spell of 3rd to 6th level other than ''dispel magic'' (or a spell of 4th to 6th level if cast by a druid), a dispel check is necessary, just as if you were casting ''dispel magic''. (Just like ''dispel magic'', the dispel check is 1d20 + your caster level, maximum + 10, against a DC of 11 + the other spell's caster level.)

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Refresh Magic
Transmutation
Level: Bard 3, Cleric 3, Paladin 3, Sorcerer/Wizard 3
Components: V, S
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: One spellcaster, creature, or object; or 20-ft. radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Noticing that your spell is about to expire, you infuse it with magical energy to keep it going for another thirty or so seconds.

You can use refresh magic to prolong ongoing spells that have been cast on a creature or object, to temporarily bolster the magical abilities of a magic item, to prolong ongoing spells (or at least their effects) within an area, or to prevent another spellcaster from countering or dispelling a spell. Refresh magic can prolong spell-like effects just as it does spells.

Note: A spell with a duration of instantaneous or permanent can't be prolonged, and refresh magic cannot prolong a concentration-dependent continuous magical effect if its caster ceases to concentrate on it.

You can choose to use refresh magic in one of three ways: a targeted refresh, an area refresh, or an anti-dispel:

Targeted Refresh: One object, creature, or spell is the target of the refresh magic spell. You make a refresh roll (1d6 + your caster level, maximum +10]] for the spell or for each ongoing spell currently in effect on the object or creature. You add the result of the refresh roll to the number of units (rounds, minutes, hours, days, weeks, years, etc., as listed in the spell description) remaining in the spell's duration. If a spell can be ended early by a part of its own effect (such as being discharged, a target succeeding on a saving throw, being dismissed, its caster losing concentration on it, etc.), refresh magic only extends the spell's maximum duration. A spell whose effects are modified throughout its duration (such as storm of vengeance or creeping cold[1], it continues to change following the same pattern.

If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a refresh roll to prolong the spell that conjured the object or creature.

If the object that you target is a magic item, you make a refresh roll to bolster the item's magic - temporarily if the item's magic is permanent, or permanently if it can be depleted (such as if it is a wand). Items that are explicitly single-use, such as potions, do not get extra uses; instead, add half of your refresh roll to the item's caster level (this effect lasts until the item is expended, but gets erased if the item's properties are suppressed or erased by dispel magic, mage's disjunction, or a similar spell). For items with charges (2 or more uses), you add your refresh roll to the remaining number of charges if the maximum is 50 (this ignores any rules stating that an item can't be discharged, but not any rules that make something terrible happen if the item is overcharged!) If the maximum number of charges is not 50, divide 50 by the item's maximum number of charges, then divide your refresh roll by the result, rounding down to the nearest whole number (minimum O). (This decreases the amount of charges that can be restored to an item with a low maximum, and makes it nigh-impossible to refresh the charges of an item with a very low capacity, like a ring of three wishes.) An item that can be used a limited number of times in a given interval gains a number of uses equal to half your refresh roll (if it has more uses remaining than it has per interval when it regains uses, its number of uses is still reset to however many it normally has per interval). For items that have or grant a bonus, that bonus is increased by half your refresh roll for 1d4 rounds.

Area Refresh: When refresh magic is used in this way, the spell affects everything within a 20-foot radius.

For each creature within the area that is the subject of one or more spells, you randomly choose one of those spells with any method that the GM deems appropriate (picking cards, d% roll, etc.) and make a refresh roll to prolong that spell. (The DM may choose to stack the chances in any way he sees fit, but either granting each spell an equal chance to be affected or giving better odds to spells with a higher caster level is recommended.)

For each object within the area that is the target of one or more spells, you make refresh rolls as with creatures. Magic items are not affected by an area refresh.

For each ongoing area or effect spell whose point of origin is within the area of the refresh magic spell, you can make a refresh the spell.

Ongoing spells whose area merely overlaps that of the refresh magic spell are unaffected.

If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a refresh roll to prolong that spell in addition to refreshing a spell targeting it.

Anti-Dispel: Refresh magic can be used to counter any spell being used to terminate a magical effect, as long as that spell is 2nd-level or lower (3rd-level or lower for druids, as refresh magic is a 4th-level spell for druids.) When used in this way, refresh magic targets a spellcaster and is cast as a counterspell. Refresh magic is always capable of dispelling dispel magic (but not necessarily a more powerful variant); likewise, dispel magic and its more powerful variants can counter refresh magic without needing to roll a dispel check.

To counter a spell of 3rd to 6th level other than dispel magic (or a spell of 4th to 6th level if cast by a druid), a dispel check is necessary, just as if you were casting dispel magic. (Just like dispel magic, the dispel check is 1d20 + your caster level, maximum + 10, against a DC of 11 + the other spell's caster level.)

Refresh magic is not powerful enough to defeat mage's disjunction, antimagic field, or other spells of 7th level and higher; attempts to use it to counter or negate such spells automatically fail.


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 ComponentsSpellsSorcerer/Wizard

Luigifan18's Homebrew (383 Articles)
Luigifan18v
Article BalanceHigh +
AuthorLuigifan18 +
ComponentV + and S +
Identifier3.5e Spell +
LevelBard 3 +, Cleric 3 +, Paladin 3 + and Sorcerer/Wizard 3 +
RangeOther +
RatingUnrated +
SchoolTransmutation +
SummaryThe antithesis of dispel magic; a spell that prolongs magical effects. +
TitleRefresh Magic +