These methods cover recharging any rechargeable item.
Method I: Regorin’s Insertion
- Must be high enough level to produce effect of the item
- Don’t need to know the spell itself
- Must spend the magical energy needed for the effect, e.g. a 3rd level spell
- Chance of success: 15% + 5% per caster level + INT – (current charges x 5)
- On failure, the spell reflects back out on the caster and the item disintegrates.
Example: A 5th level mage with 17 INT attempts to charge a wand of fireball (3rd level spell) with 3 charges. After a night of rest, instead of memorizing lightning bolt, he tries to charge the wand. Chance of success is 15 + 25 + 17 – 15, or 42%. He rolls a 31 and a new charge is added. The next day, he tries again. The new chance of success is 15 + 25 + 17 – 20, or 37%. He rolls a 45. A 5d6 fireball explodes centered on the wand and the wand crumbles to dust.
Method II: The Ritual of Pagast
- Base chance of success is 15% plus 5% per level of the spellcaster, plus the spellcaster’s full INT or WIS.
- Gather various materials worth 10% of the cost to create the item multiplied by the number of charges added.
- Divide enchantment cost by 1,000 and add 7. This is the number of consecutive days spent performing the enchantment.
- Cannot add more charges than initially added when the item was created.
- Failure means wasting all the time and money, but the item is not damaged.
Example: A 5th level mage with 17 INT attempts to charge a wand of fireball (3rd level spell). Remaining charges doesn’t matter. Max charges, learned by identify, is 20. His chance of success is 15 + 25 + 17 = 57%. The original cost of this item was 5,300 gp. Materials will be 530 gp / charge. To add 7 charges, materials add to 3,710 gp. Time required to attempt the charging is 11 days.