Recharge Sphere Magic is a variant rule system for Spheres of Power, modifying the character's pool of Spell Points. Any action that would normally require the use of a spell point instead triggers a Cooldown for that Sphere. During a Cooldown, only that Sphere's basic ability(s) can be used - the effects of all additional Talents in that Sphere, including those that are normally passive, are unavailable. (The exception to this is powers that are normally permanent, such as Form talents in the Conjuration sphere.) Using a Sphere's base power never incurs a cooldown unless you'd normally have to spend a spell point (like the Create power of the Creation sphere, which incurs a cooldown for itself). Any restrictions a Sphere already has, such as not being able to use a power on a target more than once a day, remain in force.
If the use of a spell would normally cost more than one spell point (such as from using metamagic), the recharge time is multiplied by the number of spell points that would have been spent. For example, if a Destructive Blast costing two spell points was cast at the highest caster level, it would incur a cooldown of 2d4+2 rounds on the Destruction Sphere.
As in the base system, it is possible to "undercast" a spell by not using it at the maximum level. Under the Recharge Sphere Magic rules, doing this will reduce the cooldown time once certain milestones are reached. This is meant to encourage characters to avoid casting at their maximum caster level all the time - or if they do, to force them to do different things and so avoid "spamming" any ability that's particularly effective.
If Advanced talents are permitted, their use adds an additional multiplier to the cooldown (this is in addition to any spell points normally required).
Caster Level = General Recharge Time
Highest Possible = 1d4+1 rounds
Highest minus 2 = 1d4+1 rounds
Highest minus 4 = 1d4 rounds
Highest minus 6 = 1d4 rounds
Highest minus 8 = 1d3 rounds
Highest minus 10 = 1d3 rounds
Highest minus 12 = 1 round
Highest minus 14 = 1 round
Highest minus 16 = 0 rounds (No Cooldown)
Additional Rules:
-Some Sphere powers are not meaningfully affected by Caster Level. For this system, such powers are always assumed to be cast at the highest Caster Level.
-When casting spells with Metamagic, each level increase counts as one spell point for determining the recharge time. (For spells with a specific recharge time, that recharge is doubled for each metamagic used.) In addition, it still incurs a one-step increase in casting time, per normal Metamagic rules for Spheres of Power.
-Many spherecasters take advantage of the Drawback system. This normally allows them to acquire extra spell points, but in the Recharge Magic system, characters cannot raise their number of spell points. Instead, for each drawback a character takes (or any time a character would normally gain bonus spell points, such as through the Extra Spell Points feat, but not from leveling or raising their casting ability modifier), they may select two different Spheres and treat their Caster Level as two lower for determining the length of the recharge. This can reduce the recharge time for that Sphere. As in the base system, characters may select Boons in place of the benefit they would normally receive for taking Drawbacks.
--Sphere-specific Drawbacks, which grant extra talents, are unaffected.
-It is impractical to try and predict every combination of abilities, especially because options like Dual Feats and Spellcrafting allow for almost limitless combinations. In general, however, you should keep the following in mind:
• Combat spells (such as the Destruction sphere, or parts of the Protection sphere) and short-duration powers (those that can last 1 round per-level by spending a spell point) typically follow the general recharge time table.
• Non-Combat spells with longer durations tend to have specific recharge times, rather than following the table. The longer it normally lasts, the longer the specific recharge should be. A specific recharge does not affect the Sphere as a whole, but does restrict repeated castings of that particular power. Compare to the list of spells at http://www.d20srd.org/srd/variant/magic/rechargeMagic.htm and see what cooldown best matches the Sphere in question. Players are encouraged to do this themselves and explain their reasoning to the GM, who can either accept those submissions or decide on a different cooldown. As always, the GM's decision on this is final.
• Many mind-affecting abilities (particularly from the Mind Sphere) should have specific recharge times ranging from 30 minutes to 12 hours. This is meant to stop characters from mind-controlling everyone they meet. GMs may, at their discretion, use general recharge times for combat to help characters perform like they normally could, but should sharply cap out-of-combat use.
• Divination powers that can gather information (such as the Divine Information spell from the Divination school) should have a specific recharge time of around 6 hours. This helps to prevent their abuse by curious characters.
• Powerful illusions and any "trap" type spells tend to have specific recharge times of 12 hours to 1 day. The same applies for any major creations.
-Finally, characters in this system retain a pool of energy equal to one-quarter the number of spell points they would normally have (rounded down, with a minimum of 2). These points can be spent any time a spell point cost would normally trigger a cooldown, removing the cooldown that would normally have been incurred. For example, if a spell would normally cost two spell points and trigger the cooldown twice, a character could pay two points from their pool to totally remove the cooldown, or pay one point to halve the cooldown. The cooldown triggered by using an Advanced Talent is not based on spell point costs and cannot be avoided by spending a point from the pool.