Recharging Priest Items

Although the need arises less frequently, priests also can recharge magical items. As they lack the same spells as the wizard—particularly enchant an item—priests use entirely different methods for the recharging process. The general principles of preparing the item and shaping the spells that make the charge remain the same, however.

In recharging a magical item, priests have one additional and obvious condition that must be met before any progress can be made. The power of the item must fall within the range of spheres granted by the priest's deity. For example, a druid, no matter what level, is unable to restore charges to a clerical rod of passage. This item requires the use of astral spell, a spell not granted to druids. The druid can use the item, but must find another priest willing to recharge it—not always a sure thing, given the elitist tendencies of some religions.

If the priest can recharge the item, it must first be prepared for casting. Unlike the wizard, this preparation does not involve the use of spells. Instead the priest must fast and pray to gain the deity's blessing in the task about to be attempted. For each day spent in prayer, there is a 10% chance the deity will respond favorably. During the vigil the priest cannot adventure, pray for spells, or take actions beyond simple rest and water. Both the priest and the magical item must be together at a site sacred to the deity—a temple, shrine, grove, place of power, or whatever. Of course, only priests who are true to their calling can hope for a response. A priest intuitively knows when the prayers are answered.

Once the item has been sanctified, it remains so for 2d12hours. After this, the priest must entreat the deity's favor once more. To actually charge the item, the priest must cast a bless spell upon the item and immediately follow this with the spell(s) necessary to create the charge. The spells needed for known magical items are listed in Appendix A. A new bless is required for every charge attempted.

From this point onward, the process is the same as that for wizard items. The charge takes 1d4 hours to be absorbed, and during that time it is enclosed in a sparkling aura. At the same time, the DM secretly rolls an item saving throw (vs. magical fire) to see if the charge holds, with a modified score of 21 or greater resulting in 1d3 charges.

As with wizard items, there is always the danger of over-charging, and the resulting explosion follows the rules already given. Since the explosion is essentially an overwhelming wave of the deity's power, the priest charging the item (and other priests of the same faith) only suffer 1/2 damage, reduced to 1/4 if a successful saving throw vs. spell is rolled. All nonpriests that are in the area of effect suffer full or 1/2 damage as per the normal saving throw rules.

Example of Priest Recharging

Shayla, an 11th level priestess of a goddess of medicine, was loaned a staff of curing by her Grand Matron with the understanding that it would be returned intact. Being virtuous, Shayla decides that this means she must restore all three charges used during her recent adventures. To do this, Shayla makes arrangements with her temple's High Priestess for use of the chapel.

At dawn, Shayla begins her fasting and prayer. After twenty hours of prayer and a four-hour rest, the DM makes the first check. There is only a 10% chance that her prayers will be heard, so the die roll of 37 means that nothing happens. Shayla continues with her prayers—twenty hours of devotions followed by four hours of rest. With each passing day, the chance of success increases by 10%. Finally, after seven days of prayers (70%), Shayla wakes with knowledge that now is the time.

The DM checks and finds that the item will remain sanctified for 14 hours, but does not tell this to the player. Shayla immediately casts a bless spell followed by a heal spell, the spell needed to create a charge in the staff. (Heal is necessary since the staff can be used to restore sanity.) As Shayla is 11th level, she can only cast a single 6th level heal spell. Instead of giving up, however, she decides to sleep for 8 hours and then pray for the spell so that she can cast it again. She stretches out on her pallet beside the now-glittering staff.

Eight hours later, the priestess wakes and begins her supplications for a heal spell. The prayers take 1 hour, so 9 have passed since she started. Taking a chance, Shayla casts another set of bless and heal spells. Should the item become unsanctified before the charge is absorbed, the spells will be lost. Fortunately, there are still 5 hours remaining, so the second charge is also absorbed. Shortly afterwards, the item is no longer prepared.

The work done, the DM secretly makes saving throws, one for each charge. The staff is a fairly powerful magical item, so the DM allows a +4 to the saving throw. The modified results are 19 and 6. The first charge takes, but the second is a failure, perhaps due to some slight oversight on Shayla's part.


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