House Rules: Magic

Optional rules in use:


Spells with material components of negligible cost consumes 1 use of the spell component pouch. Spell component pouches have enough material components for 100 spells.


It is possible to cast any spell as a counterspell. By doing so, you are using the spell's energy to disrupt the casting of the same spell by another character. Counterspelling works even if one spell is divine and the other arcane.

How Counterspells Work
You can attempt to counterspell when an opponent tries to cast a spell. You must then make a Spell craft check (DC 15 + the spell's level. This check is a free action. If the check succeeds, you correctly identify the opponent's spell and can attempt to counter it. If the check fails, you can't do either of these things.

To complete the action, you must then spend an attack of opportunity to cast an appropriate spell. As a general rule, a spell can only counter itself. If you are able to cast the same spell and you have it prepared (or have a slot of the appropriate level available), you cast it, creating a counterspell effect. If the target is within range, both spells automatically negate each other with no other results.

If you have the Combat Reflexes feat, you can use the extra attacks of opportunity granted by the feat to perform counterspells.

Recharge Magic

Legends of Celesia uses the 3.5 variant rule of Recharge Magic.

If a spell is not listed in the list of recharge times, its recharge time is determined by how the spell's duration is measured. See Table: Recharge Time by Duration.

Table: Recharge Time by Duration

Spell Duration Measurement Recharge Time
Instantaneous or by rounds General
By minutes 5 minutes
By hours 6 hours
By days or longer 24 hours


Once an extract is created, it occupies the extract slot until it is used or becomes inert. Afterwards, the alchemist can immediately spend 1 minute to mix a new extract for that slot.

Extracts of spells with specific recharge time must also wait that amount of time after they are used before they can be created again. Their magical discharge continues to passively suffuse the alchemist, preventing him from converting those magical energies into extracts.

Psionic Powers

Psionic classes regenerate power points equal to their primary ability modifier (minimum 1) every 1d6+1 rounds until they reach their maximum limit.

Powers with a duration of instantaneous or measured in rounds can be manifested without delay. However those with durations measured in minutes or longer must wait for their particular ambient energies to dissipate from the maniefester before they can be manifested again. Powers with durations measured in minutes must wait 5 minutes, those measured in hours must wait 6 hours, and those measures in days or longer must wait for 24 hours to pass.

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