flappeercraft
2018-12-15, 10:58 PM
So I'm trying to compile all ways to recover spell slots, could serve as a nice tool in the future for anyone who plays a spellcaster. There are likely many other things that I did not include so if you happen to know any please post and I will edit it in. If you see a mistake don't be afraid to point it out. Will be editing to make this more like an actual handbook as I add more stuff.
Color Guide:
Blue = Amazing
Green = Good
Black = Average
Red = Horrible
Belt of the Dread Emperor: BoVD 114. If you manacle a humanoid and connect the manacles to the belt via a chain, you can deal damage to the person bound to the manacles equal to the level of the spell slot squared and you recover it. Works unlimited times per day. Get a one hand manacle, chain yourself and get some fast healing/regeneration and you get essentially infinite slots. Costs 120,000 gp. Unfortunately it works only for prepared casters. As far as the action to activate, since nothing is stated in the description, it defaults to a standard action.
Blood Claw Choker: MIC 203. When you wear the item you take a point of damage that can't be healed while worn, however you get a +2 enhancement to constitution which compensates for a bit. If you activate it (swift action) you recover any sorcerer spell slot of up to 5th level and you take double the spell level in damage. This works twice per day. Using this item will likely make you slightly squishier and due to the damage taken you can't really use it when low in HP making it less useable in emergencies. However it is way cheaper than two pearls of power of 5th level at less than 1/4th the cost as it is priced at 12,000 gp.
Circlet of Mages: MIC 86. While not exactly spell recovery, it allows you to cast 3 levels worth of spells without expending the slot which achieves the same purpose for the most part and as a nice little bonus gets you a small bonus to concentration. It’s rather cheap at 5,000 gp and more flexible than a pearl of power. The best part is that it’s a free action activation. Also, you can buy multiple of these and switch them whenever you use one up. Unfortunately it takes up a slot which is bad enough to stop it from going past green considering the pearl of power is slotless. For those discouraged by it occupying the head slot due to using an Intelligence based caster, don't be, MIC has rules for adding ability bonuses to existing items and at the same cost as normal.
Memento Magica: MIC 164. A more expensive pearl of power but works also for spontaneous casters. The cost formula is rather simple at Spell Level squared x1500. Standard action activation.
Pearls of Power: DMG/SRD (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#pearlofPower). Works 1/day and can make you recover a single slot of a corresponding spell level. Only works for prepared spellcasters. The cost formula is simple at Spell Level squared x1000. Standard action activation.
Rod of Dragon's Blood, Lesser: RotD 94. Rather than getting you a slot again, this rod allows you to cast a spell you have cast in the last round again but at no spell slot cost which is rather similar for various purposes. Only spells with a casting time of a standard action or less can be cast with this item and they must be of 2nd level or lower. If you have the dragonblood subtype you may use this for spell-like abilities. Works only 3 times per day. Costs 10,000 gp.
Rod of Dragon's Blood, Greater: RotD 94. The same effect as the lesser version but for spells and spell-like abilities of up to fourth level. Costs 40,000 gp.
Rod of Miracles: DrMag 317. Works only once but when used casts Mass Heal in a radius of 30ft from the wielder from which the wielder chooses who is affected and all affected by the healing recover up to nine spells of their choice. However only one spell slot per spell level is recoverable so you can't recover the same spell multiple times and if you don't have 9th level spells some of the potential is wasted. Those damaged by the healing such as but not limited to undead, do not recover slots. Costs 110,000 gp. This item is full of awesome.
Vest of the Archmagi: MIC 145. Gives lots of nice bonuses and you can recover three arcane spell slots of any level per day. Costs 200,000 gp. Standard action to recover a spell. Really good item and cheaper than three pearls of power of 9th level and does more.
Ruby Rod of Asmodeus: BoVD 121. Via the use of the Reverie of Nessus ability, the wielder is encased in a spherical wall of force surrounded by an AMF where in the course of three rounds the wielder is cleared of all enchantments, diseases, poisons, physical maladies like lost limbs, healed to full HP and regain all spells and spell-like abilities. This ability is usable only once per day. It's unclear what kind of action is required for this ability to be activated or if any at all but the abilities are dubbed supernatural abilities which default to standard actions if there is no text that indicates otherwise. If you want to use it you have two choices, either you steal it from Asmodeus which will be really hard or you get a Shaedling to make a replica with his Shadow Gossamer ability and use it like that, shapechanging into a Shaedling would also work. getting to that though is heavy TO territory as it would allow for infinite spell slots as you could just create more than one.
Absorption: SpC 6. Via the use of metamagic and some cheese one may use this not to exactly recover spells but to get more castings which is effectively the same. If you want details look at Priya the Prismatic Princess (http://www.giantitp.com/forums/showthread.php?280365-Priya-the-Prismatic-Priestess-Buffs-Across-the-Spectrum).
Mage's Lucubration: PHB/SRD (http://www.d20srd.org/srd/spells/magesLucubration.htm). When you cast the spell you recover the use of any 5th level or lower level spell you have cast within the last 24 hours. Exclusive to wizard. Unfortunately it's a 6th level spell so its not the best use of spell slots. However it is useful in the case you need just that one spell you did not prepare enough of.
Mnemonic Enhancer: PHB/SRD (http://www.d20srd.org/srd/spells/mnemonicEnhancer.htm). You can use this to either prepare 3 more levels worth of spells (cantrips count as 1/2) or to recover any spell of up to 3rd level that you cast no more than 1 round prior to beginning the casting of the spell. Very solid on a wand. Green if you have it on a wand, otherwise its black.
Siphon: CS 102. Allows you to drain 5 charges from a wand or staff to recover a spell slot of the same level or lower as the spell from that wand or staff. Horrible waste of money, and since it's a 3rd level spell and has a casting time of a minute you really should not use it unless you're very desperate.
Theller's Argauneau: Web Archive. (https://web.archive.org/web/20180217192159/http://archive.wizards.com/default.asp?x=dnd/wn/20030226a) So I did just find this like four years after I published this handbook but being so obscure I believe it was worth an entry in the same old incoherent style. This godawful spell is 3rd level for wiz/sor and 4th for bards and allows you to recover any spell of any level, yes, any level. The reason I mark this as red is because it requires a dragon egg as a material component. Not only do you need to somehow get a dragon egg, but it specifically has to be from a red dragon and worth at least 2,000 gp. At that point you might aswell just buy a scroll and save yourself from red dragon genocide. Worse of all, if you're not a dragon you need to make a saving throw or take damage, be nauseated, and gain no benefit from this 2,000 gp red dragon egg omelette fiasco, but yet still manage to make yourself a target from some very pissed off parent dragons. Now, if you paid attention, you might have noticed that the colon is blue, that is intentional because there is one specific circumstance where I think this spell is really good. If you for any reason are able to ignore material components such as by the feat Ignore Material Components, have this as a SLA/Su ability, or whatever the reason, this somehow becomes an amazing out of combat spell that lets you convert a level 4 slot into even a 9th level spell or beyond if you're in epic. This especially applies if you're a DWK or somehow have the dragon type (such as via transmutation magic) which lets you ignore the saving throw.
Chaotic Spell Recall: FC1 84. Once per day as a swift action you can recall a single spell with the chaotic descriptor that you have used. You can use it an additional time per every two additional abyssal heritor feats you have and it already requires you to have an abyssal heritor feat to get. Essentially you are using 2 or more feats for the ability to recall any spell that has a specific predetermined descriptor a limited amount of times per day and requires an action. Don't take it unless its being given away for free and even then you should switch it via DCFS, you can have better for 2 or more feats.
Echoing Spell: SoX 134. Only applicable to prepared spells so this is useless for spontaneous casters, uses a slot 3 levels higher. An hour after you cast an Echoing Spell the spell returns to the slot and can be cast again albeit at 4 caster levels lower. An echoing spell can be recovered multiple times but the penalty to caster level is cumulative and if the penalty would drop the caster level of the spell below the normal minimum to cast the spell then the spell stops being recovered. It's good depending on what its used for, if CL matters then it's not exactly the best, however if it doesn't then while you still recover the spell, it still occupies a slot three levels higher which is why its not blue.
Retrieve Spell: CC 62. It requires the ability to turn/rebuke undead and two divine feats. It lets you recover spells by expending 1+ Spell Level turn attempts and is limited to the class you get the turn/rebuke from. Not exactly the best but not too shabby. Get various turning pools and extra turning and with this feat you could get lots of extra spells per day. Green if nightsticks don't stack, blue if they do at which point you can essentially never run out of spells again. Could mesh really well with a Persist & extend CoDzilla where on the days you buff you can have quite a decent amount of spells and the days you don't you can essentially go nova all day.
Arcane Lord: DrMag 297. Unfortunately this is an Epic Prestige Class and has a minimum entry qualification of level 22. Essentially for most people it's out but if you do have access to it it's decent but not exactly great. You can recall any spell of any level once per 3 levels you have in the prestige class, maximum of 3 spells. That's essentially it. Rather than getting nine levels here in epic level where xp progression is super slow and you would appreciate better class features you can just get a Vest of the Archmagi for 200,000 gp and get the same and more. Add in the limitation that the spell recalled must be cast within the last hour and pearl's of power are honestly a better bet. The activation of the ability is a standard action.
Dracolexi: RotD 79. This prestige class is only accessible to spontaneous spellcasters and loses a caster level. This is to be kept in mind as this means if you take the prestige class, you will get ninths at level 19 while a prepared caster would at 17. However that can be patched with DWK although that is rather cheesy. Getting into spell recovery, the class feature that allows this is the Draconic Words class feature, specifically Veschik. It is to be kept in mind that use of it recovers only one spell and it is always the highest level slot used up so far, it has to be an arcane slot and it has to be a spontaneous slot, however being a spontaneous arcane caster as a prerequisite that should not be a problem unless you want to recover spells from other classes you have. Speaking one of these words is a swift action and to access the word we need you need at least 7 levels in the PrC. However you can use it as part of the casting of a spell with a verbal component at no extra action and there is no limit to the amount of times you can use it per day although only once per round. To make it even better this can even be used to make other people recover spells. However here comes the downside, a word only works once per day per person. In general it has a couple downsides as you can only make people recover a specific kind of slot and you're an entire spell level behind. However what makes it shine is the ability to recover spell slots for your allies. Your party members will love you and if your cohort has this PrC then you take none of the downsides and gain all of the benefits assuming you are a spontaneous arcane spellcaster.
Elder Druid: DrMag #286 40. Absolutely amazing. The capstone, Immolate body allows you to unlimited times per day exceed the amount of spells per day you can cast. While not exactly recovering the spells it essentially is the same thing. The one problem is the penalties, you take constitution damage equal to the spell level +1 whenever you cast a spell exceeding your normal amount per day and casting spells of 5th-8th levels ages you 1d4 years and for 9th's 2d4+2. It will shorten your lifespan real quick but there is another class feature in the same PrC that allows you to elongate your lifespan and many spells allow you to elongate it aswell such as Steal Life from BoVD. Add on top that it's a full caster PrC and I'm in love with this prestige class.
Incantifier: DrMag #339 38. Works out alright but not very good in general. While it is pretty decent for spell recovery, it is the other aspects that make it lose points in my eyes. To even take the prestige class you need to partake in a ritual that costs 120,000 gp and costs 4,800 xp and to even get to spell recovery class features you lose minimum one caster level, two if you take the whole class. Add on that you can't heal naturally, and depend on specifically arcane spells or SLA's not bypassing your SR to do so, consider its also a d4 HD class and you will be about as fragile as a twig. Getting on to spell recovery, there are two methods gained from this class. The first is Spell Leech which makes it so if an arcane spell or SLA does not bypass your SR, you recover a spell slot of the same level or lower. The second is Spell Leech 2 which is basically the spell Siphon (described above) as a class feature but requires a Full-round action rather than a minute.
Luckstealer: RotW 118. Allows you to recall any spell of any level up to three times per day depending on your class level. However this class also loses 3 caster levels, to be a halfling (although that part is not half bad if you're allowed to be a Strongheart Halfling) and to take a feat tax. The class features it has don't compensate for the downsides.
Noctumancer: ToM 125. I’ll be honest I have never used this Prestige Class or seen it in play so my entry here should be taken with a grain of salt as I’m judging only based on what I can see rather than experience. So, with the Innate Counterspell class feature one may up to 3 times per day counterspell and use that to either refill any spell slot or regain a mystery of a level equal to or less than that of the counterspelled effect. However mysteries are not very good and this is a theurge class for arcane and mysteries meaning you are already losing three caster levels meaning you would both have better spells and more spells if you did not take this class so regaining spells from this is really useless as you would already have these spells. Take a wizard for example where you would have 3 more 9th level slots, 2 more 8th’s, 1 more 7th and a caster level 3 levels higher if you were ECL 20. A spontaneous arcane caster would not get 9ths by ECL 20. All of these downsides are why it’s rated red.
Primal Scholar: SoX 127. Via the Ancient Secret called Secret of Power you may expend a single Eberron Action Point (Not to be confused with UA Action Points) to recover one or more spell slots. The limitation being that the total amount of spell slots recovered and the added spell levels may not be higher than your levels in the Prestige Class. It's only a 5 level PrC but this may be increased via things like bloodlines, legacy champion and uncanny trickster. Red if you use it on its own as Action Points are a limited resource and you are taking levels that are dependent on this limited resource, blue if you use it with Unfettered Heroism (RoE) which makes it plain amazing.
Spell Scion: UA/SRD (http://www.d20srd.org/srd/variant/magic/legendaryWeapons.htm#theSpellScion). Unfortunately this method requires a variant rule to be in place and then take levels in a specific PrC but then again you're not missing too much, it's not too good since you also need a magic item for it to work. You can recall a spell with the fire descriptor you have cast up to your scion level in spell level once per day at second level, twice at fifth and three times at 8th level. Very similar to Chaotic Spell Recalll but as a class feature, the only reason it's rated better is because the PrC is a full caster PrC and fire is a more common descriptor.
Spellthief: CAdv 13. With the Steal Spell ability one may steal spell slots from other spellcasters to use oneself. While not exactly the same as recovering your own spell slots its rather useful if you don't want to waste your own spells but instead those of that one guy you knocked out on the previous encounter. However stolen spells require either you to sneak attack the caster or to have the caster be willing and take a standard action to take it. If you don't cast it within the hour it also vanishes uselessly. The maximum level of a spell you can steal is essentially the same as the spell level progression of a spontaneous caster. You can choose which spell to steal but if that spell is not available you get a random spell. However it is limited by the fact that you may only steal up to your class levels worth of spell levels at a time. The Master Spellthief feat is actually also really useful with it. By level 20 you could be something like Spellthief 3/Wizard 17 with the Master Spellthief feat and work pretty solidly. You get 9th's and can steal 3's unlimitedly with minimum investment. Best thing about this class feature is that it can be used at will. This also synergizes pretty well with leadership with which you could take spells from yoru cohort and followers. Dominate Person would also be useful to keep useful spellcasters under your control to just drain them of all their spells and use those rather than your own for low level spells at least if you use it as a dip.
Arcane Reabsorption DrMag #348 88. By exchanging a familiar you can choose to take this ACF. If you ever fail to penetrate SR or have your spell counterspelled, you can as an immediate action make a Spellcraft Check DC 20+3(Spell Level) to recover the spell slot albeit at the cost of nonlethal damage equal to the spell level of the spell recovered but the damage ignores DR and occurs regardless of your success. However there is no text by RAW that indicates the immediate action must be in the same round as the casting so if you have a DM that will not rule otherwise you can take all the immediate actions to recover all your missed spells after combat ends where you won't be missing those immediate actions. The only reason this is green and not blue is because you trade in a class feature that is actually useful
Devil's Heart: BoVD 46. For the cheap cost of 20gp you can use this component in the casting of your spell to have a 10% chance of the spell remaining prepared. This only works for spells with the evil descriptor and you can't use more than one at a time. In addition it only works for prepared casters. If you want to get your own then it has to be from a devil of at least 6HD. Mixes well with the Aligned Spellcaster ACF (DrMag #348).
Phoenix Feather: BoED 37. Like the Devil's heart but works for good spells rather than evil ones and costs 40gp instead. If you want to get your own then it must be freely given rather than getting one of a dead creature. If you insist on getting them on your own then use Diplomancy on a Phoenix and get him to give you all his feathers, cast regenerate, rinse, repeat. Phoenix are statted on MM2 if you're interested on harvesting these. Mixes well with the Aligned Spellcaster ACF (DrMag #348).
Action Points: UA 123/SRD (http://www.d20srd.org/srd/variant/adventuring/actionPoints.htm). Not to be confused with Eberron Action points which are completely different. Via the use of the Spell Recall use of Action Points, you use an action point in the same round you cast a spell to recover the spell slot. You can't use this after the round ends. It's a free action though which is nice. They are rated better than the Primal Scholar purely because you do not need to get levels in a PrC just to use this.
Deep Imaskari: WebEnh (http://archive.wizards.com/default.asp?x=dnd/ex/20031003b). Once per day allows you to recall a first level spell. It's not great but the race is neat for a wizard as it has a +2 Int bonus although unfortunately a -2 Dex penalty. Only works for prepared casters.
Improved Domain Power (Magic): DrMag #342 21. Accessible either via not gaining turn/rebuke, taking a feat, not gaining two domain granted powers, or a magic item called a Devoted Symbol worth 20,000 gp. Your deity must grant the magic domain. You may once per two cleric levels activate a magic item with charges without expending a charge. If the use of the magic item you're using takes up more than one charge, you must expend uses of this ability equal to the charges used. You can't use this with magic items with a CL higher than your own or any that duplicates spells with an xp or gp cost. Could be used with something like Mnemonic Enhancer Wands.
Resting: PHB. The default way to recover your spells, no need to explain, if you're playing a spellcaster you should already be familiar with this anyway. The default method, and likely the one you will be using most often, although I doubt your DM will be happy if you use it every time after you use a spell or finish combat.
Worldskin Mage Garden Fruit: EE 104. These fruits when consumed allow you to recover an arcane spell slot of 8th level or lower. However there is a catch, if you fail a CL check DC 20+Spell level you do not regain the slot and must make either a Fort or Will save DC 25 or be converted into a tree that grows these fruits. However if you fail the caster level check and the save you almost deserve it. However a dispel check DC 25 within 3 rounds or a miracle/wish reverses it so a contingent greater dispel or arcane mastery can save you from becoming a tree. You might wonder why this is rated blue, well look below and you will see why this is so abusable.
Not my own:
1. Priya the Prismatic Princess: (http://www.giantitp.com/forums/showthread.php?280365-Priya-the-Prismatic-Priestess-Buffs-Across-the-Spectrum) Credits to Cruiser1
2. The Clockwork Wizard: (http://www.giantitp.com/forums/showthread.php?496834-The-Clockwork-Wizard-Everything-in-no-time) Credits to Anthrowhale
3. Caster Class 10/Primal Scholar 5/Legacy Champion 5 + Unfettered Heroism. Well known trick with merely the addition from my part of legacy champion. Essentially can regain at no action required 9 levels worth of spells per round.
4. The use of sanctum spell on Arcane Fusion for NI spells at the cost of only one slot. However I've seen this banned at more tables than even Illithid savant and using Shadow Gossamer to create artifacts for free so it's very likely to not see play in your table. Brought up by Ruerthgar.
5. Artifact Lord (http://web.archive.org/web/20090218080723/http://wizards.com/default.asp?x=dnd/drfe/20080428) + Mnemonic Enhancer Wand. Credits to Ruethgar
6. Mnemonic Enhancer/Mage's Lucubration Spell Clock. Credits to Ruethgar.
7. Jack Simth's (http://www.giantitp.com/forums/showthread.php?576339-Spell-Slot-Recovery-Handbook-3-5/page2&p=23585951#post23585951) and Anthrowhale's (http://www.giantitp.com/forums/showthread.php?576339-Spell-Slot-Recovery-Handbook-3-5/page3&p=23586663#post23586663) Time Stop + Belt of Dread Emperor + Heal loop. I'll see if I can improve it to make it more consistent but for now this will have to do.
8. Unfettered Heroism + Wand Surge + Staff of Mage's Lucubration. Gets you back one spell slot of 5th level or lower which you cast within the last 24 hours. Only lets you do this once per round but otherwise unlimited spell recovery. Very good, especially for the amount of investment one puts into this being just some small amount of gp and one feat. Credits to alexlefournierr.
My own original ideas:
1. Elder Druid 10 + Necropolitan = Win. With this, you can spam the Elder Druid capstone, Immolate body, at no penalty at all since you don't care about age and you are immune to constitution damage since you don't even have a constitution score to begin with. You have infinite spells, congratulations, you can go nova all day. If you can't take necropolitan then replace it with an Elan and the Veil of Undeath or Sheltered Vitality buffs. You won't be missing the spell slots anyway.
2. Belt of the Dread Emperor + Troll-Blooded + Hasten Recovery (DrMag #304). With this you can deal damage to yourself to get back spell slots and heal the damage back. You get all the spell slots you want and at nearly no cost. Not only that but all the damage is converted to nonlethal damage and you heal your HD+1 worth of it per round while under the effect of Hasten recovery.
3. Incantifier 5 + Leadership. Essentially you have your cohort be a warlock. Since invocations are at will and are SLA's then while he remains alive you can have infinite spell slots of up to 9th level (so most of everything pre-epic) and infinite healing. Of course a party member warlock also works for this purpose.
4. Cast Minor Creation to create a Mage Garden Fruit and feed it to some prisoner like a kidnapped commoner or kobold sucker that won't make the CL check and the save. Congrats now for casting Minor Creation once you have a source of spell recovery for all up to 8th level slots. Just make sure to get a decent CL to avoid becoming a tree yourself. The good part is that you can expand this farm as much as you want. Get a casting of Plant Growth if you want to make it more efficient or just plain leave it in a fast time demiplane.
5. Get a Spellclock of Absorption and use twinned fifth level spells through 9th level slots to get NI spells. Heavily inspired by the Clockwork Wizard and Ruethgar's idea to use Spellclocks.
6. Arcane Reabsorption and Incantifier. If you have someone in your party or a cohort with Arcane Reabsorption they can use spells on you and fail their CL check to give you spells at no loss.
7. Sanctum Repeat Mage's Lucubration. This recovers you a 5th level spell on casting and next turn gets repeated to recover itself. Works because of the technicality that Mage's Lucubration works on spell level and not spell slot level. Basically occupies one slot and is unlimited spell recovery.
Color Guide:
Blue = Amazing
Green = Good
Black = Average
Red = Horrible
Belt of the Dread Emperor: BoVD 114. If you manacle a humanoid and connect the manacles to the belt via a chain, you can deal damage to the person bound to the manacles equal to the level of the spell slot squared and you recover it. Works unlimited times per day. Get a one hand manacle, chain yourself and get some fast healing/regeneration and you get essentially infinite slots. Costs 120,000 gp. Unfortunately it works only for prepared casters. As far as the action to activate, since nothing is stated in the description, it defaults to a standard action.
Blood Claw Choker: MIC 203. When you wear the item you take a point of damage that can't be healed while worn, however you get a +2 enhancement to constitution which compensates for a bit. If you activate it (swift action) you recover any sorcerer spell slot of up to 5th level and you take double the spell level in damage. This works twice per day. Using this item will likely make you slightly squishier and due to the damage taken you can't really use it when low in HP making it less useable in emergencies. However it is way cheaper than two pearls of power of 5th level at less than 1/4th the cost as it is priced at 12,000 gp.
Circlet of Mages: MIC 86. While not exactly spell recovery, it allows you to cast 3 levels worth of spells without expending the slot which achieves the same purpose for the most part and as a nice little bonus gets you a small bonus to concentration. It’s rather cheap at 5,000 gp and more flexible than a pearl of power. The best part is that it’s a free action activation. Also, you can buy multiple of these and switch them whenever you use one up. Unfortunately it takes up a slot which is bad enough to stop it from going past green considering the pearl of power is slotless. For those discouraged by it occupying the head slot due to using an Intelligence based caster, don't be, MIC has rules for adding ability bonuses to existing items and at the same cost as normal.
Memento Magica: MIC 164. A more expensive pearl of power but works also for spontaneous casters. The cost formula is rather simple at Spell Level squared x1500. Standard action activation.
Pearls of Power: DMG/SRD (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#pearlofPower). Works 1/day and can make you recover a single slot of a corresponding spell level. Only works for prepared spellcasters. The cost formula is simple at Spell Level squared x1000. Standard action activation.
Rod of Dragon's Blood, Lesser: RotD 94. Rather than getting you a slot again, this rod allows you to cast a spell you have cast in the last round again but at no spell slot cost which is rather similar for various purposes. Only spells with a casting time of a standard action or less can be cast with this item and they must be of 2nd level or lower. If you have the dragonblood subtype you may use this for spell-like abilities. Works only 3 times per day. Costs 10,000 gp.
Rod of Dragon's Blood, Greater: RotD 94. The same effect as the lesser version but for spells and spell-like abilities of up to fourth level. Costs 40,000 gp.
Rod of Miracles: DrMag 317. Works only once but when used casts Mass Heal in a radius of 30ft from the wielder from which the wielder chooses who is affected and all affected by the healing recover up to nine spells of their choice. However only one spell slot per spell level is recoverable so you can't recover the same spell multiple times and if you don't have 9th level spells some of the potential is wasted. Those damaged by the healing such as but not limited to undead, do not recover slots. Costs 110,000 gp. This item is full of awesome.
Vest of the Archmagi: MIC 145. Gives lots of nice bonuses and you can recover three arcane spell slots of any level per day. Costs 200,000 gp. Standard action to recover a spell. Really good item and cheaper than three pearls of power of 9th level and does more.
Ruby Rod of Asmodeus: BoVD 121. Via the use of the Reverie of Nessus ability, the wielder is encased in a spherical wall of force surrounded by an AMF where in the course of three rounds the wielder is cleared of all enchantments, diseases, poisons, physical maladies like lost limbs, healed to full HP and regain all spells and spell-like abilities. This ability is usable only once per day. It's unclear what kind of action is required for this ability to be activated or if any at all but the abilities are dubbed supernatural abilities which default to standard actions if there is no text that indicates otherwise. If you want to use it you have two choices, either you steal it from Asmodeus which will be really hard or you get a Shaedling to make a replica with his Shadow Gossamer ability and use it like that, shapechanging into a Shaedling would also work. getting to that though is heavy TO territory as it would allow for infinite spell slots as you could just create more than one.
Absorption: SpC 6. Via the use of metamagic and some cheese one may use this not to exactly recover spells but to get more castings which is effectively the same. If you want details look at Priya the Prismatic Princess (http://www.giantitp.com/forums/showthread.php?280365-Priya-the-Prismatic-Priestess-Buffs-Across-the-Spectrum).
Mage's Lucubration: PHB/SRD (http://www.d20srd.org/srd/spells/magesLucubration.htm). When you cast the spell you recover the use of any 5th level or lower level spell you have cast within the last 24 hours. Exclusive to wizard. Unfortunately it's a 6th level spell so its not the best use of spell slots. However it is useful in the case you need just that one spell you did not prepare enough of.
Mnemonic Enhancer: PHB/SRD (http://www.d20srd.org/srd/spells/mnemonicEnhancer.htm). You can use this to either prepare 3 more levels worth of spells (cantrips count as 1/2) or to recover any spell of up to 3rd level that you cast no more than 1 round prior to beginning the casting of the spell. Very solid on a wand. Green if you have it on a wand, otherwise its black.
Siphon: CS 102. Allows you to drain 5 charges from a wand or staff to recover a spell slot of the same level or lower as the spell from that wand or staff. Horrible waste of money, and since it's a 3rd level spell and has a casting time of a minute you really should not use it unless you're very desperate.
Theller's Argauneau: Web Archive. (https://web.archive.org/web/20180217192159/http://archive.wizards.com/default.asp?x=dnd/wn/20030226a) So I did just find this like four years after I published this handbook but being so obscure I believe it was worth an entry in the same old incoherent style. This godawful spell is 3rd level for wiz/sor and 4th for bards and allows you to recover any spell of any level, yes, any level. The reason I mark this as red is because it requires a dragon egg as a material component. Not only do you need to somehow get a dragon egg, but it specifically has to be from a red dragon and worth at least 2,000 gp. At that point you might aswell just buy a scroll and save yourself from red dragon genocide. Worse of all, if you're not a dragon you need to make a saving throw or take damage, be nauseated, and gain no benefit from this 2,000 gp red dragon egg omelette fiasco, but yet still manage to make yourself a target from some very pissed off parent dragons. Now, if you paid attention, you might have noticed that the colon is blue, that is intentional because there is one specific circumstance where I think this spell is really good. If you for any reason are able to ignore material components such as by the feat Ignore Material Components, have this as a SLA/Su ability, or whatever the reason, this somehow becomes an amazing out of combat spell that lets you convert a level 4 slot into even a 9th level spell or beyond if you're in epic. This especially applies if you're a DWK or somehow have the dragon type (such as via transmutation magic) which lets you ignore the saving throw.
Chaotic Spell Recall: FC1 84. Once per day as a swift action you can recall a single spell with the chaotic descriptor that you have used. You can use it an additional time per every two additional abyssal heritor feats you have and it already requires you to have an abyssal heritor feat to get. Essentially you are using 2 or more feats for the ability to recall any spell that has a specific predetermined descriptor a limited amount of times per day and requires an action. Don't take it unless its being given away for free and even then you should switch it via DCFS, you can have better for 2 or more feats.
Echoing Spell: SoX 134. Only applicable to prepared spells so this is useless for spontaneous casters, uses a slot 3 levels higher. An hour after you cast an Echoing Spell the spell returns to the slot and can be cast again albeit at 4 caster levels lower. An echoing spell can be recovered multiple times but the penalty to caster level is cumulative and if the penalty would drop the caster level of the spell below the normal minimum to cast the spell then the spell stops being recovered. It's good depending on what its used for, if CL matters then it's not exactly the best, however if it doesn't then while you still recover the spell, it still occupies a slot three levels higher which is why its not blue.
Retrieve Spell: CC 62. It requires the ability to turn/rebuke undead and two divine feats. It lets you recover spells by expending 1+ Spell Level turn attempts and is limited to the class you get the turn/rebuke from. Not exactly the best but not too shabby. Get various turning pools and extra turning and with this feat you could get lots of extra spells per day. Green if nightsticks don't stack, blue if they do at which point you can essentially never run out of spells again. Could mesh really well with a Persist & extend CoDzilla where on the days you buff you can have quite a decent amount of spells and the days you don't you can essentially go nova all day.
Arcane Lord: DrMag 297. Unfortunately this is an Epic Prestige Class and has a minimum entry qualification of level 22. Essentially for most people it's out but if you do have access to it it's decent but not exactly great. You can recall any spell of any level once per 3 levels you have in the prestige class, maximum of 3 spells. That's essentially it. Rather than getting nine levels here in epic level where xp progression is super slow and you would appreciate better class features you can just get a Vest of the Archmagi for 200,000 gp and get the same and more. Add in the limitation that the spell recalled must be cast within the last hour and pearl's of power are honestly a better bet. The activation of the ability is a standard action.
Dracolexi: RotD 79. This prestige class is only accessible to spontaneous spellcasters and loses a caster level. This is to be kept in mind as this means if you take the prestige class, you will get ninths at level 19 while a prepared caster would at 17. However that can be patched with DWK although that is rather cheesy. Getting into spell recovery, the class feature that allows this is the Draconic Words class feature, specifically Veschik. It is to be kept in mind that use of it recovers only one spell and it is always the highest level slot used up so far, it has to be an arcane slot and it has to be a spontaneous slot, however being a spontaneous arcane caster as a prerequisite that should not be a problem unless you want to recover spells from other classes you have. Speaking one of these words is a swift action and to access the word we need you need at least 7 levels in the PrC. However you can use it as part of the casting of a spell with a verbal component at no extra action and there is no limit to the amount of times you can use it per day although only once per round. To make it even better this can even be used to make other people recover spells. However here comes the downside, a word only works once per day per person. In general it has a couple downsides as you can only make people recover a specific kind of slot and you're an entire spell level behind. However what makes it shine is the ability to recover spell slots for your allies. Your party members will love you and if your cohort has this PrC then you take none of the downsides and gain all of the benefits assuming you are a spontaneous arcane spellcaster.
Elder Druid: DrMag #286 40. Absolutely amazing. The capstone, Immolate body allows you to unlimited times per day exceed the amount of spells per day you can cast. While not exactly recovering the spells it essentially is the same thing. The one problem is the penalties, you take constitution damage equal to the spell level +1 whenever you cast a spell exceeding your normal amount per day and casting spells of 5th-8th levels ages you 1d4 years and for 9th's 2d4+2. It will shorten your lifespan real quick but there is another class feature in the same PrC that allows you to elongate your lifespan and many spells allow you to elongate it aswell such as Steal Life from BoVD. Add on top that it's a full caster PrC and I'm in love with this prestige class.
Incantifier: DrMag #339 38. Works out alright but not very good in general. While it is pretty decent for spell recovery, it is the other aspects that make it lose points in my eyes. To even take the prestige class you need to partake in a ritual that costs 120,000 gp and costs 4,800 xp and to even get to spell recovery class features you lose minimum one caster level, two if you take the whole class. Add on that you can't heal naturally, and depend on specifically arcane spells or SLA's not bypassing your SR to do so, consider its also a d4 HD class and you will be about as fragile as a twig. Getting on to spell recovery, there are two methods gained from this class. The first is Spell Leech which makes it so if an arcane spell or SLA does not bypass your SR, you recover a spell slot of the same level or lower. The second is Spell Leech 2 which is basically the spell Siphon (described above) as a class feature but requires a Full-round action rather than a minute.
Luckstealer: RotW 118. Allows you to recall any spell of any level up to three times per day depending on your class level. However this class also loses 3 caster levels, to be a halfling (although that part is not half bad if you're allowed to be a Strongheart Halfling) and to take a feat tax. The class features it has don't compensate for the downsides.
Noctumancer: ToM 125. I’ll be honest I have never used this Prestige Class or seen it in play so my entry here should be taken with a grain of salt as I’m judging only based on what I can see rather than experience. So, with the Innate Counterspell class feature one may up to 3 times per day counterspell and use that to either refill any spell slot or regain a mystery of a level equal to or less than that of the counterspelled effect. However mysteries are not very good and this is a theurge class for arcane and mysteries meaning you are already losing three caster levels meaning you would both have better spells and more spells if you did not take this class so regaining spells from this is really useless as you would already have these spells. Take a wizard for example where you would have 3 more 9th level slots, 2 more 8th’s, 1 more 7th and a caster level 3 levels higher if you were ECL 20. A spontaneous arcane caster would not get 9ths by ECL 20. All of these downsides are why it’s rated red.
Primal Scholar: SoX 127. Via the Ancient Secret called Secret of Power you may expend a single Eberron Action Point (Not to be confused with UA Action Points) to recover one or more spell slots. The limitation being that the total amount of spell slots recovered and the added spell levels may not be higher than your levels in the Prestige Class. It's only a 5 level PrC but this may be increased via things like bloodlines, legacy champion and uncanny trickster. Red if you use it on its own as Action Points are a limited resource and you are taking levels that are dependent on this limited resource, blue if you use it with Unfettered Heroism (RoE) which makes it plain amazing.
Spell Scion: UA/SRD (http://www.d20srd.org/srd/variant/magic/legendaryWeapons.htm#theSpellScion). Unfortunately this method requires a variant rule to be in place and then take levels in a specific PrC but then again you're not missing too much, it's not too good since you also need a magic item for it to work. You can recall a spell with the fire descriptor you have cast up to your scion level in spell level once per day at second level, twice at fifth and three times at 8th level. Very similar to Chaotic Spell Recalll but as a class feature, the only reason it's rated better is because the PrC is a full caster PrC and fire is a more common descriptor.
Spellthief: CAdv 13. With the Steal Spell ability one may steal spell slots from other spellcasters to use oneself. While not exactly the same as recovering your own spell slots its rather useful if you don't want to waste your own spells but instead those of that one guy you knocked out on the previous encounter. However stolen spells require either you to sneak attack the caster or to have the caster be willing and take a standard action to take it. If you don't cast it within the hour it also vanishes uselessly. The maximum level of a spell you can steal is essentially the same as the spell level progression of a spontaneous caster. You can choose which spell to steal but if that spell is not available you get a random spell. However it is limited by the fact that you may only steal up to your class levels worth of spell levels at a time. The Master Spellthief feat is actually also really useful with it. By level 20 you could be something like Spellthief 3/Wizard 17 with the Master Spellthief feat and work pretty solidly. You get 9th's and can steal 3's unlimitedly with minimum investment. Best thing about this class feature is that it can be used at will. This also synergizes pretty well with leadership with which you could take spells from yoru cohort and followers. Dominate Person would also be useful to keep useful spellcasters under your control to just drain them of all their spells and use those rather than your own for low level spells at least if you use it as a dip.
Arcane Reabsorption DrMag #348 88. By exchanging a familiar you can choose to take this ACF. If you ever fail to penetrate SR or have your spell counterspelled, you can as an immediate action make a Spellcraft Check DC 20+3(Spell Level) to recover the spell slot albeit at the cost of nonlethal damage equal to the spell level of the spell recovered but the damage ignores DR and occurs regardless of your success. However there is no text by RAW that indicates the immediate action must be in the same round as the casting so if you have a DM that will not rule otherwise you can take all the immediate actions to recover all your missed spells after combat ends where you won't be missing those immediate actions. The only reason this is green and not blue is because you trade in a class feature that is actually useful
Devil's Heart: BoVD 46. For the cheap cost of 20gp you can use this component in the casting of your spell to have a 10% chance of the spell remaining prepared. This only works for spells with the evil descriptor and you can't use more than one at a time. In addition it only works for prepared casters. If you want to get your own then it has to be from a devil of at least 6HD. Mixes well with the Aligned Spellcaster ACF (DrMag #348).
Phoenix Feather: BoED 37. Like the Devil's heart but works for good spells rather than evil ones and costs 40gp instead. If you want to get your own then it must be freely given rather than getting one of a dead creature. If you insist on getting them on your own then use Diplomancy on a Phoenix and get him to give you all his feathers, cast regenerate, rinse, repeat. Phoenix are statted on MM2 if you're interested on harvesting these. Mixes well with the Aligned Spellcaster ACF (DrMag #348).
Action Points: UA 123/SRD (http://www.d20srd.org/srd/variant/adventuring/actionPoints.htm). Not to be confused with Eberron Action points which are completely different. Via the use of the Spell Recall use of Action Points, you use an action point in the same round you cast a spell to recover the spell slot. You can't use this after the round ends. It's a free action though which is nice. They are rated better than the Primal Scholar purely because you do not need to get levels in a PrC just to use this.
Deep Imaskari: WebEnh (http://archive.wizards.com/default.asp?x=dnd/ex/20031003b). Once per day allows you to recall a first level spell. It's not great but the race is neat for a wizard as it has a +2 Int bonus although unfortunately a -2 Dex penalty. Only works for prepared casters.
Improved Domain Power (Magic): DrMag #342 21. Accessible either via not gaining turn/rebuke, taking a feat, not gaining two domain granted powers, or a magic item called a Devoted Symbol worth 20,000 gp. Your deity must grant the magic domain. You may once per two cleric levels activate a magic item with charges without expending a charge. If the use of the magic item you're using takes up more than one charge, you must expend uses of this ability equal to the charges used. You can't use this with magic items with a CL higher than your own or any that duplicates spells with an xp or gp cost. Could be used with something like Mnemonic Enhancer Wands.
Resting: PHB. The default way to recover your spells, no need to explain, if you're playing a spellcaster you should already be familiar with this anyway. The default method, and likely the one you will be using most often, although I doubt your DM will be happy if you use it every time after you use a spell or finish combat.
Worldskin Mage Garden Fruit: EE 104. These fruits when consumed allow you to recover an arcane spell slot of 8th level or lower. However there is a catch, if you fail a CL check DC 20+Spell level you do not regain the slot and must make either a Fort or Will save DC 25 or be converted into a tree that grows these fruits. However if you fail the caster level check and the save you almost deserve it. However a dispel check DC 25 within 3 rounds or a miracle/wish reverses it so a contingent greater dispel or arcane mastery can save you from becoming a tree. You might wonder why this is rated blue, well look below and you will see why this is so abusable.
Not my own:
1. Priya the Prismatic Princess: (http://www.giantitp.com/forums/showthread.php?280365-Priya-the-Prismatic-Priestess-Buffs-Across-the-Spectrum) Credits to Cruiser1
2. The Clockwork Wizard: (http://www.giantitp.com/forums/showthread.php?496834-The-Clockwork-Wizard-Everything-in-no-time) Credits to Anthrowhale
3. Caster Class 10/Primal Scholar 5/Legacy Champion 5 + Unfettered Heroism. Well known trick with merely the addition from my part of legacy champion. Essentially can regain at no action required 9 levels worth of spells per round.
4. The use of sanctum spell on Arcane Fusion for NI spells at the cost of only one slot. However I've seen this banned at more tables than even Illithid savant and using Shadow Gossamer to create artifacts for free so it's very likely to not see play in your table. Brought up by Ruerthgar.
5. Artifact Lord (http://web.archive.org/web/20090218080723/http://wizards.com/default.asp?x=dnd/drfe/20080428) + Mnemonic Enhancer Wand. Credits to Ruethgar
6. Mnemonic Enhancer/Mage's Lucubration Spell Clock. Credits to Ruethgar.
7. Jack Simth's (http://www.giantitp.com/forums/showthread.php?576339-Spell-Slot-Recovery-Handbook-3-5/page2&p=23585951#post23585951) and Anthrowhale's (http://www.giantitp.com/forums/showthread.php?576339-Spell-Slot-Recovery-Handbook-3-5/page3&p=23586663#post23586663) Time Stop + Belt of Dread Emperor + Heal loop. I'll see if I can improve it to make it more consistent but for now this will have to do.
8. Unfettered Heroism + Wand Surge + Staff of Mage's Lucubration. Gets you back one spell slot of 5th level or lower which you cast within the last 24 hours. Only lets you do this once per round but otherwise unlimited spell recovery. Very good, especially for the amount of investment one puts into this being just some small amount of gp and one feat. Credits to alexlefournierr.
My own original ideas:
1. Elder Druid 10 + Necropolitan = Win. With this, you can spam the Elder Druid capstone, Immolate body, at no penalty at all since you don't care about age and you are immune to constitution damage since you don't even have a constitution score to begin with. You have infinite spells, congratulations, you can go nova all day. If you can't take necropolitan then replace it with an Elan and the Veil of Undeath or Sheltered Vitality buffs. You won't be missing the spell slots anyway.
2. Belt of the Dread Emperor + Troll-Blooded + Hasten Recovery (DrMag #304). With this you can deal damage to yourself to get back spell slots and heal the damage back. You get all the spell slots you want and at nearly no cost. Not only that but all the damage is converted to nonlethal damage and you heal your HD+1 worth of it per round while under the effect of Hasten recovery.
3. Incantifier 5 + Leadership. Essentially you have your cohort be a warlock. Since invocations are at will and are SLA's then while he remains alive you can have infinite spell slots of up to 9th level (so most of everything pre-epic) and infinite healing. Of course a party member warlock also works for this purpose.
4. Cast Minor Creation to create a Mage Garden Fruit and feed it to some prisoner like a kidnapped commoner or kobold sucker that won't make the CL check and the save. Congrats now for casting Minor Creation once you have a source of spell recovery for all up to 8th level slots. Just make sure to get a decent CL to avoid becoming a tree yourself. The good part is that you can expand this farm as much as you want. Get a casting of Plant Growth if you want to make it more efficient or just plain leave it in a fast time demiplane.
5. Get a Spellclock of Absorption and use twinned fifth level spells through 9th level slots to get NI spells. Heavily inspired by the Clockwork Wizard and Ruethgar's idea to use Spellclocks.
6. Arcane Reabsorption and Incantifier. If you have someone in your party or a cohort with Arcane Reabsorption they can use spells on you and fail their CL check to give you spells at no loss.
7. Sanctum Repeat Mage's Lucubration. This recovers you a 5th level spell on casting and next turn gets repeated to recover itself. Works because of the technicality that Mage's Lucubration works on spell level and not spell slot level. Basically occupies one slot and is unlimited spell recovery.