I am thinking...
[sblock=Ten-Minute Rest Period]
from Mark chance's Spes Magna games
Ten-Minute Rest Period
Once per encounter, characters may attempt a ten-minute rest period. Ten minutes of uninterrupted rest is a rest period. This period may include no more activity than conversation and light activity. Character abilities and class features that were previously granted “per day” are instead granted “per rest.” “Per rest” abilities include such things as rage, smite, and wild shape, as well as some spellcasting (see below). Regardless of how many 10-minute rest periods taken in a day, all abilities are refreshed once every 24 hours as normal. After a successful rest period, the following happens:
* All “per rest” class abilities are refreshed.
* All characters heal an amount of hit points equal to 25% of their normal, maximum hit point total.
* All characters recover 2 points of ability damage.
* All spell slots used to cast routine spells are refreshed (for spontaneous casters), or all routine spells are refreshed (for casters that prepare spells). Routine spells include all 0-level spells and any single-target spell with a duration of 1 min/level or less.
A 10-minute rest period does not recover spells/spell slots used to cast restricted or ritual spells. Restricted spells are those that:
* Have an area of effect or multiple targets
* Have a duration of 10 minutes per level or longer
* Are Conjuration (creation, calling, or teleport) spells
Restricted spells/spell slots can be recovered after a 10-minute rest period for 1 Action Point each.
Ritual spells are those that have unusual/expensive material components. In a standard campaign, this also includes the big four gamebreakers: commune, divination, raise dead, and teleport. “Edge case” spells that create permanent goods (water, food, iron) may be classified as ritual spells at DM’s discretion, along with any other spell which, by reputation or overuse, proves disruptive to the campaign
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I am just thinking.