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<blockquote data-quote="LonePaladin" data-source="post: 3854988" data-attributes="member: 6963"><p>If you're playing a divine spellcaster, check with your DM on this before picking an odd time to prepare your spells (like noon or sundown).</p><p></p><p>According to <a href="http://www.d20srd.org/srd/magicOverview/divineSpells.htm#preparingDivineSpells" target="_blank">this</a>:</p><p></p><p>To sum up:</p><p>Let's say you've got twelve spell slots (the levels aren't important for this). You prepare your spells at noon. The party wakes up in the morning, and heads out to the dungeon. You've got your full selection of spells, not having needed to use any the day before.</p><p></p><p>At 10 am, the group enters the dungeon and has a couple encounters. In defeating the enemy and mending the group afterward, you use up six of your spells. You have no other significant encounters in the next two hours.</p><p></p><p>When noon arrives, you demand that the party stops so that you can pray. When you do so, however, you can't prepare spells in any of the slots you used two hours ago; all you can do is abandon the spells you still have to replace them with other spells.</p><p></p><p>At 4 pm, you have another set of encounters, requiring you to use up all the spells you have remaining.</p><p></p><p>At 6 pm, the spell slots you used earlier in the day become available again. <em><strong>Here is the tricky part you'll want to talk to your DM about.</strong></em> According to the description of a cleric's spells (in the class entry), the number of spells listed is a daily limit. Most DMs consider one 'day' to be from sunrise to sunrise. The second quote above states that spells previously cast can't be used in a second 'prayer session'.</p><p></p><p>By this interpretation, you have no spells at all until NOON the next day.</p><p></p><p>In my games, I allow divine spellcasters to make use of the rule that allows you to do a partial spell preparation, intentionally avoiding those spell slots that were used in the 8 hours prior; this way, when the 8-hour 'statute of limitations' ends, they can do another preparation session to refill those slots. Essentially, I count the 'day' part of 'spells per day' as beginning at the time the cleric normally does his prayers and spell-preparation.</p><p></p><p>Ignoring my ruling, let's make the above example worse; let's say you have nothing happen at 4 pm, and instead have more encounters the next morning at 10 am again. When noon rolls around, you can only prepare the spell slots that were unavailable the previous day, because the other six slots were recently used.</p><p></p><p>This means that any divine spellcasters, if you take an overly-strict interpretation of the rules, will almost always be at less-than-full ability on spells unless his preparation time is first thing in the morning, alongside the arcanists. One or two sessions of bad timing, and his spell selection is totally screwed until the group can take about two days off with no spellcasting on his part.</p></blockquote><p></p>
[QUOTE="LonePaladin, post: 3854988, member: 6963"] If you're playing a divine spellcaster, check with your DM on this before picking an odd time to prepare your spells (like noon or sundown). According to [URL=http://www.d20srd.org/srd/magicOverview/divineSpells.htm#preparingDivineSpells]this[/URL]: To sum up: Let's say you've got twelve spell slots (the levels aren't important for this). You prepare your spells at noon. The party wakes up in the morning, and heads out to the dungeon. You've got your full selection of spells, not having needed to use any the day before. At 10 am, the group enters the dungeon and has a couple encounters. In defeating the enemy and mending the group afterward, you use up six of your spells. You have no other significant encounters in the next two hours. When noon arrives, you demand that the party stops so that you can pray. When you do so, however, you can't prepare spells in any of the slots you used two hours ago; all you can do is abandon the spells you still have to replace them with other spells. At 4 pm, you have another set of encounters, requiring you to use up all the spells you have remaining. At 6 pm, the spell slots you used earlier in the day become available again. [I][B]Here is the tricky part you'll want to talk to your DM about.[/B][/I] According to the description of a cleric's spells (in the class entry), the number of spells listed is a daily limit. Most DMs consider one 'day' to be from sunrise to sunrise. The second quote above states that spells previously cast can't be used in a second 'prayer session'. By this interpretation, you have no spells at all until NOON the next day. In my games, I allow divine spellcasters to make use of the rule that allows you to do a partial spell preparation, intentionally avoiding those spell slots that were used in the 8 hours prior; this way, when the 8-hour 'statute of limitations' ends, they can do another preparation session to refill those slots. Essentially, I count the 'day' part of 'spells per day' as beginning at the time the cleric normally does his prayers and spell-preparation. Ignoring my ruling, let's make the above example worse; let's say you have nothing happen at 4 pm, and instead have more encounters the next morning at 10 am again. When noon rolls around, you can only prepare the spell slots that were unavailable the previous day, because the other six slots were recently used. This means that any divine spellcasters, if you take an overly-strict interpretation of the rules, will almost always be at less-than-full ability on spells unless his preparation time is first thing in the morning, alongside the arcanists. One or two sessions of bad timing, and his spell selection is totally screwed until the group can take about two days off with no spellcasting on his part. [/QUOTE]
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