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General Tabletop Discussion
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Spell Preparation: Leaving Slots Open
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<blockquote data-quote="Tanaka Chris" data-source="post: 6676114" data-attributes="member: 6784193"><p>I'm personally inclined towards the "leave a prepared spell slot open variant myself". So if you would have had 7 spells to prepare based on your INT or WIS. If you prep 5, you can fill the other 2 later PROVIDED you have the requisite time to meditate/study, which the PHB states to be 1 minute per spell level.</p><p></p><p>Why would this be interesting? Sheer options that it opens up on scenarios.</p><p></p><p>The Party runs down a cave tunnel that ends with an underwater tunnel. The Druid has one free spell slot, and starts appealing to her Deity for Water Breathing for her Party.</p><p>Meanwhile, the Baddies are coming up the tunnel.</p><p></p><p>Roll for Initiative, 6 secs per round, 10 rounds per minute</p><p>Since Water Breathing is a lvl 2 spell...</p><p>Ok Fighter, keep the enemies at bay for 20 rounds while M the Druid's god picks up the phone</p><p></p><p>Fighter: Fark!!!</p><p>Druid: Can you not bleed so loud? I'm trying to Pray here!!</p><p>*If Druid is attacked at any point, roll a Concentration saving throw as normal, where if you fail you start over*</p><p></p><p>Scenario 2</p><p>The Party has just finished a hard battle but the enemy Wizard got away.</p><p>Your own Wizard has sent an Arcane Eye forward to spy and finds the Enemy Wizard frantically flipping thru his Spellbook to prepare a Teleport Spell to escape. (7 mins and counting)</p><p>You won't have time for a short rest if you want to catch them! What will you do!?</p></blockquote><p></p>
[QUOTE="Tanaka Chris, post: 6676114, member: 6784193"] I'm personally inclined towards the "leave a prepared spell slot open variant myself". So if you would have had 7 spells to prepare based on your INT or WIS. If you prep 5, you can fill the other 2 later PROVIDED you have the requisite time to meditate/study, which the PHB states to be 1 minute per spell level. Why would this be interesting? Sheer options that it opens up on scenarios. The Party runs down a cave tunnel that ends with an underwater tunnel. The Druid has one free spell slot, and starts appealing to her Deity for Water Breathing for her Party. Meanwhile, the Baddies are coming up the tunnel. Roll for Initiative, 6 secs per round, 10 rounds per minute Since Water Breathing is a lvl 2 spell... Ok Fighter, keep the enemies at bay for 20 rounds while M the Druid's god picks up the phone Fighter: Fark!!! Druid: Can you not bleed so loud? I'm trying to Pray here!! *If Druid is attacked at any point, roll a Concentration saving throw as normal, where if you fail you start over* Scenario 2 The Party has just finished a hard battle but the enemy Wizard got away. Your own Wizard has sent an Arcane Eye forward to spy and finds the Enemy Wizard frantically flipping thru his Spellbook to prepare a Teleport Spell to escape. (7 mins and counting) You won't have time for a short rest if you want to catch them! What will you do!? [/QUOTE]
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Spell Preparation: Leaving Slots Open
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