• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Spellcasting: Decreasing sleep time to recover Spells?

There's a teamwork benefit in (I think) Complete Mage that lets the team rest like an elf. If the team leader is an elf (or half-elf) and the rest of the team meets the requirements, they can get a full night's rest in 4 hours of trancing. The teamwork benefit description specifically says this includes preparing spells.

I know this contradicts other rules, but I'm pretty sure it says this. Unfortunately, I don't have the book handy right now, but maybe somebody can double-check me.
 

log in or register to remove this ad

Ilium said:
There's a teamwork benefit in (I think) Complete Mage that lets the team rest like an elf. If the team leader is an elf (or half-elf) and the rest of the team meets the requirements, they can get a full night's rest in 4 hours of trancing. The teamwork benefit description specifically says this includes preparing spells.

I know this contradicts other rules, but I'm pretty sure it says this. Unfortunately, I don't have the book handy right now, but maybe somebody can double-check me.

It's Group Trance from PHB2, but I'm away from my books as well, so I can't confirm whether it specifically permits spell preparation after 4 hours. I was under the impression it didn't.

Edit - I think this is the relevant text:
When team members join hands, the task leader can create a trance link that allows each of them, regardless of race, to meditate in the same manner as elves do. Every team member gains the benefit of 8 hours of sleep after just 4 hours of meditation.

If that's how the book has it, then "the same manner as elves do" will incorporate the rule from the PHB: "If a character does not need to sleep for some reason, she must still have 8 hours of restful calm before preparing any spells. For example, elf wizards need 8 hours of rest to clear their minds, even though they only need 4 hours of trance to refresh their bodies. Thus, an elf wizard could trance for 4 hours and rest for 4 hours, then prepare spells."

Edit again - yup, checked the book. In fact, the "Tips" section for the feat suggests letting the spellcasters rest while the Trance Leader helps the fighter types cycle through guard duty faster...

-Hyp.
 
Last edited:

Hypersmurf said:
On the other hand, if this 'room' were actually a chamber of some demi-plane where time runs four times faster, you could sleep in the room for eight hours, and emerge two hours after you entered...

-Hyp.

That's where I was at before posting, seems like the way to go. The reason why I wanted to build this room is that I always have someone in the party who wants to slow play to recharge their wizard, and I hate that.

Isn't there a rule that states you can't prepare spells on the Astral Plane?
 

Complete Mage includes a wondrous item, Heward's Fortifying Bedroll, that allows you to gain the full effects of eight hours' sleep (including the ability to prepare or ready arcane spells) after sleeping for just one hour. However, after using it you cannot benefit from the same effect again (even using a different item) for another 48 hours. It costs 3,000 gp.
 

Hypersmurf said:
It's Group Trance from PHB2
...snip...
Edit again - yup, checked the book. In fact, the "Tips" section for the feat suggests letting the spellcasters rest while the Trance Leader helps the fighter types cycle through guard duty faster...

-Hyp.
Ah, that text is what I was remembering. I thought it meant trancing could help the casters be ready faster. My mistake.
 

Hypersmurf said:
On the other hand, if this 'room' were actually a chamber of some demi-plane where time runs four times faster, you could sleep in the room for eight hours, and emerge two hours after you entered...

Oh, yeah. Handy for magic item creation too. :D
 

I'd be careful about chilling out on Demiplanes with a different time flow.

#1. You can't create such a demiplane with Genesis, so whoever or whatever created it is probably much stronger than you.

#2. Messing with time-streams is probably a good way to get attacked by inevitables.

#3. Your kids could grow up to be older than you! =P
 

irdeggman said:
It is not afunction of sleep (or rest) that is a prerequisite to regain the "daily allotment of spells".

Yay! Another person who believes that wizards get their spells once per day (ie. 24 hour period) and not after every 8 hours of rest. :D

I thought I was the only one.
 

lin_fusan said:
Yay! Another person who believes that wizards get their spells once per day (ie. 24 hour period) and not after every 8 hours of rest. :D

I thought I was the only one.

When we first read the 3.0 rules we missed that part and originally thought it was after 8 hrs of sleep so that a wizard could cast hsi allotment of spells more often than daily. But after rereading the material it is pretty obvious what it means via the usage of "daily allotment" and "spells per day".
 

irdeggman said:
When we first read the 3.0 rules we missed that part and originally thought it was after 8 hrs of sleep so that a wizard could cast hsi allotment of spells more often than daily. But after rereading the material it is pretty obvious what it means via the usage of "daily allotment" and "spells per day".
I find it funny that in the Temple of Elemental Evil video game, you can cast all your spells, rest 8 hours, and do it again. Perfect example of literal reading of the rules going against common sense. :)
 

Into the Woods

Remove ads

Top