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So for my next campaign I'm considering having a new magic item available that would be for the express purpose of allowing spellcasters to get past the "15 minute day" syndrome. The idea being that, like in some video games, the caster drinks a potion (perhaps called "mana" or a divine spellcaster burns incense that helps him meditate-whatever) and after 15 minutes they can prepare spells again. The items would be single use, ie, potions or elixirs or incense etc, and would grant all the normal benefits of resting a full 8 hours.
What I'm looking for from you fine folks is some tips on what you think such an item would cost to make/purchase, and what you think would be the most egregious abuses of such an item? My thinking is that if it cost in the neighborhood of a 3rd level potion (ie, 750gp for a Cleric, Druid, Wizard) then I don't think players would automatically by a million of them. They'd likely keep 1-2 on-hand for emergency scenarios but probably not more.
So the idea is not "drink a potion, have new spells instantly" its "sit down in a quiet area and slowly drink the potion (or inhale the burning incense) over 15 minutes, and THEN you can spend the normal time to prepare spells etc" This would allow reusing slots used within the last 8 hours.
Edit: Added a Summary of Benefits:
- Drinker recovers 1 hp x current level.
- Drinker recovers 1 point of ability damage to each affected ability score.
- May prepare spells again.
- Takes 15 minutes then normal prep time
Thoughts?

Kolokotroni |

So for my next campaign I'm considering having a new magic item available that would be for the express purpose of allowing spellcasters to get past the "15 minute day" syndrome. The idea being that, like in some video games, the caster drinks a potion (perhaps called "mana" or a divine spellcaster burns incense that helps him meditate-whatever) and after 15 minutes they can prepare spells again. The items would be single use, ie, potions or elixirs or incense etc, and would grant all the normal benefits of resting a full 8 hours.
What I'm looking for from you fine folks is some tips on what you think such an item would cost to make/purchase, and what you think would be the most egregious abuses of such an item? My thinking is that if it cost in the neighborhood of a 3rd level potion (ie, 750gp for a Cleric, Druid, Wizard) then I don't think players would automatically by a million of them. They'd likely keep 1-2 on-hand for emergency scenarios but probably not more.
So the idea is not "drink a potion, have new spells instantly" its "sit down in a quiet area and slowly drink the potion (or inhale the burning incense) over 15 minutes, and THEN you can spend the normal time to prepare spells etc" This would allow reusing slots used within the last 8 hours.
Thoughts?
I would probably make thier cost relative to the caster using them. There is a huge difference between how much you get back at level one, and how much you gain at level 15 from something like this. My recomendation, make the creation of this potion/incense part of the 15 minute ritual, and make the cost based on the casterlevel using it.
IE:
Cleric A wants to use this option, he spends 15 minutes and [his level]*X gp in materials to create the incense, burn it and do his meditation/prayers.
Wizard B at the same times spends the same amount of time and money, creating and drinking a potion, and studying his spell book

Laurefindel |

The problem is that this would worth a LOT more in the hands of a powerful spellcaster than a low-level one. In addition, 750 gp is not much for a 10th level spellcaster, never mind a 20th level spellcaster.
I'd take the cue from healing potion. Rejuvenating your 1st level spells; 1st level potion. Rejuvenating your 2nd level spells; 2nd level potion. Rejuvenating your 4th level spells; 4th level potion. 5th level spell; you're out of luck...
Note that I consider even this VERY powerful, but if the NPC casters have access to that as well (and have more than two brain cells), the PC will need them! Again, that puts more power in that hands of spellcasters but if it fits your game, who am I to say that this is wrong...
'findel
[edit] I just saw the additional benefits for non spellcaster classes.

Majuba |

Ugh, double post monster.
In brief - I think it's abusable, but go for it if you trust your players. Keep a method (like a rare component) to limit/end production.
Edit: I like Laurefindel's idea (btw, potions only go up to 3rd level). If the cost is exponential though, I don't see a reason to limit it necessarily. 50 * level^3 would work....

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I would probably make thier cost relative to the caster using them. There is a huge difference between how much you get back at level one, and how much you gain at level 15 from something like this. My recomendation, make the creation of this potion/incense part of the 15 minute ritual, and make the cost based on the casterlevel using it.
IE:
Cleric A wants to use this option, he spends 15 minutes and [his level]*X gp in materials to create the incense, burn it and do his meditation/prayers.Wizard B at the same times spends the same amount of time and money, creating and drinking a potion, and studying his spell book
Oh, good idea. That makes the cost continually a factor. The way I had it after a few levels the cost to create/purchase would become trivial compared to the overall benefit.
My only issue is how to work that "in-game" meaning, I wouldn't want the use of the item to depend on the user being able to craft the item... they should be able to purchase them already prepared. Hmm... maybe have it so that the drinker expends Xgp value of generic spell casting material components mixed into the potion/incense while drinking/inhaling etc. I generally have PC spellcasters just keep track of an overall pool of GP worth of spell components instead of having to track individual components. This way if they cast stoneskin I don't have to ask "let me see granite and diamond dust on your character sheet" and having the player punch me in the face lol I just say "tell me how much you want to spend on components then keep track of how much you spend when you cast spells" etc. With this then I could tell them to deduct X from that amount everytime they mix one of these potions/incense sticks etc.
In response to Majuba and Laurefindel, I do generally trust the players not to abuse them, though I also want to make sure its not blatantly so broken they could not resist abusing them :)

Seldriss |

In my campaign, i am using potions of mana.
Yes, like the blue ones in Diablo or World of Warcraft.
As i am using spell points, the system is easy, instead of recovering hit points, the character recovers spell points. Simple.
At first i was afraid it would feel too much like a video game, but actually these potions are seen as precious assets.

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So here's the wording I have thus far:
Potion/Incense of Rejuvenation
Cost: 350gp + special (see below)
These potions/incense must be drank/inhaled slowly and calmly over a 15 minute period in order to realize the benefits. At the end of this 15 minutes the drinker is fully refreshed as though he had just rested a full 8 hours.
For classes other than spellcasters they can be imbibed as-is and they provide the normal benefits of a normal 8 hour rest period after the 15 minute period. For these people, the benefits are:
- Drinker recovers 1 hp x his level.
- Drinker recovers 1 point of ability damage to each affected ability score.
For spellcasters to regain the ability to prepare spells however, they are only partially prepared and require additional ingredients before being imbibed. A spellcaster who wishes to prepare spells again must add into the potion (or burning incenses) miscellaneous spell components equal to 50gp * (maximum spell level the character can cast * his highest caster level). For example, a 1st level caster can cast only 1st level spells. He must mix into the potion 50gp * (1 * 1) or 50gp worth or materials. A 7th level caster can cast 4th level spells. He must mix in 50gp * (4 * 7) or 1400gp worth of materials. In the case of a character with more than one casting class, he uses his highest caster level to determine the amount of additional ingredients required.
So to determine a base cost I'm thinking:
1) Drinker recovers 1 hp x current level
I think this part should cost about the same as a cure light wounds potion (50gp) since at low levels its much worse than a cure light wounds potion in almost every way... it only restores 1hp/lvl (drinker would need to be 4-5th level before it reaches average from a cure lt. potion) and it takes 15 minutes to get the benefit - certainly not an in-combat option.
2) Drinker recovers 1 point of ability damage to each affected ability score.
This adds in a sort of Lesser Restoration ability... a cleric/druid 2 spell... adding 300gp to base cost...
3) May prepare spells again.
This adds the variable cost added in at the time of consuming.... so 50gp * (maximum spell level the character can cast * his highest caster level)
So I'm thinking the potions/incense should cost 350gp base + variable additional amount.
Thoughts?