Wrywood regaining spells


Rules Questions


Wrywoods are true Constructs requiring no sleep. Normally a Wizard requires 8 hours of sleep before studying to regain their spells for the day. So the question is does the Wrywood need to rest basically doing nothing for 8 hours before spending time studying their spellbook. Personally I think they only need the hour required to study their spell book.


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To prepare his daily spells, a wizard must first sleep for 8 hours. The wizard does not have to slumber for every minute of the time, but he must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest in order to clear his mind, and he must have at least 1 hour of uninterrupted rest immediately prior to preparing his spells. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells.


willuwontu wrote:
To prepare his daily spells, a wizard must first sleep for 8 hours. The wizard does not have to slumber for every minute of the time, but he must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest in order to clear his mind, and he must have at least 1 hour of uninterrupted rest immediately prior to preparing his spells. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells.

According to what is mentioned he only needs the one hour to clear his mind to study his spellbook. The 8 hours rest is what most people need to refresh themselves. However a wrywood is a Construct requiring no sleep. So the answer is he needs just the one hour.


Derek Dalton wrote:
According to what is mentioned he only needs the one hour to clear his mind to study his spellbook. The 8 hours rest is what most people need to refresh themselves. However a wrywood is a Construct requiring no sleep. So the answer is he needs just the one hour.

The reason the wyrwood does not need to sleep, is because they are a construct, which means they require no sleep. They still require 8 hours of restful calm before preparing any spell.

To prepare his daily spells, a wizard must first sleep for 8 hours. The wizard does not have to slumber for every minute of the time, but he must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest in order to clear his mind, and he must have at least 1 hour of uninterrupted rest immediately prior to preparing his spells. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells.


A Wrywood wizard regaining all of their spell slots upwards of a dozen times a day by alternating hours "preparing" and "adventuring" is the sort of abuse that would get practically any GM to veto even if it were permissible by RAW.

Liberty's Edge

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Derek, the rule is very simple:
"If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells."

Not needing sleep doesn't matter. The Wrywood need 8 hours of restful calm to be able to recover spells.


Yep, the embiggened text above is pretty plain and explicitly written for situations like this.


It to me seems a bit stupid. I'm not planning on rememorizing my spells every other hour to keep powered up. It was more to cut down on lag time while the party waits 9 hours for the wizard to recharge. Ended up buying armor with restful feature cutting down my need of 8 hours of calm to 2. Actually 3 hours to recharge and memorize spells.


Doesn't everyone else in the party have some sort of 8 hour refractory period though?


Derek Dalton wrote:
It to me seems a bit stupid. I'm not planning on rememorizing my spells every other hour to keep powered up. It was more to cut down on lag time while the party waits 9 hours for the wizard to recharge. Ended up buying armor with restful feature cutting down my need of 8 hours of calm to 2. Actually 3 hours to recharge and memorize spells.

Restful armor isn't going to make a huge difference either.

Restful Armor wrote:


A suit of restful armor permits the wearer to reduce the amount of uninterrupted sleep or rest she needs from 8 hours to 2 hours, and the wearer does not become fatigued by sleeping in this armor. She recovers hit points and ability damage and endures diseases, poisons, or other afflictions as if she had slept through the night in a comfortable bed, awakening refreshed. Additional rest time in this armor does not confer extra healing (as would be gained with complete bed rest), nor can the wearer benefit from the armor’s effect more than once per day.

If the party is only resting once per day, most need 8 hours of sleep to not start rolling fort saves against fatigue (barring magic to reduce the amount of sleep needed). If you are resting more than once per day, well the restful armor enchant, as indicated above, isn't going to make a difference.

Add to that from the spell prep rules.

Quote:


To prepare his daily spells, a wizard must first sleep for 8 hours

You get a daily number of spells. Not a whenever-you-prepare number of spells. Resting/preparing more frequently does not help.


I'm aware of the rules regarding spell recovery. I'm not trying to recharge my spells more often then once a day. It's the nine hours to recover spells I dislike. I have had several GMs screw me with the resting nine hours to recover spells. Ring of Sustanence and armor with Restful decrease the time to recover spells. Instead of 9 hours it's only 3. It's that extra six hour that can make a huge difference. Some dungeons and adventures have encounters set up just to do this.
I'm not trying to break the rules regarding spell recovery. I'm not looking for more then once a day. I was trying to remove something that I felt hindering. 8 hours plus an hour to recover spells. I'm perfectly happy with using armor with Restful quality and shrink that time to 2 hours then an hour recovery.


Restful Armor wrote:
A suit of restful armor permits the wearer to reduce the amount of uninterrupted sleep or rest she needs from 8 hours to 2 hours, and the wearer does not become fatigued by sleeping in this armor. She recovers hit points and ability damage and endures diseases, poisons, or other afflictions as if she had slept through the night in a comfortable bed, awakening refreshed. Additional rest time in this armor does not confer extra healing (as would be gained with complete bed rest), nor can the wearer benefit from the armor’s effect more than once per day.

Restful Armor is a +4500 gp addition to magic armor. It also allows you healing as if you had slept for 8 hours. The Ring of Sustenance at 2500 gp and uses a ring slot with a 7 day attunement needed. I like leaving my ring slots for better rings.

/cevah


Derek Dalton wrote:
I have had several GMs screw me with the resting nine hours to recover spells.

How? And it what way did it not "screw" the rest of the party?


blahpers wrote:
Derek Dalton wrote:
I have had several GMs screw me with the resting nine hours to recover spells.
How? And it what way did it not "screw" the rest of the party?

Yeah, there seems to be more to this story.

If the GM is interrupting rest it will affect the wizard and the rest of the party, as most abilities have a set number of uses per day and the characters require rest. It will affect the wizard and many other classes, and not just for spells.

Now...if the party is trying to rest in the middle of a dungeon that's different. The GM didn't design a dungeon to be rested in (probably) and if they're keeping you from resting there it's because they intended for some attrition to happen by going through the dungeon. In which case, it's permissible to keep your players from resting in a dungeon.

Liberty's Edge

Divine spellcasters recover spells even if the rest is interrupted. Most martial should recover their abilities without the need for 8 hours of rest (fatigue can limit the ability to use some of them, but not the ability to recover them). Arcane spellcasters are those that suffer the most for having their rest cut short.

Spells slots used in the last 8 hours before recovering the spells can't be filled, and that applies to all the spellcasting classes.


Arcane spellcasters recover spells even if their rest is interrupted as well--they just have to rest a bit longer than if it hadn't been interrupted. If the party is willing to rest for 8 hours but just can't be bothered to rest that additional hour because you were all wired from slaughtering that group of goblins who stumbled across your campsite, find a new party.


Derek Dalton wrote:

I'm aware of the rules regarding spell recovery. I'm not trying to recharge my spells more often then once a day. It's the nine hours to recover spells I dislike. I have had several GMs screw me with the resting nine hours to recover spells. Ring of Sustanence and armor with Restful decrease the time to recover spells. Instead of 9 hours it's only 3. It's that extra six hour that can make a huge difference. Some dungeons and adventures have encounters set up just to do this.

I'm not trying to break the rules regarding spell recovery. I'm not looking for more then once a day. I was trying to remove something that I felt hindering. 8 hours plus an hour to recover spells. I'm perfectly happy with using armor with Restful quality and shrink that time to 2 hours then an hour recovery.

I guess the key piece of information that you have still never said —yet which is very pertinent— is that no one else in the party needs to sleep? (or at least for more than 2 hours)

I'm stating the obvious here, but unless the previous statement was true (or unless you were otherwise doing something specific while one or more other party members were sleeping) reducing the required rest time wouldn't be useful.


We often slept in shifts with the GM seeming hating Arcane casters by having encounters always happening when they are resting. Didn't help the rest of the party was like oh well mage didn't rest screw him we did.
A suit of Restful armor over a Ring is this. I'm a true construct I don't eat or sleep or even breathe. Most of the ring's other functions don't apply to me. I already am wanting to wear armor so why not add Restful to it. It's not a magical enhancement regarding as a plus.
As stated before not trying to regain spells more then once a day! Simply trying to cut down on time needed to regain my spells.


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If your GM hates casters and wants to stop you from getting back your spells then there is nothing we can say or due to advise you to fix that situation.

Frankly, this sounds like the GM being a jerk if they do it constantly. Especially if he only ever interrupts the casters sleep and not the other player's rest.


Suggestion alternate when the casters sleep so that they aren't all sleeping at the same time.


Start sleeping in a pocket dimension


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Derek Dalton wrote:
We often slept in shifts with the GM seeming hating Arcane casters by having encounters always happening when they are resting. Didn't help the rest of the party was like oh well mage didn't rest screw him we did.

Two timeless adages apply here:

1. Never get in an arms race with the GM.
2. Never try to solve an out-of-game problem in-game.

It sounds like your GM is behaving poorly and your fellow players are enabling said poor behavior. Either resolve the problem out of game like civilized beings or, failing that, find a new table.


Another way to solve the problem is to let your fellow party members know that they shouldn't wake the mage unless its absolutely necessary. If the encounter is one that can be handled by only part of the group (which is typical of encounters during the night in my experience) then there's no need to wake everyone.

I recall in earlier editions of d&d (which were less lenient when it came to uninterrupted sleep) plenty of times when the group would ask who all was ok being woken up if something happened. Also, those that needed sleep got either the 1st or 3rd shift of watch duty in order to better accommodate their needs. Sometimes the wizard did have to get woken up. When that happened the group just accepted the next day would be shortened or that the wizard effectively wouldn't have spells that day.

If the adventuring group isn't willing to take care of their squishy fragile wizard then they shouldn't expect to reap the benefits of having one either. IOW find another group or don't play a wizard with that group.


If the wizard can sleep through the raging barbarian RAGELANCEPOUNCEing the baddies while the party bard accompanies on his trusty pipe-organ-on-a-wagon, well, I'm impressed.


That is what Earplugs are for.

-10 for sleep, -5 for Earplugs for a total of -15.
Hear a battle is -10.
The wizard needs to roll an effective 5 to make the check.
Perception is not a class skill, and Wisdom is not likely very good. In fact, the only guide to have a Wisdom mod > 0 was for the Transmuter at 1.

Yeah, DC 5 is not hard, but it is also not automatic. Especially if the Wizard is sleeping in the Rope Trick while the RAGELANCEPOUNCEing goes on below. [There is also the -1 per 10' penalty to consider.]

I bet if you got masterwork earplugs, they might be -7 rather than -5.

/cevah

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