That depends very much on what edition of rules you go by, if by 3.5 then you're correct, but since we're in the 1st edition timeline, it would be more correct to use 1st or 2nd edition rules to determine the time needed for this. By second edition it would be - Eight hours rest followed by 10 minutes per spell level per spell memorization time.Hoihe wrote:Incarnate wrote:That would be quite incorrect, and the rules actually reflects this.Deathgrowl wrote: Besides, magic requires genius level intellect or inborn gift. Not everyone has either of those.
And you can't do everything with magic. Read Magic of Faerûn.
According to the rules: Casting ability needs to be 10+spell level in order to learn and cast spells from the specific spell level.
10-11 is considered average level.
14 is just under genius level.
15 is genius level.
20+ is in the beginning levels of godlike.
So obviously, the higher the spell level, the less likely the beings who can learn and wield it will become. Unfortunately, because of how the game is, many such beings will an almost common sight - which is a really poor reflection of how it actually is in Forgotten Realms. Some areas have more emphasis on magic, like for instance Thay, and some areas have a really low emphasis on magic, and others it somewhere in between.
Personally I do think its important that spells retain that level of importance and it isn't as trivial as its made out to be, because every arcane & divine spellcaster, eventually run out of their daily power and need to rest, where normally it would take about 8 hours of FULL UNDISTURBED rest, then for any spellcaster who prepares spells it would take more time when also factoring in the individual would need memorize and/or pray for spells, which easily could take more than an hour or more to complete. Another thing that isn't even factored in, but both arcane & divine spells require spell components and some more specific material components that can very difficult to obtain, or exceedingly difficult. This means that the spellcasters wouldn't just hurl spells around unless it was actually deemed important enough to solve it through magic, firstly because magic is a finite resource thats physically and mentally taxing to cast, secondly there could be costs involved that wasn't negligible and the cost most certainly would increase with spell level. So, spellcasters wouldn't just go about and throw spells around just for the sake of casting spells, so when spells are cast in FR, its generally because the purpose matters enough for it to be solved through magic, because quite often there would be mundane solutions to it. Even spontaneous casters such as Sorcerers and Favored souls, still need to use spell components, so this would be true for them aswell. There is a reason why many mages/wizards/clerics offers their magical services for gold, firstly because they can make a good living that way, but certainly also because they need to when they offer their magical services because otherwise they will run a deficit business, because most spells have an actual cost. The only ones that would care less about this would be warlocks and other invocation-based caster, as their power comes from powerful entities..... well at least that is how its presented in the lore, and the PnP rules are made to support this. The whole reason why the much use of magic would break immersion and lore to a degree, simply is due to the fact that mechanically it in this game supports quantity over quality, because you can keep resting even though the character wouldn't need the rest other than to regain spells and hitpoints...oh yea, and in the 3.5 and previous editions, one wouldn't regain all hit points with one rest, it would actually only be 1+con mod per day of full rest. However, the need for spells is made much higher due to several facts, that monsters are generally tougher, hit harder, have more hitpoints, are more dangerous and they don't reward that much xp compared to their PnP counterparts. Which basically just means, more spells and magical items are needed to overcome them.
...hence one of the reasons I suggested that arcane & divine spells should have a gp cost in relation to it spell level, because it would make spellcasters not just go about and cast spells for the sake of casting or being benevolent, they would for the most part only cast them when the spells are truly needed. Of course this would introduce some other issues on their own, but the result would be that we would see spells being used when it really mattered. It would give all the more reasons for spellcasters to actully charge for their services, which by the way isn't really a possibility to do, because if you want to charge for it, one will just find a more benevolent spellcaster who won't. If spells actually did had a cost associated with it here on the server, then those who're are offering the buffs, wards, etc. would just be that much more benevolent. Personally, I think that spells being so readily available offsets a very delicate balance, which isn't just in the terms of encounters.
Let me fix an error.
Spells take AT MOST 1 hour to prepare. This means your entire list of memorized spells. It can however take shorter, if you do not prepare as many spells as your spell slots allow, but you need at least 15 minutes to get into the right mindset.
Also, it needn't be 8 hours of sleep. As long as one doesnn't move around or exert oneself, it's acceptable as rest.
http://www.realmshelps.net/magic/arcane.shtml
1st edition - Eight hours rest followed by 15 minutes per spell level per spell memorization time.