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Other immersion rule changes:
1. If you have spells, they should be apparent where you learned them. A cleric would know a lot of spells by default and they know this by their faith or training to be a cleric.
A mage who only knows 1st tier spells at the start of the game wouldn't automatically gain spells when reaching the second tier, they would have to learn them by scroll, tomb, or insight as they may be evolved forms of lower tiers. For example, a mage that uses fire magic a lot has a good change to learn higher tier fire magic naturally.
You may opt out of this restriction or allow me to make an exception for you if you're heart is set on a specific spell.
2. Cantrips are similar. Cantrips also use MP where applicable if they would otherwise use MP, they would add to your MP total pool.
3. MP and Spell Slots: We won't be using them exactly as stated but they are an indication of your MP.
A 1st level Sorcerer has 2 slots in 1st tier spells, so they would be able to cast any 1st tier spell they know two times or a 2nd tier spell (if they somehow knew one) once. Their MP would be 2. In other words the spell power required for any 1st tier spell is 1, cast any spell or any combination of spells you have twice.
You eventually gain the ability to cast 9 tiers of spells. Each tier cost more MP. The MP of a spell is equivalent to it's tier. So a tier 2 spell costs 2 MP
A 10th level sorcerer can cast:
4 - 1st tier (4 MP)
3 - 2nd tier (6)
3 - 3rd tier (9)
3 - 4th tier (12)
2 - 5th tier (10)
So If this sorcerer really likes "burning hands", at 10th level he could cast it 41 times before he would have to rest to recover his MP. Equivalently he could cast a tier 5 spell 8 times, not just two.
This makes a well rested mage much more useful.
4. However, MP doesn't recover fully with a "long rest". Neither does HP magically recover after a "long rest"
This is dependent on hit dice (1 per hour + Constitution modifier for HP and Intelligence modifier for MP for mages, Wisdom for Cleric, etc.).
You will regain one hit die per hour rested for both HP and MP, resting does not necessarily mean sleeping, see the player's handbook.
5. Interrupted "rest" does not lose any gains in previous hours rested, on a per hour basis.
Long rest is just a series of short rests of one hour length. You can rest longer than 8 hours.
Some abilities require 24 hours to reset regardless of rest. See the description and requirements of those abilities.