Syrik: The Flames of War
Heroic though they might be, adventurers can’t spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest—time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.
Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day.
A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.
- A character heals their level in Hit Points at the end of a short rest, up to the character’s maximum number of Hit Points. Certain feats increases the amount of healing received. You may gain Hit Points this way a number of times equals to your Constitution modifier, after which you may not do so again until either 24-hours have passed or until you achieve a Long Rest.
- A character also regains any 1st to 3rd level spell slots they may have expended if they are a 9th-level caster, 1st to 2nd if they are a 6th-level caster, or just 1st level spells if they are a 4th-level caster. You may not change your spells prepared after a short rest.
- Finally a character regains expended powers if the power is a power granted between the levels 1st-5th. of that class.
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it.
- At the end of a long rest, a character regains their level x 2 in Hit Points, up to the character’s maximum number of Hit Points. The character also regains the ability to heal from a short rest. Certain feats increases the amount of healing received.
- A character also regains all expended Spells (levels 1-9), all daily Powers, and Luck at the end of a Long Rest.
- A spellcaster can change their spells prepared at the end of a Long Rest. A divine caster may do so at the next point in time that their deity allows for prayer.
- A character regains any Spell Like Abilities they may have.
- A character can’t benefit from more than one long rest in a 24-hour period.