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Magic but...no magic?

Started by underdogrc, June 19, 2026, 06:30:27 PM

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underdogrc

Just got everything setup as I think it should be...only to realize while i'm adventuring that none of my magic-users or clerics have anything memorized.  I selected the spells to memorize, but there's no option to 'rest' to memorize.  Go into battle and there's no options for spells.  What am I missing here?

hans

What design are you playing?

underdogrc

@hans I just did the basic setup of FRUA and the instructions to do the UA setup, downloaded the first few games of The Realms and started on The Keep on the Borderlands.  Everything seems to work fine except there doesn't seem to be a way to 'rest' to memorize spells which is odd.

ephiroll

Quote from: underdogrc on June 21, 2026, 07:38:37 AMthere doesn't seem to be a way to 'rest' to memorize spells which is odd.

This can be controlled on the build side. You either have to find a spot that the author of the module says is a safe rest zone or you have to find an inn. Safe zones and inns will not always be marked as such to make that even more difficult. It is possible to make a module in which a party can never rest.

If the module is unlocked, then you can add a rest point yourself. If you're using a hacked version of FRUA, then you can unlock without the password and add a rest point.

Alternatively, module authors can let you rest and then throw random encounters at you to prevent it rather than checking the 'no rest' option.

I've never played the module you're playing and do not know where the starting rest area should be, but it should be inside the fort if the FRUA module is built like the TT module.
Writer, game designer, and jack of all trades.
www.jeremiahdonaldson.com

Jribbons

In case you're still having the issue, for that particular module, you can only rest back in the inn inside the Keep.