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although with teh amount of resources you can find if you actually explore everything, you can still basically take a long rest to restore all spells everytime you run out.
Some things allow you to recover a few uses before you need to rest, but otherwise it's a mandatory action.
I'm sure someone will make a mod so you can "long rest" instantly out of battle though, just like the bedroll in DOS2.
No, because there is no fixing that needs to be done.
There probably are mods to *break* it though.
Its basically two different mana cost for spells. Some you can short rest to regenerate, others you have to long rest.
In practice they just end up getting used for counter spell and offensive spells come from scrolls. The lack of a magic item proficiency leaves stuff like casters, thief rogues and bards in a odd spot where a barbarian can just cast fireballs when needed.
In previous editions, prepared spellcasters (like Wizards) had to fill spell slots when they prepared their spells. So if you prepared 2 Magic Missiles today you can cast 2 Magic Missiles and nothing else. If you prepared 1 Magic Missile and 1 Shield you can cast each once only. 5th edition makes it more convenient to have all casters function like spontaneous casters (like Sorcerers) of old editions, they fill their spells slots when they actually cast the spell. So you have more flexibility and don't have to worry quite so much, though it does cut down on the uniqueness of different casters.
I think the mechanical aspects have already been explained. Spells are strong, they need a limit, and D&D uses this instead of mana.
First of all, every caster except the Warlock regains all of their spell slots on a long rest. Warlocks gain all of their spell slots on both short and long rests, but in exchange they don't have many slots to work with overall.
Certain casters such as the Wizard can regain their spell slots via a special class feature called Arcane recovery. This only requires an action and a charge of this unique resource, so you can even do this in combat unlike resting.
Spell slots come in levels, the higher the level the more powerful the spell generally is. E.G. a level 1 damaging spell such as guiding bolt will deal noticeably less than a level 3 damaging spell such as fireball, as well as fireball having a significant AoE whereas guiding bolt is single target only. The higher your caster's class level, the more spell slots you will obtain and the higher level you'll be able to cast. Class level and spell level are not the same thing.
Spells can only be cast once you've reached a certain level, such as fireball. However, EVERY spell can be "up cast." Up casting refers to using a higher spell slot than the spell requires, E.G. Using a level 4 spell slot for fireball, which as we know is a level 3 spell. This usually results in the spell being marginally more powerful too, but your mileage will vary depending on the spell itself.
There are a few spells that have the "ritual" tag, such as speak with animals. This means that as long as you cast the spell out of combat, it won't use your spell slot to cast it, meaning it's more or less free to cast.
There are certain kinds of casters, those being full casters, 1/2 casters and 1/3 casters. Full casters have the access to the most spells and spell slots overall, 1/2 casters have access to half of the full casters spells and as you can guess 1/3 casters have access to one third of the full casters spells. 1/2 and 1/3 casters make up for their lack of spells in other areas, such as armor, health, melee etc.
Finally, you can only have so many spells currently castable at any given moment, this increases with level and your spell casting modifier such as intelligence for Wizard or Charisma for Sorcerer. There are 2 kinds of ways to have spells be castable, those being "prepared" and "known" casters. Prepared casters like the Wizard are able to change their chosen spell list at any time while not in combat, allowing for great flexibility. Known casters like the Sorcerer are locked in with their spell choices semi-permanently. The only way they can change their spell list is by respeccing their character or when reaching certain levels. Choose wisely if playing a known caster.
There's probably more stuff that I've missed out, but I hope this helps you give a comprehensive understanding of how casting works and I really think this game is worth your time and money.