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General Tabletop Discussion
*Dungeons & Dragons
Considering new ritual spells
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<blockquote data-quote="Dausuul" data-source="post: 6899114" data-attributes="member: 58197"><p><span style="font-size: 10px"><em><span style="font-family: 'Tahoma'">Arcane Eye:</span></em><span style="font-family: 'Tahoma'"> Wizard can now scout for free, rogue out of a job.</span></span></p><p><span style="font-size: 10px"><em><span style="font-family: 'Tahoma'">Arcane Gate:</span></em><span style="font-family: 'Tahoma'"> Expands party's mobility, but this is a rarely-used spell. Nothing major.</span></span></p><p><span style="font-size: 10px"><em><span style="font-family: 'Tahoma'">Banishment:</span></em><span style="font-family: 'Tahoma'"> Nothing major. This is mostly a combat spell, so a ritual version will rarely see use.</span></span></p><p><span style="font-size: 10px"><em><span style="font-family: 'Tahoma'">Clone:</span></em><span style="font-family: 'Tahoma'"> Essentially no effect. This is a "downtime spell" anyway.</span></span></p><p><span style="font-size: 10px"><em><span style="font-family: 'Tahoma'">Conjure spells (all):</span></em><span style="font-family: 'Tahoma'"> The party sets up camp at the dungeon entrance and sends a parade of conjured monsters in until all traps have been triggered and minor encounters dealt with.</span></span></p><p><span style="font-size: 10px"><em><span style="font-family: 'Tahoma'">Etherealness:</span></em><span style="font-family: 'Tahoma'"> Frees up the wizard to use a 7th-level spell slot on combat instead of travel/infiltration.</span></span></p><p><span style="font-size: 10px"><em><span style="font-family: 'Tahoma'">Gate: </span></em><span style="font-family: 'Tahoma'">Frees up the wizard to use a 9th-level spell slot on combat instead of travel/infiltration.</span></span></p><p><span style="font-size: 10px"><em><span style="font-family: 'Tahoma'">Glyph of Warding:</span></em><span style="font-family: 'Tahoma'"> Every campsite will be fortified all to hell and gone. Every dungeon will have more PC-set traps than monster-set ones. <strong>Strongly</strong> recommend against this one.</span></span></p><p><span style="font-size: 10px"><em><span style="font-family: 'Tahoma'">Legend Lore:</span></em><span style="font-family: 'Tahoma'"> Nothing too serious due to the material component.</span></span></p><p><span style="font-size: 10px"><em><span style="font-family: 'Tahoma'">Leomund’s Secret Chest:</span></em><span style="font-family: 'Tahoma'"> Essentially no effect. This is a "downtime spell" anyway.</span></span></p><p><span style="font-size: 10px"><em><span style="font-family: 'Tahoma'">Mordenkainen’s Faithful Hound:</span></em><span style="font-family: 'Tahoma'"> Frees up the wizard to use a 4th-level spell slot on combat instead of camp defense.</span></span></p><p><span style="font-size: 10px"><em><span style="font-family: 'Tahoma'">Mordenkainen’s Private Sanctum:</span></em><span style="font-family: 'Tahoma'"> Nothing major.</span></span></p><p><span style="font-size: 10px"><em><span style="font-family: 'Tahoma'">Modify Memory:</span></em><span style="font-family: 'Tahoma'"> I would stay way the hell away from this one. Creative players will abuse hell out of being able to rewrite captured NPCs' memories more or less at will.</span></span></p><p><span style="font-size: 10px"><em><span style="font-family: 'Tahoma'">Phantasmal Terrain:</span></em><span style="font-family: 'Tahoma'"> Assuming you mean <em>hallucinatory terrain</em>: This allows the party to cover huge expanses of territory with illusion at no cost for 24 hours. Could be seriously abused.</span></span></p><p><span style="font-size: 10px"><em><span style="font-family: 'Tahoma'">Sending:</span></em><span style="font-family: 'Tahoma'"> At-will long-distance communication can make a big difference depending on the campaign.</span></span></p><p><span style="font-size: 10px"><em><span style="font-family: 'Tahoma'">Simulacrum: </span></em><span style="font-family: 'Tahoma'">Frees up the wizard to use an 8th-level spell slot on combat instead of making copies of herself.</span></span></p><p><span style="font-size: 10px"><em><span style="font-family: 'Tahoma'">Symbol: </span></em><span style="font-family: 'Tahoma'">Frees up the wizard to use a 7th-level spell slot on combat instead of setting an uber-trap.</span></span></p><p><span style="font-size: 10px"><em><span style="font-family: 'Tahoma'">Teleportation Circle: </span></em><span style="font-family: 'Tahoma'">Frees up the wizard to use a 5th-level spell slot on combat instead of an escape hatch.</span></span></p><p><span style="font-size: 10px"><em><span style="font-family: 'Tahoma'">Trap the Soul:</span></em><span style="font-family: 'Tahoma'"> You would have to give this spell a non-ritual version first. It doesn't exist. It's in the PHB spell list by mistake.</span></span></p><p><span style="font-size: 10px"><em><span style="font-family: 'Tahoma'">True Seeing:</span></em> All PCs will have <em>true seeing</em> up at all times. No more illusions, invisible monsters, secret doors, etc.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">I would be very, very careful about adding the ritual tag to spells. It powers-up the wizard significantly, and it's very easy to break your game if you do it to the wrong spell. Don't do it pre-emptively on a big swath of spells like this. Go one at a time and consider the impact with care.</span></p></blockquote><p></p>
[QUOTE="Dausuul, post: 6899114, member: 58197"] [SIZE=2][I][FONT=Tahoma]Arcane Eye:[/FONT][/I][FONT=Tahoma] Wizard can now scout for free, rogue out of a job.[/FONT] [I][FONT=Tahoma]Arcane Gate:[/FONT][/I][FONT=Tahoma] Expands party's mobility, but this is a rarely-used spell. Nothing major.[/FONT] [I][FONT=Tahoma]Banishment:[/FONT][/I][FONT=Tahoma] Nothing major. This is mostly a combat spell, so a ritual version will rarely see use.[/FONT] [I][FONT=Tahoma]Clone:[/FONT][/I][FONT=Tahoma] Essentially no effect. This is a "downtime spell" anyway.[/FONT] [I][FONT=Tahoma]Conjure spells (all):[/FONT][/I][FONT=Tahoma] The party sets up camp at the dungeon entrance and sends a parade of conjured monsters in until all traps have been triggered and minor encounters dealt with.[/FONT] [I][FONT=Tahoma]Etherealness:[/FONT][/I][FONT=Tahoma] Frees up the wizard to use a 7th-level spell slot on combat instead of travel/infiltration.[/FONT] [I][FONT=Tahoma]Gate: [/FONT][/I][FONT=Tahoma]Frees up the wizard to use a 9th-level spell slot on combat instead of travel/infiltration.[/FONT] [I][FONT=Tahoma]Glyph of Warding:[/FONT][/I][FONT=Tahoma] Every campsite will be fortified all to hell and gone. Every dungeon will have more PC-set traps than monster-set ones. [B]Strongly[/B] recommend against this one.[/FONT] [I][FONT=Tahoma]Legend Lore:[/FONT][/I][FONT=Tahoma] Nothing too serious due to the material component.[/FONT] [I][FONT=Tahoma]Leomund’s Secret Chest:[/FONT][/I][FONT=Tahoma] Essentially no effect. This is a "downtime spell" anyway.[/FONT] [I][FONT=Tahoma]Mordenkainen’s Faithful Hound:[/FONT][/I][FONT=Tahoma] Frees up the wizard to use a 4th-level spell slot on combat instead of camp defense.[/FONT] [I][FONT=Tahoma]Mordenkainen’s Private Sanctum:[/FONT][/I][FONT=Tahoma] Nothing major.[/FONT] [I][FONT=Tahoma]Modify Memory:[/FONT][/I][FONT=Tahoma] I would stay way the hell away from this one. Creative players will abuse hell out of being able to rewrite captured NPCs' memories more or less at will.[/FONT] [I][FONT=Tahoma]Phantasmal Terrain:[/FONT][/I][FONT=Tahoma] Assuming you mean [I]hallucinatory terrain[/I]: This allows the party to cover huge expanses of territory with illusion at no cost for 24 hours. Could be seriously abused.[/FONT] [I][FONT=Tahoma]Sending:[/FONT][/I][FONT=Tahoma] At-will long-distance communication can make a big difference depending on the campaign.[/FONT] [I][FONT=Tahoma]Simulacrum: [/FONT][/I][FONT=Tahoma]Frees up the wizard to use an 8th-level spell slot on combat instead of making copies of herself.[/FONT] [I][FONT=Tahoma]Symbol: [/FONT][/I][FONT=Tahoma]Frees up the wizard to use a 7th-level spell slot on combat instead of setting an uber-trap.[/FONT] [I][FONT=Tahoma]Teleportation Circle: [/FONT][/I][FONT=Tahoma]Frees up the wizard to use a 5th-level spell slot on combat instead of an escape hatch.[/FONT] [I][FONT=Tahoma]Trap the Soul:[/FONT][/I][FONT=Tahoma] You would have to give this spell a non-ritual version first. It doesn't exist. It's in the PHB spell list by mistake.[/FONT] [I][FONT=Tahoma]True Seeing:[/FONT][/I] All PCs will have [I]true seeing[/I] up at all times. No more illusions, invisible monsters, secret doors, etc. I would be very, very careful about adding the ritual tag to spells. It powers-up the wizard significantly, and it's very easy to break your game if you do it to the wrong spell. Don't do it pre-emptively on a big swath of spells like this. Go one at a time and consider the impact with care.[/SIZE] [/QUOTE]
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