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General Tabletop Discussion
*Pathfinder & Starfinder
Best use of rituals you have seen so far?
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<blockquote data-quote="Otterscrubber" data-source="post: 5487117" data-attributes="member: 4588"><p>In the campaigns I have played in we have not used the spells in super clever way, merely the ways they were intended to be used. Hand of fate has been super helpful when stuck in an other dimension bizarro dungeon for finding our way around. Phantom Steed helped up search for missing friends in a swamp full of trolls without having to slog around in the mud for weeks. Circle of Protection kept us safe from the duergar when we were at our wits end, no surges and HAD to rest. Although we also call this spell circle of protection from xp as we have missed some encounters due to it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>In our pirate campaign, controlling winds and being able to breath underwater helped us avoid, then turn the tables on an unfriendly pirate vessel. </p><p></p><p>Overall I like the rituals and the 10 minute casting time hasn't been that big a deal. We typically read the casting time to mean "not in combat". It's not like we use an egg timer or anything. I do think some rituals should be able to be cast on the fly though, such as knock. If you are being chased and you hit that locked door, that 10 mintues makes that spell useless. Also spells like silence seem to be negated by the fact that you want to be quiet, but I would assume casting the spell in the first place makes noise. So whatever you are trying to be quiet from will simply hear you casting the spell. This does not make sense. </p><p></p><p>I think some rituals should have a notation or type that indicates you can "rush" cast them, but with some penatly or increase in component cost. Or something, I'll let the creative folks on this board chime in now.......</p></blockquote><p></p>
[QUOTE="Otterscrubber, post: 5487117, member: 4588"] In the campaigns I have played in we have not used the spells in super clever way, merely the ways they were intended to be used. Hand of fate has been super helpful when stuck in an other dimension bizarro dungeon for finding our way around. Phantom Steed helped up search for missing friends in a swamp full of trolls without having to slog around in the mud for weeks. Circle of Protection kept us safe from the duergar when we were at our wits end, no surges and HAD to rest. Although we also call this spell circle of protection from xp as we have missed some encounters due to it :) In our pirate campaign, controlling winds and being able to breath underwater helped us avoid, then turn the tables on an unfriendly pirate vessel. Overall I like the rituals and the 10 minute casting time hasn't been that big a deal. We typically read the casting time to mean "not in combat". It's not like we use an egg timer or anything. I do think some rituals should be able to be cast on the fly though, such as knock. If you are being chased and you hit that locked door, that 10 mintues makes that spell useless. Also spells like silence seem to be negated by the fact that you want to be quiet, but I would assume casting the spell in the first place makes noise. So whatever you are trying to be quiet from will simply hear you casting the spell. This does not make sense. I think some rituals should have a notation or type that indicates you can "rush" cast them, but with some penatly or increase in component cost. Or something, I'll let the creative folks on this board chime in now....... [/QUOTE]
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Best use of rituals you have seen so far?
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