Actually the effect line says explicitly that the target does not remember being charmed. They MAY notice that you tried to charm them if you fail, if they are higher level than you are. Otherwise they remain blithely ignorant. So it is actually a zero risk ploy against anyone of your level or lower. For a higher level orb wizard with a couple items and a jacked up wisdom score it is pretty close to a sure bet against anyone.
Except... In the case I present above where the ruler of a region has a trusted adviser that sits in with him during audiences and can detect the use of such spells.
Using this logic, there's no risk in disguising your entire party as orcs with Phantom Mask and marching past the planned orc encounter the DM had... So much for that "negating" theory you have.
It's totally flavorful and fits in with established sword & sorcery fiction.
Nobody is saying that the spell has UNLIMITED utility.
Yeah. Actually someone did. They said it was a "win button". I don't remember who said that. Go back to page 2 I think.
Just that it is a pain in the arse to adjudicate it, it tends to either preclude or greatly simplify a whole swath of potentially challenging or interesting situations, and is very hard to balance.
The point about balance is actually not that it is so hard to balance...
I think you're a bit confused here.
...it is that it would be UTTERLY UNNECESSARY to carefully balance a ritual. You can make it as weak as you care to, it takes virtually no resources to acquire. So what if it is of very little utility? The one time it will come in handy pays for the trivial gp cost of buying it. Surely even if the DM is a real hard case on ruling against it working in a given situation there will be SOME situations where said ritual will come in very handy nonetheless. If you rule the POWER version that harshly then you're basically screwing the player out of the use of a utility power that the rules say they should legitimately get as much use out of as say Shield, which is a good bit. So I would find the ritual to be a superior implementation on that basis. The DM now has a real choice as to how much to let the players get away with.
I don't see the difference in nerfing a ritual and nerfing a power. The player expects rituals to work the same as they expect powers to work. By minimizing the ritual, like you're doing, you're saying that one part of the system is fine for DMs to muck with, but one part isn't. I don't get that.
I really don't get the big bias against ritual magic. It seems like people are saying basically "I don't want to have to plan ahead at all, I just want my solution to be easy so I can be lazy about it and just whip it out at a moment's notice." Personally I like to make the players think a bit more than that. I feel like this whole trend is just catering to players.
I don't think anyone is biased against ritual magic. Seems more like people are biased against utility magic that's not a ritual.
"I like to be lazy and just use feather fall when I climb really high instead of using my climb skill..." "I like to be lazy about it and just whip out my Disguise Self spell instead of taking the time to use Bluff and come up with fake elf ears..."
...
Really? Lazy? It's just a resource for players. lol...
Even if you are of the opinion that this is a lovely power and all why is it so low level? I never understood why such powerful magics were so low level in AD&D either. I mean fireball is nice and all but it has only very limited uses. Charm Person or its 4e incarnation have a vast array of uses, some of which can produce results all out of proportion to the thought or energy put into using them. It is pretty hard for me to see the logic of where this is a low heroic tier power. It could just as easily be relegated to paragon or even epic, or be a PP utility power that requires you to at least really dedicate your character options to using it. It was a bad move in AD&D 1e for it to be a level 1 spell, why do we need to repeat even THAT obvious mistake?
It's low level because it's
not that powerful. Seriously. It's not.
A) You can't use it in combat. So, getting to a position to actually engage with the creature in a non-hostile manner is a challenge in and of itself. Meaning, you can't really use this on creatures who don't like you that well in the first place. Not unless you capture them and restrain them. Hmmm. Sounds like an interesting challenge!
B) It's not automatic. It's not very effective against creatures of higher level. As a DM, you control what level creatures are... Hmmm...
C) It's not a "win button" - so let's assume you capture them, they're not higher level than you, and you FINALLY get to use Instant Friends. So what? They'll give you all the good information that as a DM you should WANT your players to have. They don't do much for you, they won't risk property (like give you anything) and they won't risk their life (like fight for you or do anything that endangers them, like give out something that'll get them killed...).
So, really... This is totally blown out of proportion in my humble opinion. It's not that great of a power. It's just flavorful, interesting, and fun. It gives a little power to players who have that douchebag DM that gives auto-failures on Diplomacy checks.
