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General Tabletop Discussion
*Dungeons & Dragons
Is It Time to Partition Ritual and Non-Ritual Spells?
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<blockquote data-quote="Rhenny" data-source="post: 6046764" data-attributes="member: 18333"><p>I agree. There should be a cost. Here's my take on ritual casting:</p><p></p><p>There should be some limit to how many rituals a spell caster can cast. I'm actually even willing to make ritual casting potentially dangerous to the caster. I love the idea that very powerful (game breaking spells like divination, scrying, teleport, even speak with undead and augury...to name a few) could possibly drain a wizard of constitution or max hit points (just like energy drain) or randomly diminish another ability score. I'm a fan of Michael Moorcock's Elric series. Casting spells (or summonings) for Elric and others was completely draining and often dangerous. That's exciting.</p><p></p><p>Another option: Maybe there could be something called "Ritual Fatigue" so that each time a PC performs a ritual he or she has to roll a Constitution check DC 10 + spell level. If he or she fails, he takes 1d6 fatigue points. If fatigue points total more than caster levels then the caster becomes exhausted and can't cast another ritual until after an extended rest (then the points disappear). If the fatigue points ever get to -10, the spellcaster dies (or for less dangerous tastes, the ritual participant can't cast a ritual for a week of game time). This would prevent spellcasters from casting "Teleport" basically at will for anyone who will pay. It will prevent wizards from using "Stoneshape" to create castles (unless it takes a good long time). It will even make lower level PCs more wary about casting "Speak with Dead" or "Augury"...both spells that could really be incredibly valuable if used too often.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6046764, member: 18333"] I agree. There should be a cost. Here's my take on ritual casting: There should be some limit to how many rituals a spell caster can cast. I'm actually even willing to make ritual casting potentially dangerous to the caster. I love the idea that very powerful (game breaking spells like divination, scrying, teleport, even speak with undead and augury...to name a few) could possibly drain a wizard of constitution or max hit points (just like energy drain) or randomly diminish another ability score. I'm a fan of Michael Moorcock's Elric series. Casting spells (or summonings) for Elric and others was completely draining and often dangerous. That's exciting. Another option: Maybe there could be something called "Ritual Fatigue" so that each time a PC performs a ritual he or she has to roll a Constitution check DC 10 + spell level. If he or she fails, he takes 1d6 fatigue points. If fatigue points total more than caster levels then the caster becomes exhausted and can't cast another ritual until after an extended rest (then the points disappear). If the fatigue points ever get to -10, the spellcaster dies (or for less dangerous tastes, the ritual participant can't cast a ritual for a week of game time). This would prevent spellcasters from casting "Teleport" basically at will for anyone who will pay. It will prevent wizards from using "Stoneshape" to create castles (unless it takes a good long time). It will even make lower level PCs more wary about casting "Speak with Dead" or "Augury"...both spells that could really be incredibly valuable if used too often. [/QUOTE]
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Is It Time to Partition Ritual and Non-Ritual Spells?
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